PC Gamer Asks Questions

Post » Sat Dec 12, 2009 12:46 am

How the scaling is described really does raise some valid concern. But citing Fallout 3 as an example, and then explaining it like that... I Just don't know what to think about the scaling anymore.

Level range scaling i.e the Fallout 3 system is best. Here is why:

When I first played Oblivion I had to mod it as I did not like the scaling, I thought MW static approach was much better. But after playing Fallout 3, I realized that scaling was good if used properly. OB overdid. In MW after level 20 something the challenge ended. But I still did not think it was a must, now after playing Fallout New Vegas, I think scaling is a must for open world rpgs. In linear rpgs there is scaling by default, as you progress the weapons/armor get better, the beast get harder,etc But with the open world design you lose that with out scaling(level range scaling) that sense of progression.

Also encounters are less fun because there either too hard or too easy. In Morrowind the battle system was not great so it mattered less but as combat gets better is matters more and more. Take Oblivion for example, I recently tried playing Nerhim(?). When I started out the monsters were easy and I just bashed the attack button as fast as I could, I thought to myself well I guess Oblivions combat has not aged well I use to think it was the best rpg combat out there, oh well. Then later on I fought some stronger guys and suddenly things changed, no longer was I spamming the attack button but now I was using the block button, dodging attacks, trying to figure out the best time to use a strong attack or perhaps some quick weak attack spamming is enough to finish this guy off. Skyrim will use an even more elborate system than Oblivion, I don't want to spend my time spamming the weak attack in Skyrim because I have reached x level and everything is a joke, nor do I want to be confined to a small area of the world because if I go any were else I will die in one hit.

Now as I said at the start Oblivion did not do scaling well(I used frans mod). Total scaling is bad, but I think the way Skyrim is going, using a level range scaling system like Fallout 3 is good.

These are my main reasons for scaling:

-Surprise factor during replay, if all chest are static you learn whats in them and you lose a lot of the fun factor in finding them.

-Better challenge curve, things don't become lame when you reach x level. Even the best combat system is lame if everything is a pushover. And you don't get overly frustrated by everything being to hard.

-Better loot curve, as you get better you get better stuff, long ago when I was a console player I was really into the Final Fantasy games, and it was great the steady progression of better and better stuff. This was lost in MW, great more crap, oh whats this, more crap,etc

But we don't want to go overboard like Oblivion, I want a system that still does stuff similar to more static systems like:

-Sense of getting more powerful, its always a lot of fun squashing some beast that a few hours earlier you had to run for your life from.

-It adds a great dynamic of risk/reward, you take a risk and get rewarded appropriately. Like in MW were you managed to sneak past tons of powerful beasts, then found a cool new sword for all your trouble.

-Realism/immersion makes me feel more like this is a living world that would function whether I am there or not.(though when I was younger I never understood why as I went through a linear rpg each new area always had stronger beasts and better loot)

So to get all this a level ranged scaling system like Skyrim will use seems best. Fallout 3 had hand placed loot and tough encounters & places yet gave you a lot of freedom from the start. And no scaled unique items, which is absurd.
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Samantha hulme
 
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Post » Sat Dec 12, 2009 6:50 am

Thats gives me higher hopes! :)

Thank you Kicenna for the topic :foodndrink:



You people act like that's a Surprise. Has there ever been a situation where even a Post-Release PC port has been inferior to the console version? Just look at Mass Effect.
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Marie
 
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Post » Sat Dec 12, 2009 7:17 am

You people act like that's a Surprise. Has there ever been a situation where even a Post-Release PC port has been inferior to the console version? Just look at Mass Effect.

Grand Theft Auto: San Andreas, I believe, was pretty bad as a port.
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Rebekah Rebekah Nicole
 
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Post » Sat Dec 12, 2009 3:39 am

You people act like that's a Surprise. Has there ever been a situation where even a Post-Release PC port has been inferior to the console version? Just look at Mass Effect.


Ummm I don't know what you mean, I was talking about higher hopes because I want to run Skyrim on my PC without it CTD, lag, ect.
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Agnieszka Bak
 
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Post » Sat Dec 12, 2009 5:52 am

"There are better compression techniques, so we’re not really limited by the physical media as much as how long it takes to record it.”

This was my guess on how they would fit the voice track on one disc in a thread by Dragonbone earlier today. :celebration:

OP. Thanks for the link.
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Gemma Archer
 
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Post » Fri Dec 11, 2009 10:46 pm

Grand Theft Auto: San Andreas, I believe, was pretty bad as a port.



