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Finished the main story line and decided it would be fun to keep exploring the game world and continue adventuring.

Yet the amount of EXP I am getting for quests has utterly collapsed, I am barely getting anything above 5EXP for any of the quests.

I am looking at level 35+ gear and I suspect it is not even possible to achieve any of them.

Anyone else have a similar problem?
As xp from quests are "leveled", you'll get 5 xp for any quest below level 30 or so.
No respawn of high level monsters/contracts neither.
As there aren't many lvl 30+ quests, it seems one can't progress much past level 35.
This is a bad game design fault...
I agree.

I am looking at the new armer set, which is level 41 - how on earth am I meant to get to that?

I also gives me little insensitive to do the quests because I am getting so little reward, and very little prospect of any meaningful progression.

I hope CD fixes, because to me this is a huge issue once you have finished the story. It is almost as if they want you to stop the game.

Anyone else have this problem?
Most people never get past level 35. Which is funny, since I got a schematic for a level 42 sword only several hours into the game. The green/red/grey quest system is probably there as an alternative to level scaling, but ultimately it just encourages metagaming, meaning that you always have to plan when to embark on a certain quests so that you're neither underleveled nor overleveled. You have a leeway of +/- 5 levels, so I guess that's fair.
I would say it is not fair and go as far as this is a design flaw.

No one should be punished so harshly for taking quests when it suits them.

Having the best gear in the game completely out of reach, and I am suspecting having them unattainable is a serious issue that I hope CD fix, as it is ruining the end game quite significantly.

And honestly I want to play more, I am in love with the Witcher 3 and I am finding my motivation slipping because I look at gear I can, quite rightly assume, I can never have.
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AScottishDandy: No one should be punished so harshly for taking quests when it suits them.
Look at it in terms of real life – if you had taken a course in basic mathematics at the age of five, you would have benefited from it so much more (e.g. more XP) than if you took it at your current age (trivial XP, as you now already know basic mathematics). On the other hand, you are "underleveled" for quantum physics before you learn conventional physics and mathematics.
I find you get enough lol
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AScottishDandy: No one should be punished so harshly for taking quests when it suits them.
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Charon121: Look at it in terms of real life – if you had taken a course in basic mathematics at the age of five, you would have benefited from it so much more (e.g. more XP) than if you took it at your current age (trivial XP, as you now already know basic mathematics). On the other hand, you are "underleveled" for quantum physics before you learn conventional physics and mathematics.
Your analogy is quite extreme. I am willing to suspend my disbelieve be the mere fact of playing the game, so the exp system is trivial in comparison, so I think its quite silly to look at it in those terms.

I am also rather curious why you seem to be defending it? I do not mean to aggravate, as the game has many of the best items in a place you cannot possibly achieve - that is a problem, and a serious flaw that needs to be addressed.
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AScottishDandy: Your analogy is quite extreme. I am willing to suspend my disbelieve be the mere fact of playing the game, so the exp system is trivial in comparison, so I think its quite silly to look at it in those terms.

I am also rather curious why you seem to be defending it? I do not mean to aggravate, as the game has many of the best items in a place you cannot possibly achieve - that is a problem, and a serious flaw that needs to be addressed.
In open-world games you don't have many mechanisms to ensure that the challenge for players will be fairly distributed throughout the game. That's why you need to implement either level scaling, which has proven to be horrible at worst and annoying at best, or employ some other system, such as artificially closing off areas, but then it's not an open world anymore. TW3 devs opted for an approach with fixed-level encounters, but the XP rewards scale up or down relative to your level. There's no good way to tackle this, really. That's one of the reasons why I dislike open-world games. Give me a "railroad" plot/map anytime, but then ensure that it's balanced and tightly designed.

From the roleplaying perspective, there's very little Geralt still hasn't experienced. When it comes to monsters, he's seen it all. Likewise when it comes to human behaviour. Also, I don't do quests for loot and XP, I play them for the story and dialogues, like adventure games. So I don't mind if they give me only 5 XP. There are plenty of Places of Power scattered around the map to counter that.
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AScottishDandy: Your analogy is quite extreme. I am willing to suspend my disbelieve be the mere fact of playing the game, so the exp system is trivial in comparison, so I think its quite silly to look at it in those terms.

