water_wendi said:
It says dungeons will be locked at "their" level, not the players level. So you can enter, get your ass-kicked, leave to get stronger, and return with the dungeon not leveling up after you leave. Sounds alright to me.
Indeed. It sounds like a good and fun system,
if the dungeons have different "innate" difficulties. For instance:
Some random "goblin's camp" dungeon might be set up to be level 3 through 8, depending on the player's level when they first encounter it. If the player stumbles across it while still at level 1, the dungeon will be quite challenging and maybe impossible. However, since the dungeon will then be "locked" at level 3, forever, that dungeon will become easy-peasy for even level 5 characters. And that's
great, since we all enjoy kicking a little ass from time to time, and we don't always want to wait until we're level 30 to start doing it.
Another dungeon might be set up to be level 20-30, depending on the character's level when it is discovered. Nicer loot in this dungeon, but it will be instantly fatal to a low level character. Again, that's fine. If you discover that dungeon in the early game, it will be impossible, but it will contain loot that encourages you to give it another shot, ASAP. If you discover the dungeon at level 25, it'll just be modestly challenging and modestly profitable. If you discover it as a level 50 demi-god... you'll kill stuff like you were a demi-god. It seems to make sense to me.
("Main quest dungeons" will need to have wider initial ranges, so that they will never be "too easy" when the character first encounters them. But even there, locking them down would be nice, so that a person could decide to beat the game at a fairly low level if they wished to. Well, wait. I guess main quest dungeons probably shouldn't be locked at all, just to preserve some minimum level of difficulty/drama.)