An article about level-scaling (25th August)

Post » Sat Aug 27, 2011 2:12 am


What people is so upset about is that paragraph that was technically translated from the article:


And that, if true, is worthy being upset about IMO.



I completely agree with you that level scaling is bad in all it's form. But the point I'm trying to pass is that, unless you can tell me that the -2 +2 thing was used in oblivion, there is nothing new coming from the article. We always knew there would be some sort of level scaling. More like fallout 3 than oblivion.

Who knows, maybe that in the +2 (which doesn't automatically means "your level + 2 ") area we'll still get our ass handed to us.
User avatar
Zoe Ratcliffe
 
Posts: 3370
Joined: Mon Feb 19, 2007 12:45 am

Post » Fri Aug 26, 2011 11:02 pm

I completely agree with you that level scaling is bad in all it's form. But the point I'm trying to pass is that, unless you can tell me that the -2 +2 thing was used in oblivion, there is nothing new coming from the article. We always knew there would be some sort of level scaling. More like fallout 3 than oblivion.

Who knows, maybe that in the +2 (which doesn't automatically means "your level + 2 ") area we'll still get our ass handed to us.


well we dont know for sure. thus the thread. and thus the concern. you dig buddy
User avatar
ijohnnny
 
Posts: 3412
Joined: Sun Oct 22, 2006 12:15 am

Post » Fri Aug 26, 2011 8:34 pm

It won't be Oblivion style because it's been said over and over in interviews it is more inline with Fallout 3s level scaling system. They also say in the interviews they know it was a big complaint about Oblivion and if they did again they would get slaughtered in reviews.


That's why I'm not extremely worried about it.

...although I can't quite remove the feeling that some 10 year old kid has somehow played the game and complained about it being too hard, thus that change is included. Irrational, I know, but.... :o
User avatar
Lucky Girl
 
Posts: 3486
Joined: Wed Jun 06, 2007 4:14 pm

Post » Sat Aug 27, 2011 12:43 am

Yes. No inclination. You assume a wolf will be an easy mark because it's just a "lowly wolf". Without notification (outside of running up and confronting the thing) that the Wolf might be 30 levels higher than you and completely outclass you, killing you in a single bite, you had no inclination that the wolf was overwhelmingly powerful because with fixed enemy levels, you can't just look at the type of monster and assume whether you could win the fight.


Uhm...then make sure wolves aren't level 30+? Pretty easy fix. Actually no fix at all, because wolves never were level 30 in ES games, just like they should be. There were regular wolves ranging from level 1-3 and the slightly larger (and thus more dangerous looking) timber wolves, which were around level 5.

Make tough enemies look tough. An ogre looks dangerous, a mud crab does not. A marauder wearing orcish armor and an elven claymore looks dangerous, a bandit wearing fur armor and a rusty iron sword does not. Simple.
User avatar
Assumptah George
 
Posts: 3373
Joined: Wed Sep 13, 2006 9:43 am

Post » Fri Aug 26, 2011 8:19 pm

Well, I will hold judgement until gameplay.

In my opinion, there should be places in the game where level 5's should fear to tread.

I am hoping there are such places.
User avatar
John Moore
 
Posts: 3294
Joined: Sun Jun 10, 2007 8:18 am

Post » Sat Aug 27, 2011 7:19 am

hello friend. seing as english isn't your first language maybe you havent learnt what "apparently" means :shakehead:


You mean "apprently" as you wrote originally?

Yes I know what "apparently" means thank you very much.

Do you know what "Stop propagating false notions" means, or am I unclear because of my [censored] english, as you put it?


edit:

I don't have to dig, it has been said by everyone having a hand in the game (not journalists) that it would be more like fallout 3 and that the bad level scaling from oblivion won't return.

They know it wasn't appreciated by the fans so why would they keep it?
User avatar
x a million...
 
Posts: 3464
Joined: Tue Jun 13, 2006 2:59 pm

Post » Sat Aug 27, 2011 1:02 am

I... I don't understand. You're taking the word of the French? The French? Over the words of the people that are making this game. The French? Really people.
User avatar
Cat Haines
 
Posts: 3385
Joined: Fri Oct 27, 2006 9:27 am

Post » Fri Aug 26, 2011 7:13 pm

"What upsets us in the end is the return of a system of adaptive difficulty: areas of fixed level, which were planned for a moment, won't be included. Bethesda opted again for an adjustment of the difficulty level of areas with the level of the player, according to a range from -2 to + 2 level. This system, which should still provide a minimum resistance in the +2 areas, would be the only one compatible with a world totally open for exploration.