I am also rather curious why you seem to be defending it? I do not mean to aggravate, as the game has many of the best items in a place you cannot possibly achieve - that is a problem, and a serious flaw that needs to be addressed.
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Charon121: In open-world games you don't have many mechanisms to ensure that the challenge for players will be fairly distributed throughout the game. That's why you need to implement either level scaling, which has proven to be horrible at worst and annoying at best, or employ some other system, such as artificially closing off areas, but then it's not an open world anymore. TW3 devs opted for an approach with fixed-level encounters, but the XP rewards scale up or down relative to your level. There's no good way to tackle this, really. That's one of the reasons why I dislike open-world games. Give me a "railroad" plot/map anytime, but then ensure that it's balanced and tightly designed.

From the roleplaying perspective, there's very little Geralt still hasn't experienced. When it comes to monsters, he's seen it all. Likewise when it comes to human behaviour. Also, I don't do quests for loot and XP, I play them for the story and dialogues, like adventure games. So I don't mind if they give me only 5 XP. There are plenty of Places of Power scattered around the map to counter that.
I love open world games I've played so far despite the flaws they may have, but I agree with the majority of what you've said above. The problem ultimately is that as gamers we're both used to and also expect a concept of levelling up, gaining skills that grow ever more powerful. But that both is very unrealistic compared to real life and real life dangers even if you were to fictionalize some dangers. The problem it creates is this very problem - where animals/monsters/beings you encounter in a game either have their own static level and you're either below/at/above their level and they're correspondingly easy or hard to defeat, or else their skill level to defeat scales up to match your own skill level whether that is realistic or not and probably not. I mean after all if everything you attack in a game has its own skill scale with yours then what's the point of levels and experience at all ultimately.

If I'm level 10 and attack a monster and it is level 10 too, then it's going to be a baseline difficulty to kill. If I instead wait and am level 15 and it is now magically level 15 too then it's the same difficulty more or less. You can get rid of experience points and levelling entirely and have monsters that have no concept of experience or skill level and likewise with your character.

But, would it be fun? I dunno, I suppose it is possible to make a game that is more realistic but the challenge is ultimately to make the games fun in the end. People like levelling up, getting skill points to distribute and whatnot, but that unrealistic aspect of many games as fun as it is for all of us, creates real problems for the game designer to which there is no perfect solution - all solutions are compromising something important in the end. Some games do this more smoothly than others per se, but it's one of those things that is more or less impossible to solve in a way that is universally superior and to which every gamer out there agrees is the best way to solve the problem.

It's similar in that regard to the problem game designers face in games like this with "what do we do when the person runs off the edge of the map?" Where you have a game world that is a map that is usually a 2 dimensional square or rectangle area which is the outermost border of where you can travel to. Some games may have multiple such rectangles and transition between areas or zones by loading screens or some other mechanic but either way eventually you hit the edge of the map/game world and then what? You either have:

- an insurmountable mountain or other obstacle, a blocked off road or similar that basically says "no, you can't go here this is the edge of the world sorry tough luck". (most FPS/TPP games, open world or otherwise)

- an invisible wall that just stops you from walking forward even though it looks like you can continue to walk in that direction but you can't (Mount and Blade games)

- a game world that is actually a completely spherical game world full planet style where there is no natural edge of the world just like in real life. This either means the game is insanely massive beyond any game company's ability to code fully, or it has areas that are locked off and unreachable due to sheer size of an entire planet, or the planet is very very very small and you could see a very visible horizon radius due to the small planet - losing the illusion that the land is flat due to the relative size of a planet like Earth.

- You pause with a loading screen to load the next area, and keep doing that probably until you do reach an invisible wall or mountain like scenario anyway.

- Some combination of the above.

All of these break immersion no matter what. They are all unpleasant and require suspension of disbelief when playing games and there is not with current technology anyway a universal way to solve the problem without a lot of computing resources and ultimately games becoming incredibly larger planet-sized games with 100% free roaming compared to what we're used to now. I think we'll get them some time but probably as MMOs rather than as single player type RPGs, and the planets will probably end up being on the small size compared to Earth or even the moon for that matter. There's just too much data to create, too much manpower resources to populate an entire planet just to solve this type of problem.

