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    New level match up system for Co-OP and PVP?

    MosquitoPower
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    Post by MosquitoPower Wed Apr 24, 2013 11:28 pm

    I did a search and did not see any topics on this subject, but forgive me if this is a old subject.

    Does anyone want to see a different pvp and co-op system for player match-ups in Dark Souls 2?
    I mean that "levels" are almost pointless in Dark Souls, power is all about equipment level. But somehow the level cap system seems to work.

    Should it be changed?






    WandererReece
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    Post by WandererReece Thu Apr 25, 2013 9:13 am

    Sometimes I think it should be based on equipment level because of all of those low level ****s in the Burg, but that problem was mostly created by the BB glitch. If there is no BB glitch, or it's patched ASAP, then the current system should be fine.
    BeeSeaEss
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    Post by BeeSeaEss Thu Apr 25, 2013 9:21 am

    Reece, if it was based off of equipment level, think about the legit players who came back with max lvl stuff so that they could help noobies/newbies at the game. sad
    MosquitoPower
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    Post by MosquitoPower Thu Apr 25, 2013 1:46 pm

    Perhaps if the top end of leveling weapons actually increased or added stat requirements.

    So for example:
    -Above +5 Magic weapons started requiring faith stats.
    -Normal weapons started needed more of whatever stat they used.
    -Same for armor.

    That way you could build a character that at low level could use a powered up weapon or armor, but would have a weakness in some other area.
    More glass cannons, slow tanks, and all around average everyman types in the low level ranges.
    KazooieBanjo
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    Post by KazooieBanjo Thu Apr 25, 2013 2:40 pm

    You would be hard pressed to reliably base it on equipment. I can just equip low level gear and then immediately switch to high level gear when a connection is established.

    Edit: Requiring higher stats to wield better weapons would solve the problem of low level characters with awesome gear, but it would muck up stat progression severely.
    ublug
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    Post by ublug Thu Apr 25, 2013 3:14 pm

    Not related to player levels, but more related to summoning:
    Using the red sign soapstone should not reset the invasion timer imho. I understand the reason why the red eye orb resets the timer, but when you use the red sign soapstone the host actually wants you to invade.
    KazooieBanjo
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    Post by KazooieBanjo Thu Apr 25, 2013 3:17 pm

    They should rework the soapstones. You should be able to go outside the area and still be summoned, maybe just make it so that another use of the soapstone cancels and then another use with no sign down actually places it.
    ublug
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    Post by ublug Thu Apr 25, 2013 3:27 pm

    Also OT, before dark souls was released (or right after release) we speculated if humanity count would contribute to player level, so a level 10 invader with 50 humanity were seen as a level 60. That is a bit harsh, but let's say every 5 humanity held is seen as an additional level.
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    Post by KazooieBanjo Thu Apr 25, 2013 3:31 pm

    ublug wrote:Also OT, before dark souls was released (or right after release) we speculated if humanity count would contribute to player level, so a level 10 invader with 50 humanity were seen as a level 60. That is a bit harsh, but let's say every 5 humanity held is seen as an additional level.

    5 humanity per level seems too low. Most of the benefits cap off at 10 humanity. Maybe just have each humanity count as a level, but cap it off at 10?

    It would be interesting if invasions prioritized (not entirely but a better chance to be invaded) humanity levels.

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