equipment benefit should scale with players level

Post » Sun May 16, 2010 7:28 pm

wait..i thought my suggestion is suppose to fix this?


It doesn't fix it, it makes it worse.
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Jordan Moreno
 
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Post » Sun May 16, 2010 7:37 pm

wait..i thought my suggestion is suppose to fix this?

There is nothing to fix. A shield should have a fixed stat, period. *:nono: never call another a troll here as it's against forum rules, just report or leave it out of your language*
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Carys
 
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Post » Sun May 16, 2010 10:14 pm

....... Put the living part out of your mind, scaling items to players is -stupid-. Remeber finger of the mountain? Supposed to be a baddass spell of doom, but if you complete the quest at a early level the spell is nerfed.

A weapon/spell/item getting stronger -only- or just becuase a player is gaining levels despite not having any relation ship to th item in question is stupid.
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Marie
 
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Post » Mon May 17, 2010 12:40 am

It doesn't fix it, it makes it worse.


:thumbsup:
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Facebook me
 
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Post » Sun May 16, 2010 4:00 pm

It does fix it, but in a fairly poor way. Your system removes the incentive to level up at all until all difficult quests have been completed, as they'd naturally be easier to do at level 1 compared to level 30. And if they're static in difficulty then what would be the point of going through a massively long/hard quest just to get a crappy shield with a 5% enchant? It wouldn't provide any benefit until you reached a level where it actually got decent and by then you'd either have a better option or you would've already completed everything that might have required the shield.
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Da Missz
 
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Post » Mon May 17, 2010 2:59 am

Very good. Now you begin to grasp why too much level scaling is a bad thing. The way to solve this? Easy: The cave holding the Shield of Level 30 Leetness doesn't scale, and to get the Shield you have to fight your way past a cave full of level 30-40 monsters whether you're level 30, or level 1. How overpowered is that shield if you had to fight past a half-dozen level 40 beasties to get it?

This is exactly the problem with the whole level-scaling "everything is within +/- X levels of you, all the time" mentality.



u mean some quest difficulty is set?but i thought bethesta said that quest difficulty is scaled?like when u do the quest on lvl 1,its still harder than other quest,when u do the quest on lvl 30,it still harder?
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Austin Suggs
 
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Post » Sun May 16, 2010 1:18 pm

u mean some quest difficulty is set?but i thought bethesta said that quest difficulty is scaled?like when u do the quest on lvl 1,its still harder than other quest,when u do the quest on lvl 30,it still harder?


:sigh: I'm talking about how things should be done in my opinion. I'm also in the "Scaling = teh ebil!!1!!" crowd.
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JD bernal
 
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Post » Sun May 16, 2010 10:22 pm

ok i think i give another explanation

lets say QUEST A,the reward is providing a weapon that does +30 damage when u get it at level 30,ok so now what i suggest is, when u get it at lvl 1,it only provide 1 damage,and when u reach level 30,it will eventually gives u 30 damage

and the quest difficulty would be scaled too,which means,if the quest suppose to be [censored] hard when u do it at lvl 1,its still [censored] hard when u try to do it at lvl 30

i dun know whats the problem with that?if some of u guys said,the quest should not be too easy and allow low level player to gain advantage,well this fix it?
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sarah simon-rogaume
 
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Post » Mon May 17, 2010 2:36 am

No please, just...no. If I can get my hands on something awesome let me have it. If I wander into a dark ass evil looking cave without being strong I should get stomped for being too adventurous. Really, level scaling is such a terrible idea on almost every level. It makes the game boring and pointless.

That's right Bethesda. I want you to toss my Nord salad.
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Christine Pane
 
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Post » Sun May 16, 2010 11:15 pm

u mean some quest difficulty is set?but i thought bethesta said that quest difficulty is scaled?like when u do the quest on lvl 1,its still harder than other quest,when u do the quest on lvl 30,it still harder?


