Concerned about difficulty, thoughts?


Arcanaville

 

Posted

Between nukes, new snipes, and whatnot, I'm somewhat concerned about the future difficulty of the game. At that point, +4 enemies won't be lasting long at all, especially on a team.

The funny thing is, I absolutely love these changes. Turning useless powers into useful is always A+ in my book. But what about the enemies? This game is already widely regarded as fairly easy at high levels, especially on teams. Any easier, and I'm unsure how much fun the game will sustain for me over any extended period of time. Being a superhero/villain is great and all, but not if taking down hordes of villains/heroes is as difficult as punting kittens or playing ping pong with a blind person.

Hyperbole aside, what does everyone think? Is the difficulty too easy? Should it change and if so, how?

Personally, I hope they let us up the difficulty past +4 or something like that. With incarnate levels, we're already maxed out fighting mere +1s in Dark Astoria. I'm all for more difficult factions such as those in Night Ward, but implementing more difficult challenges in this way limits what enemy groups we can sink our teeth into, further relegating old enemy factions to "Council" status (i.e. good for farming, but not any challenge for most).


 

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Originally Posted by Little_Whorn View Post
Is the difficulty too easy? Should it change and if so, how?

Personally, I hope they let us up the difficulty past +4 or something like that. With incarnate levels, we're already maxed out fighting mere +1s in Dark Astoria. I'm all for more difficult factions such as those in Night Ward, but implementing more difficult challenges in this way limits what enemy groups we can sink our teeth into, further relegating old enemy factions to "Council" status (i.e. good for farming, but not any challenge for most).
...You're saying you can/will be able to farm 54x8 Knives of Vengeance with the same level of mind-numbing boredom I get farming Council Empire at 50x8? (Trick Question - I turn it into a Time Attack so I'm not bored) What build are you using? ...You know, just curious.


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Posted

There's been many times I wished we could lower it to -2 or -3. Or that when we shut off bosses in the difficulty, that it would keep us from facing Elite Bosses as well.

Those are my thoughts on difficulty.


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Posted

This is what Posi and Synapse do all day. Nothing in the changes are going to make missions easier than they are now. Burst damage numbers may change but they carefully check endurance costs and recharge times to make sure powers are still balanced overall.

Also it's pay to win now.


 

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If anything, the changes are adapting to how the game actually plays, and probably should have been changed years ago.


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Yes the highest original difficulty was something akin to +2/x1 or +2/x2 before the new difficulty system...so technically the game is harder now than it has ever been.


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archery has had RoA, the other nukes will be similar. If that didn't break the game, these won't either.

the simple fact is that blasters cannot break the game. Corrs, Defenders, and Controllers already can and have for a long time.

a group of 8 fire/kin corrs with speed boost so they can nova every 20 seconds will trivialize almost everything - even without fulcrum shift.


 

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Originally Posted by planet_J View Post
Yes the highest original difficulty was something akin to +2/x1 or +2/x2 before the new difficulty system...so technically the game is harder now than it has ever been.

The foes can be higher level and there can be more of them. Not the same thing as more difficult. The combination of new powersets (Time is very popular), new IOs (the ATOs are awsomesauce especially the procs) and more powerful characters (the Incarnate system makes the old lvl 50 seem soft by comparison) has raised the bar on difficulty. Youtube is filled with videos of characters doing things few of us could accomplish before.

While I am usually happy with +1/x2 early on and +2/x5 at the higher end there are players that are getting bored with +4/x8. However the Devs can't keep racing against 100,000 players forever. Eventually the 15 billion Inf builds will simply be too good for any real challenge.

My advice to players with high-end builds that are bored: Take out 12 billion worth of IOs and see what happens. Anyone can win a local drag-race with a million-dollar car. Try going back to the souped-up Chevy and remember how fun it was.


