It looks like you're new here. If you want to get involved, click one of these buttons!
We had a chance to try the game and noticed that the side kicking system didn’t work inside instances. We were wondering if you are going to confirm this or if in the future or in the release there is a side kicking system inside instances or dungeons?
Colin Johanson: There is side kicking in all of dungeons in the game. Each dungeon whether it is a story dungeon or an explorable dungeon has a correlated level that your character gets side kicked down to if you are over the level of the dungeon, but we do not sidekick you up to the level of the dungeon. So to do any of the dungeons in the game you need to get be high enough level to participate in it and then if you go over level for it, we’ll side kick you down to keep it challenging and fun for you. So for example the Ascalon Catacombs story dungeon is a level 30 and if you get up to say, level 38 we’ll side kick you down to the level of the dungeon so you can keep playing it with everyone and have it be fun and challenging for you.
Eric Flannum: One thing to note is that, earlier we talked about how we were going allow players to sidekick up in level we actually don’t have that functionality in the game and the reason we don’t have it is because when we were going through the game we thought one of the really important moments in the game was kind of that moment where you ran into something and you weren’t quite powerful enough to overcome it, or skilled enough to overcome it, and we wanted to give people the ability to kind of be able to build their character in such a way that you could by those moments instead of just bypassing them by getting artificially side kicked up a level. And so we don’t have side kicking up anymore in the game anymore except for in WvW. So if you want to think of how our dynamic level adjustment works is that it automatically happens downwards in PvE and automatically happens upwards in WvW. And competitive PvP obviously you get set to equal level everybody. So that’s kind of how that works now.
While some may not have known about this feature, as highlighted in this thread over at Guild Wars 2 Guru, there was, at some point, a feature planned where players would be able to have a higher level character sidekick them up to their level. This was supposed to be similar to systems in other games like CoH. They would still retain all their original traits, gear, and skills like in WvWvW. There would just be a base increase of stats so they could play with their friends in higher level PvE content.
I'm actually really disappointed that this feature is no longer in the game's PvE. My understanding was that their vision for the game would include a lot of focus on being able to play with your friends. Now, obviously, I expected their to be SOME restrictions to this (like sidekicking up and doing dungeons would have been limited somehow) but it was my idea that the sidekicking up half of this feature for PvE had everything to do with them wanting to play together. Players can obviously still play together through auto scaling to lower leveling content, but this significantly limits the amount of content players can experience together at any given moment.
Now, instead of a level 30 being able to sidekick up to level 60 content with their level 60 friend because they found an awesome event they wanted to experience with their friend, the level 30 now has to work through 30 levels in order to play with their friends, assuming they stayed the same level. While this may sound logical to some, who would refer to there being "no point in levels at all" if it were like that, I'd argue that Guild Wars and Guild Wars 2, from my perspective, were never truly about levels. Vertical progression seemed like a very limited and unimportant theme with the games. And Guild Wars 2 would still have points to levels, because you playing that higher leveled character through sidekicking would actually prove to be very challenging since you'd be without a lot of utility that true players of that level would likely have. And utility is ultimately an integral part of the game's combat. That's what the build system is based off.
Also, I intentionally referred to these understandings as completely belonging to my own concieved notions of the game so I wouldn't come across as thinking that my possibly skewed perception is the fault of Arena Net for not living up to my ideals. However, I don't think i'm alone in thinking that this goes against one of ArenaNet's core phoilosophies for gameplay, which is that there should be very few barriers for friends to play together, and there are things ArenaNet was willing to sacrifice in order for this to be achieved.
I guess not though. Thoughts?
p.s. I thought there would be a thread on this, but I didn't see any when I searched. So if there is, then oh well~