It can't be true.

Not this [censored] again!

Bethesda can't be so stupid to give us this [censored] again...
User avatar
Nicole Elocin
 
Posts: 3390
Joined: Sun Apr 15, 2007 9:12 am

Post » Sat Aug 27, 2011 8:39 am

what are u talking about....

fixed level and level scaling are different issues. id love fixed levels. all wolves would always be around the same levels. all giants would always be around the same levels which would be higher then that of wolves.

Fixed levels not by monster type. Fixed levels that monsters HERE are Level X and monsters HERE are Level Y. Fixed levels that would effectively keep you out of areas where monsters were significantly higher level than you were, denying you exploration of the area until you were able to take on monsters of that level.

The type of fixed level I mean doesn't mean Monster A = Level X. Any monster could be any level. You'd have some Level 2 Wolves in some locations and then Level 50 Wolves in others. Maybe we're not seeing eye to eye here on our terminology.
User avatar
sarah simon-rogaume
 
Posts: 3383
Joined: Thu Mar 15, 2007 4:41 am

Post » Fri Aug 26, 2011 9:03 pm

I... I don't understand. You're taking the word of the French? The French? Over the words of the people that are making this game. The French? Really people.

After Oblivion I have a hard time trusting anyone in the studio so yeah, I would say race/culture doesn't play much of an issue here.
User avatar
Jessica White
 
Posts: 3419
Joined: Sun Aug 20, 2006 5:03 am

Post » Fri Aug 26, 2011 7:35 pm

You mean "apprently" as you wrote originally?

Yes I know what "apparently" means thank you very much.

Do you know what "Stop propagating false notions" means, or am I unclear because of my [censored] english, as you put it?


obviously you dont know what either means. how can one be propagating false notions when they're acknowledging they might not be true :facepalm:
User avatar
Tiffany Carter
 
Posts: 3454
Joined: Wed Jul 19, 2006 4:05 am

Post » Sat Aug 27, 2011 5:59 am

Level Scalling close to oblivion, oh Bethseda, the levelscaling in Oblivion was the badest thing I saw in my Gamer live. I think betheseda make games for idiots. I mean, when you see a deadric ruine with level 2, simply don't go in.

I really can't understand Betheseda, levelscalling can kill the hole game.
User avatar
Joe Bonney
 
Posts: 3466
Joined: Tue Jul 17, 2007 12:00 pm

Post » Sat Aug 27, 2011 12:23 am

Fixed levels not by monster type. Fixed levels that monsters HERE are Level X and monsters HERE are Level Y. Fixed levels that would effectively keep you out of areas where monsters were significantly higher level than you were, denying you exploration of the area until you were able to take on monsters of that level.

The type of fixed level I mean doesn't mean Monster A = Level X. Any monster could be any level. You'd have some Level 2 Wolves in some locations and then Level 50 Wolves in others. Maybe we're not seeing eye to eye here on our terminology.


i see the confusion.
what people mean by fixed areas and dangerous areas is that, in these areas is where giants are more likely to hang out or this dungeon is a lich dungeon. in these areas the wolves would still be the same level as always they would just be other threats around making them higher level areas. its not the monsters level thats changing its the monsters in the area thats changing
User avatar
Emilie Joseph
 
Posts: 3387
Joined: Thu Mar 15, 2007 6:28 am

Post » Sat Aug 27, 2011 11:30 am

Fixed levels not by monster type. Fixed levels that monsters HERE are Level X and monsters HERE are Level Y. Fixed levels that would effectively keep you out of areas where monsters were significantly higher level than you were, denying you exploration of the area until you were able to take on monsters of that level.

The type of fixed level I mean doesn't mean Monster A = Level X. Any monster could be any level. You'd have some Level 2 Wolves in some locations and then Level 50 Wolves in others. Maybe we're not seeing eye to eye here on our terminology.


Joder nene, you say "denying" as if the world was a 5x5 voxel box and you were denied 2x2 of it.

