In game exploitation of dungeon level locking

Post » Tue May 17, 2011 7:11 am

With new information on Skyrim reveled, it now appears that there will be a new feature in the game where as once you’ve entered a dungeon it will remain a set difficulty level in relation to your level at the time you entered it.

My thinking however is that should you be able to find a dungeon that is quest oriented, enter it at a low level, and then leave only to return once you’ve leveled up, haven’t you just broken the game?
While normal, randomly generated dungeons’ loot would presumably not be as good, should you do this to a quest dungeon that has say a master boss dragon or w/e that you need to defeat then you’ve just severely weaken everything in it.
Then of course there is the opposite exploit of never entering ran. Dungeons until you’ve leveled up so the loot is a lot better,

So I’m wondering if anything will be put in place to help prevent said exploitation.
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Queen
 
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Post » Tue May 17, 2011 11:44 am

There is going to be exploits of whatever level system they put in. I am not a big fan of this system but i guess it is better than Oblivions though so I can't complain I suppose.
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Pawel Platek
 
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Post » Tue May 17, 2011 8:18 am

There is going to be exploits of whatever level system they put in. I am not a big fan of this system but i guess it is better than Oblivions though so I can't complain I suppose.


Unless they just use MW's system, it was so perfect, I don't know why they created world leveling in the first place.......
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XPidgex Jefferson
 
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Post » Tue May 17, 2011 10:58 am

The different dungeons have set levels to them so say one is set at 20 but will scale up t 36 at the most depending on if you never enter the dungeon and level way past 20.

I dont think its too bad. If anything it allows some of the dungeons to keep up but still be set to inbetween X and Y.
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Stephanie I
 
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Post » Tue May 17, 2011 8:47 am

It never said EVERY dungeon locks at your current level. If it's like Fallout, there will still be certain areas that are set by the devs.
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Klaire
 
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Post » Tue May 17, 2011 3:48 pm

Unless they just use MW's system, it was so perfect, I don't know why they created world leveling in the first place.......


I agree with you 100% but you should not say that around these parts or may may get Oblivion bashed.
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Queen Bitch
 
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Post » Tue May 17, 2011 4:26 am

To expand on what GkrewZ said,

Every dungeon (or most) will have a set lvl range. So say the dungeon is quest related and is 15-20. You enter @ lvl 1 it locks @ 15. It will be at 15 even when you are 40. now if you enter for the 1st time @ 40 it will be at 20.

This is my understanding of what they mean.
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Elena Alina
 
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Post » Tue May 17, 2011 5:24 am

I think you are reading way too much into it. I dont think you will really notice the minimal levellling and most areas/quests are not levelled from my understanding of previous posts.
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Nuno Castro
 
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Post » Tue May 17, 2011 7:46 am

Unless they just use MW's system, it was so perfect, I don't know why they created world leveling in the first place.......

I use to like MWs system when that is all I knew, Oblivion went way to far, but I now like some level scaling. Don't mistake me, I still like hand place loot, some enemies I have to come back to beat,etc But with MW, after a certain level the game rewards/challenges just die. Fallout 3's approach is much better, though I personally could still go for a little less scaling but more than MW had for sure, but mods will take care of my sick needs.
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Erich Lendermon
 
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Post » Tue May 17, 2011 8:55 am

Well from what alot ppl been tellign me is to take any info from a euro game mag with a grain of salt.But i do hope that they do dungeons in a way so that we can come back to the dungeons at later times during gameplay. Maybe a slow form of level-scaling or different enemys move into the area,,etc and instead of days maybe a week or two before dungeon respawns,(just some ideas)
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Nick Pryce
 
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Post » Tue May 17, 2011 2:36 pm

Remember that it is -limited- level scaling, as was used in Fallout 3. Dungeon A, right in the starting region, can go from 1 to 8, but Dungeon X in a far away location might range from 18 to 26. So if you enter A at 15, you're overpowered - as fits with the starting region -, but entering the other, too weak to proceed in Dungeon X.
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Noraima Vega
 
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Post » Tue May 17, 2011 5:33 am

I use to like MW system when that is all I knew, Oblivion went way to far, but I now like some level scaling. Don't mistake me, I still like hand place loot, some enemies I have to come back to beat,etc But with MW, after a certain level the game rewards/challenges just die. Fallout 3's approach is much better, though I personally could still go for a little less scaling but more than MW had for sure, but mods will take care of my sick needs.


Ya that was one problem with the MW system, once you reached a certain level the challenge went away, however you could also counter this by just adding more degrees of difficulty between creatures you encounter.
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Matthew Aaron Evans
 
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Post » Tue May 17, 2011 4:08 am

Well, the solution is obvious. Avoid using that exploit.
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elliot mudd
 
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Post » Tue May 17, 2011 7:46 am

Well, the solution is obvious. Avoid using that exploit.