In Oblivion that would've been the case but since Beth is going with a Fallout 3 similar Scaling it won't be the case. The quest will be harder later on but it'll be the same difficulty wise at low levels maybe just one or two new enemies at higher levels like for example the Roy Phillips quest in FO3. If you do that quest at low levels you'll fight Feral Ghouls and maybe a couple Roamers but if you do that quest at level 20 you'll be fighting Roamers, Glowing Ones and possibly Reavers if Point Lookout is installed.
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Carolyne Bolt
 
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Post » Sun May 16, 2010 6:13 pm

In Oblivion that would've been the case but since Beth is going with a Fallout 3 similar Scaling it won't be the case. The quest will be harder later on but it'll be the same difficulty wise at low levels maybe just one or two new enemies at higher levels like for example the Roy Phillips quest in FO3. If you do that quest at low levels you'll fight Feral Ghouls and maybe a couple Roamers but if you do that quest at level 20 you'll be fighting Roamers, Glowing Ones and possibly Reavers if Point Lookout is installed.



oh if thats the case...then my suggestion wouldn't work then ,oh well
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Antony Holdsworth
 
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Post » Mon May 17, 2010 1:36 am

ok i think i give another explanation

lets say QUEST A,the reward is providing a weapon that does +30 damage when u get it at level 30,ok so now what i suggest is, when u get it at lvl 1,it only provide 1 damage,and when u reach level 30,it will eventually gives u 30 damage

and the quest difficulty would be scaled too,which means,if the quest suppose to be [censored] hard when u do it at lvl 1,its still [censored] hard when u try to do it at lvl 30

i dun know whats the problem with that?if some of u guys said,the quest should not be too easy and allow low level player to gain advantage,well this fix it?


So how is your new idea of the bonus scaling with the player different from your original idea of the bonus scaling with the player? :facepalm:

The scaling is. the. problem. While it remains, the problem remains.

And I'm outta here.
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Rowena
 
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Post » Sun May 16, 2010 5:44 pm

ok i think i give another explanation

lets say QUEST A,the reward is providing a weapon that does +30 damage when u get it at level 30,ok so now what i suggest is, when u get it at lvl 1,it only provide 1 damage,and when u reach level 30,it will eventually gives u 30 damage

and the quest difficulty would be scaled too,which means,if the quest suppose to be [censored] hard when u do it at lvl 1,its still [censored] hard when u try to do it at lvl 30

i dun know whats the problem with that?if some of u guys said,the quest should not be too easy and allow low level player to gain advantage,well this fix it?


I would prefer it this way:

QUEST A's reward is a badass weapon. I talk to the quest giver and he sayd me that the quest is very, very difficult. If I'm level 1 and I decide to do the quest, I find lv 30 monsters and I die. If I do it at level 30, I defeat the monsters and get the sword.

I'm not against all kinds of level-scaling. Even Morrowind had level scaling in some way. I like Fallout 3's level scaling, which is not extreme, and if at the begining of the game you go to kill Deathclaws, you just die. The game was easy, but at least the level scaling there was... good.

Anyway, I don't want leveled items at all.
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Calum Campbell
 
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Post » Mon May 17, 2010 1:19 am

ok i think i give another explanation

lets say QUEST A,the reward is providing a weapon that does +30 damage when u get it at level 30,ok so now what i suggest is, when u get it at lvl 1,it only provide 1 damage,and when u reach level 30,it will eventually gives u 30 damage

and the quest difficulty would be scaled too,which means,if the quest suppose to be [censored] hard when u do it at lvl 1,its still [censored] hard when u try to do it at lvl 30

i dun know whats the problem with that?if some of u guys said,the quest should not be too easy and allow low level player to gain advantage,well this fix it?



Welcome to the forums, have a http://img110.imageshack.us/img110/3943/fishystickcf7.jpg

While your idea would solve some of the problems encountered in Oblivion, namely having to wait to do quests untill the reward was any good, Skyrim's system is different.
We dont know yet how rewards are scaled, but the world is scaled more like fallout than Oblivion.
This means that at the start of the game there may be dungeons with, say, a lvl 35-40 level range.
This means that if you were to first enter it at lvl 1- 35, all the enemies would be level 35 and if you went in after level 40 all the enemies would be 40.
That provides some good places to put nicely powerful stuff and if you do manage to get it at lvl 5 then youve earned it.

