The amount of effort required to create some kind of downscaling would be pretty high too. So it doesn’t do well on the effort:reward ratio for the developers.
the cost/benefit ratio is immense because certainly costs much less than paying for new assets and recording voicelines while keeping new players in the game.
it’s just math and there are plenty of examples in other games how it can be done, funcom doesn’t have to reinvent the wheel.
It’s a tricky one really. Part of the problem is that the story mode dungeons main purpose is telling the story. They don’t give great xp, and the distillate rewards are limited by the fact that you can’t fuse gear to epic until level 50. That means that you don’t want levelling players to advance their gear too fast, or they’ll hit the level roadblock too soon, and won’t get any more gear progression until they reach 50.
there are plenty of roadblocks in the game already in form of story progression, expertise and fusing items (having to sell them for shards so you can fuse to begin with puts another dampener of progressing too fast).
worse, leveling has been always been pretty pointless for over half the game. once you hit SD there’s a good chance you’ll outlevel parts of the zone already, then it takes even longer to enter cotsg now that last train to cairo is part of the story, so when you finally enter the city you’ll be 50 or very close. even before that it’s not like levels have any impact (should’ve been removed with the relaunch anyway, but that’s another discussion)…
It’s hard to balance it, really. It’d be good to introduce more new players to the dungeons so that they can experience the story and be exposed to the mechanics of using keys for loot. I don’t think that there’s a simple answer though (and scaling dungeons certainly wouldn’t be simple).
not really. it’s not like SWL has a complicated setup to begin with. loot comes mainly from chests with their own loottable, gear has no levels either (besides some talisman slot unlocks but adjusting the loottable is hardly difficult, and it’s not like you have to bother with it to begin with). kill xp is hardly relevant and the mission rewards is just another number.
it’s also less about loot or “just run elite, lawl” (which completely misses point), but how it looks to new players and it’s effect. it’s obviously an issue else people wouldn’t talk about it in chat or go out of their way to sign up here and make a post about it.
while the lower zone population cap certainly works for atmosphere, it also makes the game appear quite dead. you hardly ever see anyone, chat is dead silent (new players won’t know about sanctuary, or install the mod so they don’t have to join constantly. funcom at this point might as well put in a global channel), so you couldn’t even find people via chat besides sitting in agartha (if they go through the effort to begin with). sitting in an endless queue certainly doesn’t improve the look of the game, even more so when there isn’t a good reason to not have story mode scale so anyone outside the limited levelrange of the dungeon can participate (which quite stupid from the start considering mmo population over time).
it fragments your playerpool unnecessarily leading to many issues that could be avoided. another nice effect is running elite with people that never have done the dungeon before because it never popped for them…
to give you an example, I started leveling an old alt when I came back. story mode queue pops maybe once a day, so if I don’t use that chance (because I’m doing a story mission etc and don’t wanna restart it) I just wasted the keys and an easy way to progress on my challenge log. it also means there’s zero point in buying keys when you don’t have any chance to use them (and that is funcom’s business model after all. while it’s arguable who might buy keys for SM why reduce the chance they do to zero?).
dungeons are also one of the better parts of the game, the game going out of it’s way to make it a chore to do them or just play with other players is quite counter productive,
About the only shortcut I can think of would involve making all story mode dungeons elite 1, and then buffing everyone with equal footing, then have rewards that relate to your personal IP like opening caches does, but capped at a lower amount than elite 1. That way, no one could over gear anyone else, and it’d use existing game systems. I don’t think it’d work well though, because people would still be lacking the incentive to run them.
you can either buff up or down, it’s not like it has a big effect on the rewards anyway. even simpler would be to simply scale damage/health to your level, or just hardcap it to a fixed level so you don’t even have to mess around with scaling at all. story mode is already easy enough that it won’t make much of a difference, all it would change is stuff taking tiny bit longer to kill.
as for incentive, even at 50 I still run story mode simply to get rid of my keys, progress challenge log and play with other people for a change. as dead as it is it’s still faster than sitting in agartha trying to get a elite group running (while I have not problem with that, I cba to do it every day), not to mention the run itself probably being faster and less prone to fail.