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Posted

in regards to difficulty i think they should allow us to go beyond +4 by adding another option which adds level shifts on the enemies

so we can do like +4 then shift them another +4 or something like that

if we could do that then there would be challenge to fighting +6 baddies, and or it would also allow the incarnate content to become more challenging once you already have your 3 level shifts

not to mention that lvl shifts are the only way of fighting baddies higher than lvl 54

it could range from -1 shift to +4 just like the baddy level setting so we could go as low as -1/-1 or as high as +4/+4


 

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Quote:
Originally Posted by Little_Whorn View Post
Between nukes, new snipes, and whatnot, I'm somewhat concerned about the future difficulty of the game. At that point, +4 enemies won't be lasting long at all, especially on a team.

The funny thing is, I absolutely love these changes. Turning useless powers into useful is always A+ in my book. But what about the enemies? This game is already widely regarded as fairly easy at high levels, especially on teams. Any easier, and I'm unsure how much fun the game will sustain for me over any extended period of time. Being a superhero/villain is great and all, but not if taking down hordes of villains/heroes is as difficult as punting kittens or playing ping pong with a blind person.
I think the biggest issue is the game's team scaling technology. There are some things that should just increase in power while in team. Thinking lazy and quick, If I was to implement a change today, I'd make all enemies in a mission get a 50% HP boost for every player past 2 in the mission, past level 40. I'm sure this logic has a lot of holes, but things should simply be harder to kill in a team.

Soloing I think the game stands I think is good as is. MAY want a choice of +5 once I hit Incarnate Shift +3, though.


 

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Now there's an idea. Call it Incarnate difficulty, or perhaps Pandora's Outbreak, and add additional levels of difficulty in which the enemies get level shifts.


 

Posted

I think the difficulty level should be based on your effective level. So if I set it at +4x8 and I'm currently 51 with my Alpha level shift but not going against incarnate content, then the enemies should be level 55. If it's incarnate content and I'm level 50+3, the enemies should be level 57. You know, +4, like I asked for. That said, there's no way I could turn up the difficulty to a REAL +4x8 in incarnate content. But then, that's the intent - a difficulty level I just can't handle.

I also like the idea of having -2 or -3, again based on effective level. You can already use -1x1 to trivialize content on a decent build, so I don't think there would be a good argument about "but then it's too easy to get mission completion rewards". It's something the devs would need to take a look at, though. In any case, I think it would be nice if anyone with any build were able to solo effectively on SOME setting.

DarkSideLeague, I can farm +4x8 Knives of Vengeance just fine on my Katana/Dark Scrapper, I think as easily as I used to farm +3x8 Council on the same character before the incarnate powers and level shifts. But I can't back to back compare, and perhaps memory is faulty. (Edit: and granted, you said +0x8 - no, it's not THAT easy) Talons of Vengeance are a bigger challenge, and Banished Pantheon are downright nasty.

Here's me soloing the final mission of Dark Astoria arc 5 on +4x8 no temps, no insps, no deaths. I got through the first five arcs that way. The sixth beat me, and doesn't look possible on my current build, though the community gave me some great suggestions for improvements. By the way, the video is boring and long and includes pauses waiting for powers to recharge. I don't expect anyone to watch it. Just showing that even +4x8 incarnate content is arguably too easy for some builds. (I did die once on arc 4 and had to redo it. Arcs 1, 2, 3 and 5 all went down on the first try, no deaths.)

http://youtu.be/ZLfLYGwysl4
And here are some Banished Pantheon killing me under the same conditions and constraints. So I can still find stuff to kill me in this game if I go searching for it. I'm not personally complaining about difficulty level, just acknowledging that there could at some point be an issue for a few people if power levels keep going up.
http://youtu.be/VATfajOsMJU


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Posted

Quote:
Originally Posted by Stone Daemon View Post
Now there's an idea. Call it Incarnate difficulty, or perhaps Pandora's Outbreak, and add additional levels of difficulty in which the enemies get level shifts.
...You guys DO realize that enemies with level shifts have the same rewards as those without shifts, right? Taking down Siege (54) and Shadowhunter (54+3) give the same rewards. So it's basically asking to fight for the sake of throwing yourself against a more dramatic purple-patch encounter. We'd get the same results with a reverse Ultimate that can be stacked at will.


