Closer to usual place of approach of players, weaker monsters and vice versa, farther - stronger.
So that there is no gap of dozens of levels between close groups of mobs.
For example, yubo near player's first spawn location.
At very entrance there will be lvl 1, a little further lvl 2, even further lvl 3, etc., up to 4-5 lvl at farthest border of spawn and from player’s spawn point and from ranger camp.
Same goes for other monsters.
For example, mektobs will have not only 26 (dockle) and 30 lvl (young).
Add soft gradation between 25 and 30 lvl, specific value from range is chosen randomly.
And to prohibit too large a gap between predators and prey.
For example, in the far harbor, crabs of 35 lvl really want to offend animals of 5 lvl, which upsets the balance of the ecosystem - the animals can neither fight back nor run away, which is found in real wildlife and which, in theory, should also be found in Ryzom. Why are these victims of insidious game designers still alive in such lawlessness? O_o
So that there is no gap of dozens of levels between close groups of mobs.
For example, yubo near player's first spawn location.
At very entrance there will be lvl 1, a little further lvl 2, even further lvl 3, etc., up to 4-5 lvl at farthest border of spawn and from player’s spawn point and from ranger camp.
Same goes for other monsters.
For example, mektobs will have not only 26 (dockle) and 30 lvl (young).
Add soft gradation between 25 and 30 lvl, specific value from range is chosen randomly.
And to prohibit too large a gap between predators and prey.
For example, in the far harbor, crabs of 35 lvl really want to offend animals of 5 lvl, which upsets the balance of the ecosystem - the animals can neither fight back nor run away, which is found in real wildlife and which, in theory, should also be found in Ryzom. Why are these victims of insidious game designers still alive in such lawlessness? O_o