As you can tell the prevalent opinion on this forum is that item level scaling is bad.
This is mainly because of how it was done in Oblivion, its not that your idea has no merit in itself.
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Tessa Mullins
 
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Post » Sun May 16, 2010 8:45 pm

ok i think i give another explanation

lets say QUEST A,the reward is providing a weapon that does +30 damage when u get it at level 30,ok so now what i suggest is, when u get it at lvl 1,it only provide 1 damage,and when u reach level 30,it will eventually gives u 30 damage


no no no no no. have you not been reading anything anyone has said? if you get it at lvl 1 it should still do +30 damage. period. as has been stated, if at lvl 1 i find some miraculous way to crawl through a dungeon full of lvl 30-40 mobs to get that reward i want the full reward. how does it 'improve' as you level up? the weapon doesn't change, your skill/strength do.


and the quest difficulty would be scaled too,which means,if the quest suppose to be [censored] hard when u do it at lvl 1,its still [censored] hard when u try to do it at lvl 30

i dun know whats the problem with that?if some of u guys said,the quest should not be too easy and allow low level player to gain advantage,well this fix it?


again...no no no no no. if i try to do a lvl 30 quest at lvl 1 i should die. period. if not there is no reason to lvl up at all. if i know that as a lvl 1 i attempt a quest that is beyond my lvl but it scales for me so that i can do it, there is no challenge, no incentive to progress, nothing to look forward to cause i can do it all at lvl 1 because the game has scaled it to me.
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Britta Gronkowski
 
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Post » Sun May 16, 2010 6:07 pm

I would prefer it this way:

QUEST A's reward is a badass weapon. I talk to the quest giver and he sayd me that the quest is very, very difficult. If I'm level 1 and I decide to do the quest, I find lv 30 monsters and I die. If I do it at level 30, I defeat the monsters and get the sword.

I'm not against all kinds of level-scaling. Even Morrowind had level scaling in some way. I like Fallout 3's level scaling, which is not extreme, and if at the begining of the game you go to kill Deathclaws, you just die. The game was easy, but at least the level scaling there was... good.

Anyway, I don't want leveled items at all.




that will work

actually the main point of my topic,is to banish the level scaling thing in oblivion,because i dont really wanna force myself to level up to a certain level,so i can complete that quest just to get the item with its best "effect",while the quest difficulty is still the same no matter what level of my character

not sure why there are some ppl here are quite rage on what im saying,some even called me a troll,im quite surprise with it,i doesn't really mean anything
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Chris BEvan
 
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Post » Sun May 16, 2010 11:08 pm

ok i think i give another explanation

lets say QUEST A,the reward is providing a weapon that does +30 damage when u get it at level 30,ok so now what i suggest is, when u get it at lvl 1,it only provide 1 damage,and when u reach level 30,it will eventually gives u 30 damage

and the quest difficulty would be scaled too,which means,if the quest suppose to be [censored] hard when u do it at lvl 1,its still [censored] hard when u try to do it at lvl 30

i dun know whats the problem with that?if some of u guys said,the quest should not be too easy and allow low level player to gain advantage,well this fix it?
How would that actually work? [Why would that actually work?]

What changes the blade after a few weeks? Does does it somehow get sharper?

If I find a sword that does +30, then it should do +30 whether my PC is level 1 or level 40 (any other modifier ~whether positive or negative, should result from the PC's abilities).

In some RPGs the problem is solved by having high level areas that you cannot get to as a low level character, but TES is an open world... So perhaps they should implement a cost for the benefit.
A +30 sword magically extracts a heavy burden for a fledgling PC... Say -30 Fatigue (to power the effect). :shrug: This is hypothetical... but an experienced PC could attack with the weapon more times than a novice.
(And a level 1 PC might pass out after the first attempt with it. :laugh:)
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Brittany Abner
 
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Post » Sun May 16, 2010 4:31 pm

How would that actually work? [Why would that actually work?]

What changes the blade after a few weeks? Does does it somehow get sharper?

If I find a sword that does +30, then it should do +30 whether my PC is level 1 or level 40 (any other modifier ~whether positive or negative, should result from the PC's abilities).

In some RPGs the problem is solved by having high level areas that you cannot get to as a low level character, but TES is an open world... So perhaps they should implement a cost for the benefit.
A +30 sword magically extracts a heavy burden for a fledgling PC... Say -30 Fatigue (to power the effect). :shrug: (This is hypothetical... but an experienced PC could attack with the weapon more times than a novice).


actually many suggestion here works,its just i dun know how to think of a best one,i just hate the oblivion weapon scaling thingy which u get a crappy weapon when u get it at low level but its become uber when u get it on high level,while the whole quest difficulty is scaled to your level

so as long skyrim dont have the crappy reward scaled thingy in oblivion im ok with it
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Queen of Spades
 
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Post » Sun May 16, 2010 8:40 pm

How would that actually work? [Why would that actually work?]

