A single hot point that is hard to pass make the game linear ?
You overdo it here. By far. The whole world is totally open, with just danger to be aware of, and it's "linear" ?
The game is designed to be played from Point A,B,C,D. The Game is linear, the environment is not.
If it's some few monsters that are a bit randomized and have a logical reason from being here, no problem.
Though out of principle : NO it is not irrelevant if it happens at level X. "immersion", again, a world that has its own life is more immersive. And NO, "a world having its own life" does NOT mean "level scaling".
Randomized is OKay, but Scaling is not. That makes perfect sense. Look up "Difficulty Curve" Please, before commenting, and then ask a designer how it's an integral part of any game experience.
You retort is meaningless and irrelevant. I've often answered the deeply flawed "level scaling is more challenging" absurdity. Level scaling and challenge are totally separate.
You're right, I'm talking about how New Vegas' Exploration is dull and predictable, because there is no scaling, or even randomization of spawns. It's a static, dead, dull, and boring world.
And your clinging to "dead world" naming for the obvious emotionnally charged name is just ridiculous. Please, it's childish here, especially considering how you try to make it appear out of thin air, how I countered it in the very post you were answering - but you somehow ignored these points, and you have the nerve to tell me *I* don't answer ?
And you cling to poorly constructed arguments and logical fallacies. But at least I get paid to be emotionally charged.
Wow. You just tell me "you lie, you don't answer" the VERY LINE BEFORE making a quote with my answers in them ?
How hypocrite can you be ?
You still haven't answered several of my questions to put a context into what you're after. You just haven't. You dodge it with Re-quotes of incoherent rubbish.
No, because there is no scaling at all. For all your condescending "you don't answer my questions", it seems that you just don't bother to properly read the answers.
It can be okay or not, depending on the actual frequency and real levels we encounter.
Let me quote myself about something quite close to this :
"But this difference must always be true, and not be dependant of the player level. If creature X can go from level 5 to level 10, then I should always be able to encounter level 5 to level 10 of them (in the appropriate circumstances, of course, like maybe their strongest members are usually the chieftain of the tribes/broodmothers/etc.).
But if I only encounter level 5 of the creature X when I'm level 4, and only level 10 when I'm level 15... Then it's not about the variance in the same race, it's just dumb, raw scaling"
I agree, the level range of a particular creature, no matter where it is(Generally) should be consistant. I shouldn't see a Wolf at level 5, and he's level 5, then come back a few days later level 20, and a Wolf there is Level 20.(Or whatever their cap is) Ideally, they should naturally fluctuate in their level range.
But that doesn't mean that, at level 20, in order to maintain a proper difficulty curve, there shouldn't be a Minotaur in the same Area now. How do you know he didn't naturally wander there?
Considering your paternalistic tone and you "I'm-better-than-you-at-judging-game-design" comment, all the while pretending I'm not making points while I have to constantly repeat them to you and quote myself, you should really refrain from such comments unless you school your own behaviour.
You really don't make any sense or Valid points against Level scaling. You keep citing Worst-case Scenarios, and then call other people out for doing the same to counter-point your stance. It's a battle of the slippery slopes.
Especially when your comment on this seems to completely ignore yet another point I made in the previous post - about how "static" is only a word used to describe "non-player-level-scaled", and it can include lots of variety through randomization, just not based on player level.
Again, Look up Difficulty Curve. In a True Open-world game, it's not good design to create large gaps of obsolete territory because the player leveled up. Every player is going to level at a different rate, and Scaling addresses that to maintain a balanced difficulty curve for as many people as possible.
You seem to ignore an awful lot of points when it's convenient to you - and then accuse me of not answering. And then trying to give lessons. That's not a pretty sight.
That's just it though, you don't have a point to all this. There's no reason why Level scaling and your suggestions have to be mutually exclusive.