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Originally Posted by Shubbie View Post
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Originally Posted by DarkSideLeague View Post
...You guys DO realize that enemies with level shifts have the same rewards as those without shifts, right? Taking down Siege (54) and Shadowhunter (54+3) give the same rewards. So it's basically asking to fight for the sake of throwing yourself against a more dramatic purple-patch encounter. We'd get the same results with a reverse Ultimate that can be stacked at will.
It's all about the bragging rights. If the game let players run at +10/x24 you know some players would be trying to find builds that let them pull it off, even if it scaled the rewards so you got the same exp and drops as you would from +4/x8. It's the same reason people try to solo GM's and AV's, even though with how long it takes you could have rounded up a few people, killed the monster, and done two more missions. Just bragging rights.

As for difficulty, I don't worry too much. Yes, AV's are going to drop faster now that snipes are instant (especially in trials where everyone will be running Tactics). Yes, those nukes will be obliterating enemies in large groups. But it's no worse than Incarnate powers. Ultimately, very few fights truly come down to how much raw dps you can put out, it's all about the balance of power - can you survive indefinitely while putting out more damage than they can heal. Anything beyond that is just extra, a faster kill or a smoother damage curve.


 

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Originally Posted by Grendar View Post
It's all about the bragging rights. If the game let players run at +10/x24 you know some players would be trying to find builds that let them pull it off, even if it scaled the rewards so you got the same exp and drops as you would from +4/x8. It's the same reason people try to solo GM's and AV's, even though with how long it takes you could have rounded up a few people, killed the monster, and done two more missions. Just bragging rights.
...Then why don't we have more insanity Apex/Tin Mages if their builds are so powerful? Surely their godhood wouldn't crumble to nothing by unslotting their alpha, right?

...Right?


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Quote:
Originally Posted by Shubbie View Post
Im very good at taking a problem and making it worse.

 

Posted

Quote:
Originally Posted by Grendar View Post
It's all about the bragging rights. If the game let players run at +10/x24 you know some players would be trying to find builds that let them pull it off, even if it scaled the rewards so you got the same exp and drops as you would from +4/x8. It's the same reason people try to solo GM's and AV's, even though with how long it takes you could have rounded up a few people, killed the monster, and done two more missions. Just bragging rights.
It's not just about bragging rights. I can only speak for myself, but it's about fun too. For me, I derive fun from the mere accomplishment of defeating a particularly difficult spawn or mission, etc. It's like many things in life. Set a goal and meet it. That's fun. Repeatedly mowing through lvl 54 enemies is just not as much fun because of the increased repetition and lack of concern about survivability. It's the same reason why I don't turn on god mode cheats when playing an FPS or street sweep in Atlas Park with a lvl 50. It's not just about boasting to other people. I think the devs could stand to address difficulty for fun and fun alone.

Quote:
Originally Posted by Grendar View Post
Ultimately, very few fights truly come down to how much raw dps you can put out, it's all about the balance of power - can you survive indefinitely while putting out more damage than they can heal. Anything beyond that is just extra, a faster kill or a smoother damage curve.
At max difficulty, a DA mission team rolling along at lvl 53 faces enemies only 1 single level above them. That's hilariously easy for a high level pug team, and there's nothing the team can do to increase the challenge posed by normal enemy spawns. Smoking entire +1 spawns in seconds is not a "smoother damage curve". Yeah, we can still exempt, but I like playing with all of my powers. Exempting solely for a challenge feels too much like playing some past regression of my toon. Yeah, we can do itrials, but continuously attacking the same enemy over and over to chip away at their massive hp is not my idea of fun either. I just wish they'd let us add incarnate levels to enemies.


 

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Originally Posted by DarkSideLeague View Post
...Then why don't we have more insanity Apex/Tin Mages if their builds are so powerful? Surely their godhood wouldn't crumble to nothing by unslotting their alpha, right?

...Right?
Expecting players to forgo game features (i.e. not using alpha) to create challenge is completely the wrong way to go about difficulty design. That encourages challenge-seekers to ignore content the devs have worked to develop, not embrace it. The devs should provide us with ample challenges for even high level toons/teams, not expect us to create difficulty by tying one proverbial arm behind our backs.