Likewise, I think the game leveling/experience problem is of this same nature where there is no real solution that is perfect, just a set of different choices as to how to handle it, each with it's own set of pros and cons.

One thing I noticed is that these problems seem to be getting more visible and more irritating as games get bigger and better and I think the reason for that is that they are getting so much more realistic and immersive that things that break the immersion like discussed above - break it so much more right in your face than say 15 years ago. Our expectations are getting higher faster and faster and computing power and game development manpower resources don't scale currently to keep the issues from breaking immsersion.

The only option we ultimately all have as gamers no matter what approach a game company takes on issues such as these is sadly - suspension of disbelief.
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skeletonbow: If I'm level 10 and attack a monster and it is level 10 too, then it's going to be a baseline difficulty to kill. If I instead wait and am level 15 and it is now magically level 15 too then it's the same difficulty more or less. You can get rid of experience points and levelling entirely and have monsters that have no concept of experience or skill level and likewise with your character.
That's exactly why level scaling is bad. Look at Oblivion. The game always throws the same level of challenge at you regardless of your level. You spend as much time as a lvl1 character fighting a lvl1 rat as a lvl20 character fighting a lvl20 rat. You never have the feeling that you've either become powerful or that some encounter is out of your league. Just a calculated, sterile experience.

Fixed encounter levels are still the better choice. At least you can say that those level 10 harpies kicked your ass at the beginning of the game, but then you came back as lvl15 and annihilated them with ease. Now that's character progression, that's the feeling of becoming more powerful.

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skeletonbow: eventually you hit the edge of the map/game world and then what?
Another option is to have an "infinite waste" surrounding the game map. IIRC, Morrowind had a neverending sea you can swim through, never reaching the end of the map. Or you can have an infinite, procedurally generated map, such as the one in Minecraft, which can ostensibly be eight times the size of Earth.

But what's the point? Why would I want to run through the map doing the same things over and over again, grinding and farming? It's always better with a small map and a tight story.
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skeletonbow: If I'm level 10 and attack a monster and it is level 10 too, then it's going to be a baseline difficulty to kill. If I instead wait and am level 15 and it is now magically level 15 too then it's the same difficulty more or less. You can get rid of experience points and levelling entirely and have monsters that have no concept of experience or skill level and likewise with your character.
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Charon121: That's exactly why level scaling is bad. Look at Oblivion. The game always throws the same level of challenge at you regardless of your level. You spend as much time as a lvl1 character fighting a lvl1 rat as a lvl20 character fighting a lvl20 rat. You never have the feeling that you've either become powerful or that some encounter is out of your league. Just a calculated, sterile experience.

Fixed encounter levels are still the better choice. At least you can say that those level 10 harpies kicked your ass at the beginning of the game, but then you came back as lvl15 and annihilated them with ease. Now that's character progression, that's the feeling of becoming more powerful.

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skeletonbow: eventually you hit the edge of the map/game world and then what?
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Charon121: Another option is to have an "infinite waste" surrounding the game map. IIRC, Morrowind had a neverending sea you can swim through, never reaching the end of the map. Or you can have an infinite, procedurally generated map, such as the one in Minecraft, which can ostensibly be eight times the size of Earth.

But what's the point? Why would I want to run through the map doing the same things over and over again, grinding and farming? It's always better with a small map and a tight story.
Yeah, I forgot to mention the "you're on an island in a big sea" method also which I associate to Far Cry the most. In this case though they're really just a specially crafty version of the invisible wall method, disguised by the visuals of the sea, but it's not as immersion breaking.

Another method is the "if you don't go back now some super fucking enemy is going to come and kill you or give the illusion of that until you back the hell off" which is also utilized in Far Cry.
I experienced the level scaling in Sacred 2 and it's awful.
Sacred 1 was better: leveled zones.
I agree too, it's ridiculous that side quests and contract give so less XP compared to main. I got 3 levels in a row by doing 2-3 main quests and too few by doing side...
Finding items that you can never use is a bit silly, that's true. I'm just waiting for the game design when you can use any weapon you find, but your ability/skills with it are capped until you get level-close.

Main quest gives way too much XP in comparison with side/witcher quests, which are generally more challenging.

Is an infinite experience cap is a bit moot if you can only find bad guys ten+ levels less than you?