Some people are missing the point.
We do know why the game do not give XP when you do a lower level quest. Also to note, most people do not do low level quests at high level to 'Streamroll'. Quest become low level mainly because either they explored too much or put more time to main quests.
The point of dicussion is if this is a poor gameplay design, the whole leveling/XP gate. I think it is. I do not think most people are obcessed with XP, but remove XP as a game design to prevent overleveling is poor & duct tape fix solution.
It 'force' people to do quest in certain order in order to play the way the designer want & in a way make you not want to explored more (to prevent yourself from overlevel).
Better solution exist, like how Dragon age do it, by having soft scaling (mobs & quests have a range of levels, say 4-8 ), so you are less likely to be over or underlevel, which open up more freedom on the sequences of how to do your quest. Also, many games have progressively more exp requirement per level, so doing a lower level quest (which yield lower level XP) will not make leveling broken.
CDPR uses a hard & constant exp/level model, which is the root of the many problems, like being overleveling (making game too easy), or monster way too high level, and xp-gate we have now.
We do know why the game do not give XP when you do a lower level quest. Also to note, most people do not do low level quests at high level to 'Streamroll'. Quest become low level mainly because either they explored too much or put more time to main quests.
The point of dicussion is if this is a poor gameplay design, the whole leveling/XP gate. I think it is. I do not think most people are obcessed with XP, but remove XP as a game design to prevent overleveling is poor & duct tape fix solution.
It 'force' people to do quest in certain order in order to play the way the designer want & in a way make you not want to explored more (to prevent yourself from overlevel).
Better solution exist, like how Dragon age do it, by having soft scaling (mobs & quests have a range of levels, say 4-8 ), so you are less likely to be over or underlevel, which open up more freedom on the sequences of how to do your quest. Also, many games have progressively more exp requirement per level, so doing a lower level quest (which yield lower level XP) will not make leveling broken.
CDPR uses a hard & constant exp/level model, which is the root of the many problems, like being overleveling (making game too easy), or monster way too high level, and xp-gate we have now.
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