 

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Originally Posted by DarkSideLeague View Post
...You're saying you can/will be able to farm 54x8 Knives of Vengeance with the same level of mind-numbing boredom I get farming Council Empire at 50x8? (Trick Question - I turn it into a Time Attack so I'm not bored) What build are you using? ...You know, just curious.
Unfortunately, yes (except as to the mind-numbing subjective part :P). I'm not here to brag or say that my experience is common place or not. But yes, as of now, I find them to be easy enough to solo, let alone tackle with a team. The same goes for BP. I had to strip myself of incarnate levels on the dream doctor arc to create challenge. But in either case, that point is irrelevant because I'm more concerned with the direction the difficulty is going, not where it is at this instant in time. The new buffs to snipes and nukes have me worried that steamrolling will become relatively commonplace and ho-hum, even against the most difficulty enemy groups in the game.


 

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Originally Posted by DarkSideLeague View Post
Surely their godhood wouldn't crumble to nothing by unslotting their alpha, right?
My endurance usage is built around having Cardiac Core. So speaking only for myself, yeah, my build would crumble without it. Or at least chowing down blues to keep fighting isn't my idea of fun or a challenge. I had an endurance sustainable build before Cardiac, but it was built differently.

Basically, I want to play my character as I built it. I'd much rather face stronger enemies than tie my hands behind my back, even if the practical result is the same.

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Originally Posted by Grendar View Post
It's all about the bragging rights.
Oh sure, for some people at least some of it is about bragging rights. I know I can personally be a braggart. But I run plenty of high-difficulty stuff without ever posting about it. It's FUN for some of us, making as good a build as we can figure out, testing it to failure, playing at the razor's edge. I also do plenty of play at +0x8 to relax and just flip out and kill things, or even +0x1 when I want to burn through missions. Sometimes I use inspirations. Sometimes I don't. Sometimes I allow myself to run. Sometimes I insist on going down fighting. Whatever I'm in the mood for at the time.

There was actually a discussion on the Scrapper board recently about where all the bragging had gone, basically. We used to find the RWZ challenge challenging. Then it was AVs. Then, well, nothing really. Not that there wasn't challenge available, but there was nothing really specific to sink your teeth into and conquer. So there's not a whole lot of bragging going on these days over there.

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Originally Posted by Little_Whorn View Post
It's not just about bragging rights. I can only speak for myself, but it's about fun too... It's the same reason why I don't turn on god mode cheats when playing an FPS...
Exactly! One of my fond memories was figuring out the cheats for No One Lives Forever 2 - and using it to give myself the katana permanently, and doing almost the entire game with just the katana. Fun stuff. I also tried doing Far Cry with a knife. I didn't get very far, but it made for a fun evening.

And sometimes, I'm not so much for that kind of crazy. I play Left 4 Dead 2 on easy, and I admittedly suck at it, but still find it fun. Different games are fun for me in different ways, and at different difficulty levels.


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Originally Posted by Werner View Post
There was actually a discussion on the Scrapper board recently about where all the bragging had gone, basically. We used to find the RWZ challenge challenging. Then it was AVs. Then, well, nothing really. Not that there wasn't challenge available, but there was nothing really specific to sink your teeth into and conquer. So there's not a whole lot of bragging going on these days over there.
Agreed. But it's not just crazy scrapper tricks that have become relatively easy. It's team stuff too, like incarnate trials. The only way the devs are creating challenge for high level toons anymore is by pitting us up against boss enemies and auto hit death patches. No difficult enemy groups or tricky rooms to conquer. Always just 1-3 bosses that either create difficulty through auto hit patches or heavy one-shot kill attacks designed to circumvent resistance and defense (ie. tyrant's hammer attack).

I know there are better ways to flesh out difficulty than that.