If you don't have the ability to enter and survive though a cave situated at the most remote part of the world, face it and go to safer places, improve your abilities, and return later. Or improve your tactics. Or buy or steal some scrolls or potions. Or something. What's the point of having so much gameplay freedom when there aren't challenges to face??

I swear I don't understand you.
User avatar
james kite
 
Posts: 3460
Joined: Sun Jul 22, 2007 8:52 am

Post » Fri Aug 26, 2011 10:56 pm

i see the confusion.
what people mean by fixed areas and dangerous areas is that, in these areas is where giants are more likely to hang out or this dungeon is a lich dungeon. in these areas the wolves would still be the same level as always they would just be other threats around making them higher level areas. its not the monsters level thats changing its the monsters in the area thats changing

Ah.

OK, then yeah, we had a concept visualization snafu there.

In the end, I'm not sure which method would be the best; I really didn't like Oblivion's method since I never felt like I was becoming more powerful. Sure I want a challenge at every level of the game; but there needs to be some baddies who I can fell easily enough to show that I've become more powerful than I was. Hopefully Skyrim moves towards a more just compensation.
User avatar
Emily Rose
 
Posts: 3482
Joined: Sat Feb 17, 2007 5:56 pm

Post » Fri Aug 26, 2011 10:20 pm

Why are they changing their mind this late?

As far as I am aware most people did not like level scaling (fans and reviewers). Did anyone actually asked for level scaling Oblivion style to be brought back? So why are they going back to it?

Anyway level scaling single handily ruined Oblivion for me. If its in, I won't be buying Skyrim on day one and will wait for some modders to fix it. I was being hyped about Skyrim and now they go and ruin it :(
User avatar
Greg Swan
 
Posts: 3413
Joined: Tue Jun 05, 2007 12:49 am

Post » Fri Aug 26, 2011 8:01 pm

Do you know what "Stop propagating false notions" means, or am I unclear because of my [censored] english, as you put it?


Care to translate the part we're all so upset about? While the wording and sentence structure may be a bit weird due to the automatic translation I think it's pretty clear what it means. Of course I could be wrong since my french is rusty...at most.

Fixed levels not by monster type. Fixed levels that monsters HERE are Level X and monsters HERE are Level Y. Fixed levels that would effectively keep you out of areas where monsters were significantly higher level than you were, denying you exploration of the area until you were able to take on monsters of that level.

The type of fixed level I mean doesn't mean Monster A = Level X. Any monster could be any level. You'd have some Level 2 Wolves in some locations and then Level 50 Wolves in others. Maybe we're not seeing eye to eye here on our terminology.


What you describe doesn't make any sense. Why should a wolf be level 2 in one area and level 50 in another area? Who in this thread asked for such a system? What I and many others here want is a system where an area is occupied by giant spiders for example, which are always around level 30 (also for example), no matter what the player's level is. And then there would be areas where you meet wolves and the like, which would be around level 3 for example. But no level 1 giant spiders in one area and level 30 wolves in another area (and vice versa).
User avatar
Adam
 
Posts: 3446
Joined: Sat Jun 02, 2007 2:56 pm

Post » Fri Aug 26, 2011 8:12 pm

Care to translate the part we're all so upset about? While the wording and sentence structure may be a bit weird due to the automatic translation I think it's pretty clear what it means. Of course I could be wrong since my french is rusty...at most.



What you describe doesn't make any sense. Why should a wolf be level 2 in one area and level 50 in another area? Who in this thread asked for such a system? What I and many others here want is a system where an area is occupied by giant spiders for example, which are always around level 30 (also for example), no matter what the player's level is. And then there would be areas where you meet wolves and the like, which would be around level 3 for example. But no level 1 giant spiders in one area and level 30 wolves in another area (and vice versa).

Actually, your method doesn't make any sense to me. Are you assuming that enemy levels are set depending on the enemy type? Like if Wolves range from levels 1-5, then no matter where you are in the game, if you ever come up against a wolf, it would be between levels 1 and 5?
User avatar
Samantha hulme
 
Posts: 3373
Joined: Wed Jun 21, 2006 4:22 pm

Post » Sat Aug 27, 2011 4:24 am

Both methods can work well and they both can fail.

Oblivion failed with level scaling and New Vegas failed with fixed enemy levels in fixed locations.

