No it doesn't.
Roster-based scaling is an abomination that has to be killed with fire, and they're finally doing it.
Bowgentle said: No it doesn't.Roster-based scaling is an abomination that has to be killed with fire, and they're finally doing it.
MarkersMake said: For clarity, the OP is saying that (for example) SCL7 would place a cap (or maybe a toque) on all characters on your roster at, say, level 300. The level of your opponents would still be determined solely by your chosen SCL. This would keep the high-level (450+) characters on high-end rosters from crushing lower SCL opponents into whatever you get when you apply crushing force to something that is already crushed into paste. Obviously, each SCL would have a higher cap, with the current maximum SCL (presumably) being "unlimited". It's an intriguing idea.
broll said: MarkersMake said: For clarity, the OP is saying that (for example) SCL7 would place a cap (or maybe a toque) on all characters on your roster at, say, level 300. The level of your opponents would still be determined solely by your chosen SCL. This would keep the high-level (450+) characters on high-end rosters from crushing lower SCL opponents into whatever you get when you apply crushing force to something that is already crushed into paste. Obviously, each SCL would have a higher cap, with the current maximum SCL (presumably) being "unlimited". It's an intriguing idea. I understood the OPs point, but made my comments generally broad that and dynamic scaling is an open door for the devs to make thins uneven/bad. More targeted at the OPs suggestions: So we invest effort and sometimes real money into levels for characters just for the devs to then take the levels we got with those away/not let us use them? Emphatically no!
MarkersMake said: But I do like the idea of effectively not allowing anti-tank weapons in an archery competition.
Crnch73 said: MarkersMake said: But I do like the idea of effectively not allowing anti-tank weapons in an archery competition. I understand the sentiment here. But think of it this way... Maybe a bow and arrow costs a few hundred bucks. An anti-tank weapon can be millions. An archery contest pays out money relative to the weapons required, so maybe it pays out $1,000.If someone brings a million dollar weapon to win a $1,000 prize, they're crazy. They'll win, but their return on investment is tiny. The only way to get this game to work is that they incentivize the anti-tank gun to enter the anti-tank level of play. So, make the highest SCL's pay out a bunch more, and the anti-tank guy will not show up to your archery competition.Making SCL-linked difficulty is a fantastic idea, now they need to tweak rewards and it will be basically perfect.
zodiac339 said: Crnch73 said: MarkersMake said: But I do like the idea of effectively not allowing anti-tank weapons in an archery competition. I understand the sentiment here. But think of it this way... Maybe a bow and arrow costs a few hundred bucks. An anti-tank weapon can be millions. An archery contest pays out money relative to the weapons required, so maybe it pays out $1,000.If someone brings a million dollar weapon to win a $1,000 prize, they're crazy. They'll win, but their return on investment is tiny. The only way to get this game to work is that they incentivize the anti-tank gun to enter the anti-tank level of play. So, make the highest SCL's pay out a bunch more, and the anti-tank guy will not show up to your archery competition.Making SCL-linked difficulty is a fantastic idea, now they need to tweak rewards and it will be basically perfect. Then think of it as bringing a ringer to the company softball game. The (semi)pro buddy of yours can get your side a win, but it's super dishonorable and often has rules against it. There's a place for pros. It's at the higher levels. If you go to minors and community leagues, expect a handicap.
broll said: zodiac339 said: Crnch73 said: MarkersMake said: But I do like the idea of effectively not allowing anti-tank weapons in an archery competition. I understand the sentiment here. But think of it this way... Maybe a bow and arrow costs a few hundred bucks. An anti-tank weapon can be millions. An archery contest pays out money relative to the weapons required, so maybe it pays out $1,000.If someone brings a million dollar weapon to win a $1,000 prize, they're crazy. They'll win, but their return on investment is tiny. The only way to get this game to work is that they incentivize the anti-tank gun to enter the anti-tank level of play. So, make the highest SCL's pay out a bunch more, and the anti-tank guy will not show up to your archery competition.Making SCL-linked difficulty is a fantastic idea, now they need to tweak rewards and it will be basically perfect. Then think of it as bringing a ringer to the company softball game. The (semi)pro buddy of yours can get your side a win, but it's super dishonorable and often has rules against it. There's a place for pros. It's at the higher levels. If you go to minors and community leagues, expect a handicap. But this 'bringing a ringer' idea isn't limited to them. Most of us have 5* that are essentially useless and may never, ever, get used. Now if we want we can have a 5* that's 50-100 levels above our top characters and not 13 covered and have it not make it unplayable. Instead you've got a tank to stand behind and do some killer match damage. Sure it wouldn't get your clear speeds up to a full 5* roster, but as noted ad nausium if they open 9 & 10 and/or fix the reward gaps that would be a non-issue.
StreetPreacher said: We want the carrot, not the stick. Open up SCL 9 with rewards so satisfying that there'd be no reason for a day 1300 player to troll in the lower SCL's.
StreetPreacher said: If the game minimizes your roster when you queue below your maximum allowed SCL (i.e. the stick, aka penalization), then what's the point of progress? The carrot scenario (i.e. encouragement) is where people with built up rosters would be fools to compete "down" when the rewards for competing at their max SCL are too good to pass up. I don't like the stick method because it is a slippery slope leading to nerfs.
StreetPreacher said: If the game minimizes your roster when you queue below your maximum allowed SCL (i.e. the stick, aka penalization), then what's the point of progress?