a better way to scale levels

Post » Sat Feb 19, 2011 8:51 am

I understand that the chance of this happening is minimal. But you can always hope.

The way I'd do it is separate it by area AND playstyle. For example dungeon x has vampires. If you try and stealth it at level 3y you'll get killed. But while they have escellent senses the vampires are pretty weak. So you'll be able to melee them at leevl 2y. This is to spice up the different playstyles and give alternate ways of clearing a duncheon. A social type skill could allow a noncombat player to talk there way through. Or a high level mage might decide to switch playstyles would still have interesting content to do.


Though each area of the game, [be it a dungeon, a city building or open world travel] would have an average level which is the minumum level wich a player can go through. Going too high means you will die. Ging to an area too low means it will be too easy.

In order to balance this. Each area will have loot compatible wit that level. If a level ten player kills a level fourty-nine kngiht than he'll get something valuable. If a level fourty nine player kills a level ten bandit than he'll get a large chunk of iron oxide. [ie almost completely rusted]. This means the game is scaled in a way that only gives better items to higher level players while giving lower level players a chnce to get it. It also gives lower level players a challenge if they want to play content way above their level.

Of course it would have to be balanced correctly. If there are too many low level araes than than high level players would feel left out. and visa versa. Also dungeon and mob distribution would have to be carefully balanced
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Isabella X
 
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Post » Fri Feb 18, 2011 7:51 pm

I definitely would like the idea of having different areas having min/max caps on the scaling, so that there are still places with real danger, and places with nearly no danger, depending on your level.
Of course, I despise level scaling the way it was implemented in Oblivion, pretty much threw any challenge and reward balance out the window.
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Britney Lopez
 
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Post » Sat Feb 19, 2011 2:28 am

That's pretty much what they're doing. Its like fallout 3, places have a level floor and a level ceiling. A level five that enters a cave that scales between 10-15 will fight level 10 monsters, and get killed. A level 12 can enter that same cave, finding it full of monsters ranging from 10 to 15, most of them being around 12. A level 20 can enter that cave, finding most monsters at 15, and they'll be able to walk throught it no problem. Weapons and other loot will probably be handled the same way. However, places lock. That level 5 can enter that cave, find it full of level 10 monsters, and leave. Then they can come back 10 levels later, and most of the monsters will still be around level 10.

Now, I don't know what a baker is doing in a cave, but having an option to talk your way through places that have intelegent life-forms would be okay with me.
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Leonie Connor
 
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Post » Sat Feb 19, 2011 1:08 am

Fallout style, i just dont want to see more bandits with full enchanted deadric armour, no matter my level.
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Alexandra walker
 
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