It all depends on how much effort is put into making each of them work. Oblivion failed because enemies scaled considerably higher than the player did and New Vegas failed because they put the high level enemies in all the wrong places essentially making it a linear game.
User avatar
meg knight
 
Posts: 3463
Joined: Wed Nov 29, 2006 4:20 am

Post » Sat Aug 27, 2011 4:09 am

Why would they come back to Oblivion's style level scaling? There's no excuse, and I'm sure they don't want their game to svck.

Still, notice that not even one post was pro-Oblivion's level scaling system.

If it's 100% hated, especially here, there's no reason for them to get back to it. And I think the article is wrong (wouldn't be the first time, eh?).
User avatar
GabiiE Liiziiouz
 
Posts: 3360
Joined: Mon Jan 22, 2007 3:20 am

Post » Sat Aug 27, 2011 4:11 am

Bethesda what is so wrong with a low level player getting his ass kicked in a few areas of Skyrim? Is this game rated E or M?
User avatar
Hot
 
Posts: 3433
Joined: Sat Dec 01, 2007 6:22 pm

Post » Sat Aug 27, 2011 7:45 am

Ah.

OK, then yeah, we had a concept visualization snafu there.

In the end, I'm not sure which method would be the best; I really didn't like Oblivion's method since I never felt like I was becoming more powerful. Sure I want a challenge at every level of the game; but there needs to be some baddies who I can fell easily enough to show that I've become more powerful than I was. Hopefully Skyrim moves towards a more just compensation.


my dream system would be: each type of monster will always have the same range of levels: wolfs 1-5 mudcrabs:1 giants 15-25 (depending on type), boss characters and unique characters can have their own unique levels. in easy areas around towns you would most likely only see these lovwer leveled creatures and maybe one of more powerful ones that guard towers can help you with. further out from towns like in mountains you might find alot harder monsters like giants and frost wraiths so you wouldn't go here till you stronger. these harder areas would also have better loot and if you manage to get it at lower levels then thats great! thats reward for effort.
its restricing where a character can and it doenst break immersion or confuse the player. and you can always find ways through these areas or around them using stealth or speed. it will make you want to play more and level up more and it doenst stop explorations because theres plenty to explore in easy areas to level up with etc
User avatar
CSar L
 
Posts: 3404
Joined: Fri Nov 09, 2007 9:36 pm

Post » Sat Aug 27, 2011 3:30 am

Actually, your method doesn't make any sense to me. Are you assuming that enemy levels are set depending on the enemy type? Like if Wolves range from levels 1-5, then no matter where you are in the game, if you ever come up against a wolf, it would be between levels 1 and 5?


Eh...yes? And that doesn't make sense to you? Weird. In case you don't know, that's how it was in Oblivion and Morrowind as well. With the difference that in Oblivion wolves would stop spawning after the character reached a certain level. Instead other animals spawned, like black bears or later on brown bears.

Who wants level 50 wolves in his game? That makes no sense to me. Unless they're huge wolves with three heads spitting fire maybe.
User avatar
Emmanuel Morales
 
Posts: 3433
Joined: Sat Oct 06, 2007 2:03 pm

Post » Sat Aug 27, 2011 7:25 am

Actually, your method doesn't make any sense to me. Are you assuming that enemy levels are set depending on the enemy type? Like if Wolves range from levels 1-5, then no matter where you are in the game, if you ever come up against a wolf, it would be between levels 1 and 5?

Yes, and to a degree, confirmed. Bandits are only within certain levels, you don't get a tougher fire dragon, you get a frost dragon instead, and at higher character levels, where one would normally spawn there are now two, still lower level, wolves.
User avatar
Sarah Kim
 
Posts: 3407
Joined: Tue Aug 29, 2006 2:24 pm

Post » Sat Aug 27, 2011 7:40 am

Why would they come back to Oblivion's style level scaling? There's no excuse, and I'm sure they don't want their game to svck.

Still, notice that not even one post was pro-Oblivion's level scaling system.

If it's 100% hated, especially here, there's no reason for them to get back to it. And I think the article is wrong (wouldn't be the first time, eh?).


The system is fine, it was just handled poorly.
User avatar
Ezekiel Macallister
 
Posts: 3493
Joined: Fri Jun 22, 2007 12:08 pm

PreviousNext

Return to V - Skyrim