That's true, hell even Grand Theft Auto IV was a terrible PC port.

I guess that's why Rockstar sticks with the Consoles.
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Bird
 
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Post » Sat Dec 12, 2009 8:59 am

yes, i understand the concept. i still don't agree with it. if i enter an area that potentially has a creature/mob that is significantly higher than me and the game is set up to not spawn that creature because it is too high for me at lvl 1, i want that creature to spawn in that area if i ever go back at a higher lvl that's all i'm saying. if the area is 'locked' the first time i enter, will i never see the higher lvl creatures in that zone or not?

edit - and if they appear but at their minimum level, i'd much rather it not lock it at that level but rather, adjust it's level each time i enter the area. as mentioned, it would really discourage re-visiting an area once you reach higher levels because there would no longer be any challenge in that area

As I understand it, if you go into a dungeon where the mobs are scaled min 10 to max 20 and the boss is scaled min 20 to max 40, then if you're level 1 the mobs will appear as level 10 and the boss will appear as level 20. You'll get your [expletive] handed to you on a platter, and will either die or run away crying. The creatures will stay locked to those levels, and you can come back much later and wipe them out, feeling all smug about becoming so powerful.

If you go into the dungeon for the first time at level 15, then the mobs will be at level 15 and the boss will be something like level 30. You'll have a tough but manageable fight, and feel pleased about having such great armour and weapons.

If you go in at level 40, then the mobs will be stuck at level 20 and the boss at level 40, and you'll be bored and wonder why you didn't go there earlier in the game. Or, if you're that sort of player, you'll be smug that you can wipe out a dungeon full of monsters just by belching loudly.

The trouble is, I think Bethesda are (for practical commercial reasons) having to cater to a very broad set of player taste and style. The very high cost of not only developing the graphics but also the art assets to show them off and the large amount of content means they can't afford to antagonise more casual gamers. Bethesda may want us to be challenged, but even so gamers must be rewarded for levelling up by fights becoming easier as time goes on, and they mustn't be forced to grind their XP and skills in order to progress through the game.

Their solution is to try and find a game levelling mechanic that works well enough for all players, and that works in a go-anywhere-anytime game, where they can't control the level of creatures by where you are or when you got there. Unfortunately it's a solution that will always have it's problems, especially for players who want to re-visit an area they've already mastered. In Oblivion they tried to make sure that creature respawns were always appropriate to the player level - and were roundly criticised for doing so. Now they're trying a different compromise which was more successful in Fallout 3.

[edit]
Jeepers, how long did I take writing that? Ninja'd to death in my sleep :(
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BethanyRhain
 
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Post » Sat Dec 12, 2009 4:43 am

Any amount of scaling is bad
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Charity Hughes
 
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Post » Fri Dec 11, 2009 7:50 pm

LOL i ve sung that song since day one on this info release, what 2 month ago.

Of course bethesda don t want explorers locking their games at low level. And they used the only answer they could find for this problem:

FAST LEVELINNNNNNGGGGG

While in every TES game modders and players beg for slower leveling up, Bethesda copy paste a model from another game which is only viable with fast leveling.

Pandora box open,

Have a nice day.
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sarah simon-rogaume
 
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Post » Sat Dec 12, 2009 12:36 am

MODS make all games great!
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Tha King o Geekz
 
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Post » Fri Dec 11, 2009 7:35 pm

LOL i ve sung that song since day one on this info release, what 2 month ago.

Of course bethesda don t want explorers locking their games at low level. And they used the only answer they could find for this problem:

FAST LEVELINNNNNNGGGGG

While in every TES game modders and players beg for slower leveling up, Bethesda copy paste a model from another game which is only viable with fast leveling.

Pandora box open,

Have a nice day.

Fast leveling is the answer? You can still go anywhere you want, whenever you want. Which means faster leveling doesn't matter if you explore a lot at low levels.
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Albert Wesker
 
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Post » Fri Dec 11, 2009 10:59 pm

altfuture: Are dungeons as repetitive as they were in Oblivion?

Oblivion’s dungeons were mostly designed by just two level designers. Skyrim has eight or nine, and while the dungeon we saw had plenty of the same rocky tunnels we’ve come to love, they also had moments of real beauty.