What changes the blade after a few weeks? Does does it somehow get sharper?

If I find a sword that does +30, then it should do +30 whether my PC is level 1 or level 40 (any other modifier ~whether positive or negative, should result from the PC's abilities).

In some RPGs the problem is solved by having high level areas that you cannot get to as a low level character, but TES is an open world... So perhaps they should implement a cost for the benefit.
A +30 sword magically extracts a heavy burden for a fledgling PC... Say -30 Fatigue (to power the effect). :shrug: (This is hypothetical... but an experienced PC could attack with the weapon more times than a novice).

WHY punish a player for being level 1? Is that a crime?

If a level 1 player managed to get a level 30 shield, let him keep his damn reward. There is no "problem" with a low level character getting a high level item as long as it was difficult to do.
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CHARLODDE
 
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Post » Sun May 16, 2010 4:20 pm

that will work

actually the main point of my topic,is to banish the level scaling thing in oblivion,because i dont really wanna force myself to level up to a certain level,so i can complete that quest just to get the item with its best "effect",while the quest difficulty is still the same no matter what level of my character

not sure why there are some ppl here are quite rage on what im saying,some even called me a troll,im quite surprise with it,i doesn't really mean anything

:banghead: :banghead: :banghead:

personally i'm raging on because now you are changing what you are saying. the thread title is 'equipment benefit should scale with players level'

your first post says "example : a shield that provides 30% resistance when u reach level 30,when we get the reward by completed the quest at level 1,the shield would give us 1% resistance, when we reach level 2,it should "level" up and provide us 2 % resistance, since the shield gonna provide us 30% resistance when we reach lvl 30 anyway,why not do it now?"

now you are saying "the main point of my topic,is to banish the level scaling thing in oblivion,because i dont really wanna force myself to level up to a certain level,so i can complete that quest just to get the item with its best "effect",while the quest difficulty is still the same no matter what level of my character" but your suggestion is just another form of level scaling. there should be no level scaling. period. it's a bad idea.
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Genocidal Cry
 
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Post » Mon May 17, 2010 1:55 am

WHY punish a player for being level 1? Is that a crime?

If a level 1 player managed to get a level 30 shield, let him keep his damn reward. There is no "problem" with a low level character getting a high level item as long as it was difficult to do.


I have to agree. If the player legitimately finishes the quest at level 1 then he should get the same reward he would've gotten at level 30.
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Kelly James
 
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Post » Mon May 17, 2010 6:06 am

I have to agree. If the player legitimately finishes the quest at level 1 then he should get the same reward he would've gotten at level 30.



yes this is what i mean,i guess my fix is wrong though
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Baylea Isaacs
 
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Post » Sun May 16, 2010 5:59 pm

yes this is what i mean,i guess my fix is wrong though

yup. no 'fix' is needed other than to remove level scaling. finish a quest at lvl 1 and get a lvl 30 uber item? good for me. i want the full reward for being smart enough to figure out how to beat/get around lvl 30 mobs to acquire said reward, not punished for it. course after i acquire that reward now i need to get out of the cave/dungeon without dying too. :)
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celebrity
 
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Post » Sun May 16, 2010 8:18 pm

Fixed rewards make sense, levelled rewards don't. So I missed a low level quest, did it at demi-god level, and got a sword of '+5 might have been useful a year ago'-ness. Tough. Plenty of other stuff to pick up that is useful to you now. It's not like TES scrimps on the items and artefacts.
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danni Marchant
 
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Post » Mon May 17, 2010 2:05 am

i thought of fixed reward system before,i just afraid it would be overpowered if i got it at low level

imagine i got a sword which adds 30 damage with my lvl 5 character,well,the game would be too easy for me,thus i suggest the scaling thingy,which wont ruin the game experience

i know some of u will say " then u can dun use it until u reach the level " but still......

unless bethesta will be able to make it a HARD level,then its no problem for me
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michael flanigan
 
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