 

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Originally Posted by Little_Whorn View Post
Agreed. But it's not just crazy scrapper tricks that have become relatively easy. It's team stuff too, like incarnate trials. The only way the devs are creating challenge for high level toons anymore is by pitting us up against boss enemies and auto hit death patches. No difficult enemy groups or tricky rooms to conquer. Always just 1-3 bosses that either create difficulty through auto hit patches or heavy one-shot kill attacks designed to circumvent resistance and defense (ie. tyrant's hammer attack).

I know there are better ways to flesh out difficulty than that.
I just wanted to chime-in to say, "FU Hammer of Justice!" That thing violated my Dominator so many times, I felt like Tyrant should have bought me dinner, first.


 

Posted

I find the difficulty pretty adequate while not using incarnate powers or picking the best possible combos. Heck, even when I still used incarnates I found challenges just fine without even touching the AE (which allows for near infinite levels of difficulty), as I don't do big teams much and when I do, I don't care for "hug the tank" or "stack buffs/debuffs" playstyles, generally opting to divide and conquer instead. Twice the aggro, twice the fun.

Steamrolling as the basic playstyle has been my experience with the game since about 2006, which is why I always have trouble to relate with those topics. The introduction of the RSF was the only time the game offered something truly hard for a bit, IMHO - until the endless amount of complaining from most people led to nerfs after nerfs.

Nowadays, seeking a challenge isn't that hard. With AE missions that can get all the way to groups of extreme/extreme AVs, and all the leeway between that and conventional mission difficulty, even the most powerful builds can get slapped silly.

One potential issue is if you're also expecting appropriate rewards for that level of challenge, but the above RSF example shows this can't be solved; if you make rewards appealing for super hard stuff, most of the playerbase will want to be able to beat it, won't, and will become frustrated.

What is fun to me is I have friends who complain about the lack of difficulty, too; and yet when I bring them into situations where the difficulty is high enough we die a few times or struggle a bit to get through, they start to get discouraged, sometimes really fast.

So do people truly like difficulty or do they only believe they do? I lean towards the latter, and seeing the overwhelming majority of folks in PuGs who won't dare stepping inside a mission without eight players or queuing for a trial, even a sewers one, without preforming their league makes it easy to believe most people don't want a challenge.

Quote:
We used to find the RWZ challenge challenging. Then it was AVs. Then, well, nothing really.
Yet, the use of inspirations was heavily discouraged. Which always struck me as an odd idea, because being temporary both in duration and in availability it adds a layer of complexity through proper management to the whole thing.

The argument was often made it turned things too easy; yet people have no problem using their incarnate powers all over the place, save for, ironically, Lore, which shares the temporary nature of insps.

I'm all for more difficulty options but I question whether it's needed, and whether the suggested fixes wouldn't break something for other players; for example, making level shifts essentially irrelevant (or even a slight nerf due to the hp/damage scaling) in DA missions would put a damper on the average Joe's feeling of power after "working hard" for his incarnate loot.


 

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Originally Posted by Nihilii View Post
What is fun to me is I have friends who complain about the lack of difficulty, too; and yet when I bring them into situations where the difficulty is high enough we die a few times or struggle a bit to get through, they start to get discouraged, sometimes really fast.

So do people truly like difficulty or do they only believe they do? I lean towards the latter...
In that sense, I don't like difficult content, because I don't like dying. I get unhappy if I die more than about once per hour, and I try not to die at all. (This "rule" can be suspended for challenge play, where face planting repeatedly is fine.) So I like content that is challenging, requiring me to play well, but which I can consistently survive. That can still be a pretty high setting for the game.

And even then I can be a whiner. "OMG! I had to use my HEAL! I had to use inspirations! I had to pull! I hate these guys!" It's not really serious, but sometimes I get so used to steamrolling that it takes me by surprise when I actually have to use the tools available to me or to even use... tactics.