I think that problem might have stemmed more from how dungeons are assembled from pre-made set pieces like IKEA furniture... Not that I think that's a bad idea inherently, but some more flexibility wouldn't hurt.
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Latino HeaT
 
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Post » Sat Dec 12, 2009 4:03 am

You know I've been following most of the info released since the announcement of the game last year and all this side-stepping Todd does with regards to horse mounts...you all should know what I mean...all the, 'well they're in there right now' schtick 'but we want them to be perfect and they might mot make the final cut' nonsense. The way he willingly dicusses them with a devious grin, while going out of his way to raise doubts of their addition by blatantly mentioning how they're far from perfect, makes me think that they've already been birthed, reared, groomed, saddled and are all ready to go, standing majestically in the gates and waiting for their moment in the spotlight at E3.

I'll admit I could be completely wrong, but there's just something about the way he addresses the issue that makes me suspicious. :shifty:
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Samantha Wood
 
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Post » Fri Dec 11, 2009 7:40 pm

I'd rather have no level scaling (which since I will get the game on PC will probably done quickly enough with mods, but that's beside the point.), but the way they have described this system it should be at least better then Oblivion's.
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Tamara Primo
 
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Post » Sat Dec 12, 2009 12:25 am

Still dont get why more than one voice actor for each race would have taken up more space on the disc. Its not like different voices suddenly take up more space...
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Judy Lynch
 
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Post » Sat Dec 12, 2009 3:09 am

Still dont get why more than one voice actor for each race would have taken up more space on the disc. Its not like different voices suddenly take up more space...


Probably because they can share a lot of dialog. Like if you're in a town and ask a nord about rumors, and then ask an orc, they will both use the same sound file.
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Sarah Edmunds
 
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Post » Fri Dec 11, 2009 9:09 pm

The whole thing reminds me of leveled quest rewards and the conscious decision to put quests off 'til later. Metagaming instead of gaming.

Hoping it doesn't actually lead to that.....
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Amanda Furtado
 
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Post » Sat Dec 12, 2009 12:38 am

The whole thing reminds me of leveled quest rewards and the conscious decision to put quests off 'til later. Metagaming instead of gaming.

Hoping it doesn't actually lead to that.....


One of the best mods I downloaded for Oblivion was one to level items with me. That way I wouldn't have to put off the quests.
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rebecca moody
 
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Post » Sat Dec 12, 2009 6:48 am

One of the best mods I downloaded for Oblivion was one to level items with me. That way I wouldn't have to put off the quests.

quest award leveler mod....don't leave home without it. :)
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Isabel Ruiz
 
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Post » Sat Dec 12, 2009 12:33 am

One of the best mods I downloaded for Oblivion was one to level items with me. That way I wouldn't have to put off the quests.

I liked the one that made the quest items static in level (highest possible one) Both ways achieved the same thing it seems :)
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Andrea Pratt
 
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Post » Sat Dec 12, 2009 8:29 am

One of the best mods I downloaded for Oblivion was one to level items with me. That way I wouldn't have to put off the quests.

Certainly, but I don't count mods (of which I run quite a few, including Quest Award Leveller) at this point. I maintain some confidence that at least many of the more egregious shortcomings can be fixed with mods - I'd just sort of prefer they didn't have to be. ;)

I'm not even convinced this is a flaw. It just reminded me of that issue with quest awards. I tend to be wary of anything that seems to imply a need to metagame rather than just game.
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Justin
 
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Post » Fri Dec 11, 2009 10:49 pm

The past couple of posts typify why I'm not at all stressed about this

I'll play the game vanilla for a first playthrough, by which time there will be a whole slew of leveling mods of various types to 'fix' anything that I don't like

Problem solved :hubbahubba:
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leni
 
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Post » Fri Dec 11, 2009 10:05 pm

The scaling sounds fine to me and if your concerned about that then Grind in a certain area until you get to a higher level. That's probably what I'll do my 1st time through until I'm at a point where I don't mind missing out on X enemy because I'm at level 17.

I don't see how Horses can't make the cut. It's not a big deal if they aren't in but I know some people will rage over that.
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Ezekiel Macallister
 
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Post » Sat Dec 12, 2009 7:53 am

I think that problem might have stemmed more from how dungeons are assembled from pre-made set pieces like IKEA furniture... Not that I think that's a bad idea inherently, but some more flexibility wouldn't hurt.


So say the power leveler.
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Jennie Skeletons
 
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Post » Sat Dec 12, 2009 4:43 am

FO3 world lvling was great. I'm glad to hear this.
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kyle pinchen
 
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