That would work as well as self imposed death penalties...
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Dj Matty P
 
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Post » Tue May 17, 2011 5:31 am

To expand on what GkrewZ said,

Every dungeon (or most) will have a set lvl range. So say the dungeon is quest related and is 15-20. You enter @ lvl 1 it locks @ 15. It will be at 15 even when you are 40. now if you enter for the 1st time @ 40 it will be at 20.

This is my understanding of what they mean.



I'm like 99% sure this is how it works... there is a minimum level and a maximum level that dungeons can be.. so lets say dungeon #1 has a level range from 4-10... if you enter it at level two, it will either lock at 4, or wait until you're within level range (or above) to lock... now if you enter at level 13, it will lock at 12. now i'm sure BGS will make dungeons that are much stronger than 4-10, like maybe 40-50?? lol you guys worry too much... there's a good chance they wont lock the dungeon level until you're at least the minimum level. even if they do, and you decide to try and break the game, those level 40-50 dungeons aren't going to be 'easy' until you're much, much stronger.

so relax, let BGS work their magic ;)
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Kira! :)))
 
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Post » Tue May 17, 2011 11:26 am

The radiant ai system will choose a dungeon you haven't been to yet.
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Jade Payton
 
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Post » Tue May 17, 2011 2:35 pm

With new information on Skyrim reveled, it now appears that there will be a new feature in the game where as once you’ve entered a dungeon it will remain a set difficulty level in relation to your level at the time you entered it.

My thinking however is that should you be able to find a dungeon that is quest oriented, enter it at a low level, and then leave only to return once you’ve leveled up, haven’t you just broken the game?
While normal, randomly generated dungeons’ loot would presumably not be as good, should you do this to a quest dungeon that has say a master boss dragon or w/e that you need to defeat then you’ve just severely weaken everything in it.
Then of course there is the opposite exploit of never entering ran. Dungeons until you’ve leveled up so the loot is a lot better,

So I’m wondering if anything will be put in place to help prevent said exploitation.


It was announced that not every dungeon can be level-locked. There are several dungeons that have their own set level.
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TOYA toys
 
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Post » Tue May 17, 2011 12:21 pm

That would work as well as self imposed death penalties...

If you can't restrain yourself then that's your problem, and you've got nobody to blame but yourself. Whereas people who want to exploit the game for whatever reason are still able to, everyone wins.
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Vicky Keeler
 
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Post » Tue May 17, 2011 10:29 am

They said in the update that not all of the dungeons will stay capped.
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Alexx Peace
 
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Post » Tue May 17, 2011 6:23 am

Also, if you enter a dungeon at level 1 and don't finish it until level 25, there really is no reason exploring it seeing as the loot will be for a level 1 character...
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Charlotte Buckley
 
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Post » Tue May 17, 2011 5:45 am

Remember that it is -limited- level scaling, as was used in Fallout 3. Dungeon A, right in the starting region, can go from 1 to 8, but Dungeon X in a far away location might range from 18 to 26. So if you enter A at 15, you're overpowered - as fits with the starting region -, but entering the other, too weak to proceed in Dungeon X.

If this is how it is, then I like it.
I want to be able to encounter tough dungeons when I am at a low level. something that kicks my ass, so I will want to get stronger and come back another time.
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Schel[Anne]FTL
 
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Post » Tue May 17, 2011 6:00 am

I'm mixed on this. I think it's a good idea and it's also bad. The good meaning that the dungeon is forever going to be at the level you entered meaning a set range of items will always be available but the bad part is it's always going to be at that level. I think what they could've done is something similar to Morrowind have a minimum level for enemies to start out as but also have it like Oblivion where you would then have the enemies scaled when you reach their level. Only do that if it's humanoid type enemies not stupid Goblins or other animals those should always have a set level.
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jessica sonny
 
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Post » Tue May 17, 2011 12:51 pm

There is going to be exploits of whatever level system they put in. I am not a big fan of this system but i guess it is better than Oblivions though so I can't complain I suppose.

lol a system which renders all dungeons used at a low level useless almost forcing you to the the main quest story line? oblivion made all dungeons useful and lets face it why would anyone care if someone else is farming a dungeon its not like its a mmo or anything.
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saxon
 
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Post » Tue May 17, 2011 7:03 am

I understand the devs' standpoind on this, for the most point. However, I do hope that there is some flexibilty in this, whereas, you can enter a dungeon that is more dangerous, but also has better rewards.

Getting the Dragonbone Cuiras in Morrowind was such a great feeling because it was a challenge.
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Averielle Garcia
 
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Post » Tue May 17, 2011 10:59 am

I am fine with the level-scaling thing. It bothered me a tiny bit in Oblivion, worked great in Fallout, and I can only assume it will be even better in Skyrim.
As for the exploit, Urge made a very fine point. If you don't want to risk your dungeons getting set at a "too easy"-level, then don't exploit the game mechanic to do, you know... exactly that.
It's not really comparable to fast-travel, because fast-travel was like a constant little easy thing that dangled right in front of you. In this case, you'd have t ogo out of your way to exploit the system.

My only real fear is a repeat of leveled artifacts, and a lack of unique, placed items. That was annoying in Oblivion.
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