Quote:
Originally Posted by Nihilii View Post
I'm all for more difficulty options but I question whether it's needed, and whether the suggested fixes wouldn't break something for other players; for example, making level shifts essentially irrelevant (or even a slight nerf due to the hp/damage scaling) in DA missions would put a damper on the average Joe's feeling of power after "working hard" for his incarnate loot.
Ah, you're right. Joe Average might well want the incarnate levels specifically so he can feel more powerful at the same difficulty settings. I can't begrudge anyone that. OK, let the game go up to +10x8. I think I made that suggestion a long time ago. I want difficulty levels that are largely considered impossible even for large teams of uber characters working in perfect synchronization. Heck, let it go up to +53x8. They know the numbers for a first level character fighting a level 54 enemy, so why not just allow it? If you set yourself to +53x8, well, you get what you deserve, which is a 2-second team wipe, but nobody could ever complain about the game settings not going high enough.

I maybe haven't thought this through, but it sounds good to me on the surface. We can all still feel like we really got better when we got our incarnate levels, as we can either steamroll our previous settings, or turn our settings up. But we can trivially set ourselves to an impossible level of difficulty, so there's always a challenge for any toon, for any team.

(Edit: Also never going to happen, so only a half-serious suggestion.)


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Originally Posted by Werner View Post
OK, let the game go up to +10x8. I think I made that suggestion a long time ago. I want difficulty levels that are largely considered impossible even for large teams of uber characters working in perfect synchronization. Heck, let it go up to +53x8. They know the numbers for a first level character fighting a level 54 enemy, so why not just allow it? If you set yourself to +53x8, well, you get what you deserve, which is a 2-second team wipe, but nobody could ever complain about the game settings not going high enough.

I maybe haven't thought this through, but it sounds good to me on the surface. We can all still feel like we really got better when we got our incarnate levels, as we can either steamroll our previous settings, or turn our settings up. But we can trivially set ourselves to an impossible level of difficulty, so there's always a challenge for any toon, for any team.

(Edit: Also never going to happen, so only a half-serious suggestion.)
I sure wish it would happen. Choice vs. no-choice. Even if no team could handle 53+8, maybe some teams could handle 53+4 or +5. Or maybe not. But it wouldn't affect anyone else playing and that team could be free to dial in their difficulty to just the level they want. The reward levels could be addressed to avoid unnecessary powerleveling (if even possible at that difficulty). Ultimately, CoH's difficulty already does this...I'm just advocating for a larger range at the higher levels. I'd be surprised if, given the current system, this would be difficulty to code and implement.

As an aside, it would also work well in the dev's favor because it would allow them to keep rolling out powerful incarnate abilities without fear of trivializing existing game content due to the cap on difficulty levels.


 

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Originally Posted by Little_Whorn View Post
I sure wish it would happen. Choice vs. no-choice. Even if no team could handle 53+8, maybe some teams could handle 53+4 or +5. Or maybe not. But it wouldn't affect anyone else playing and that team could be free to dial in their difficulty to just the level they want. The reward levels could be addressed to avoid unnecessary powerleveling (if even possible at that difficulty). Ultimately, CoH's difficulty already does this...I'm just advocating for a larger range at the higher levels. I'd be surprised if, given the current system, this would be difficulty to code and implement.

As an aside, it would also work well in the dev's favor because it would allow them to keep rolling out powerful incarnate abilities without fear of trivializing existing game content due to the cap on difficulty levels.
As I recall, there's no additional benefit to fighting anything beyond +5 as far as XP or other rewards while leveling. So I suspect there's nothing to be done with the rewards unless they specifically want to reward it, and I see no reason to. And yeah, I suspect this would be an easy change to make. But at least for now, the number of people thinking "man, I wish I could set the level higher than +4x8" are probably dwarfed by the number of newbies who would go, "Look, you can totally crank this game up! *splat* *splat* *splat* Dude, that's impossible! This game sucks! I quit!" Never get a second chance to make a first impression and all that.

(Edit: Or maybe not. People can already show up in Atlas with their level 1 characters, set it to +4x8, and get smeared in seconds on the first spawn of their mission, over and over. Either that's not happening, or people are smart enough to realize that if you crank the game to the max from the start, you can expect to faceplant repeatedly until you turn it back down, and shouldn't blame the game for that.)


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"Four hours in, and I was no longer making mistakes, no longer detoggling. I was a machine." - Werner
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