I liked how New Vegas distributed enemies based on geography instead of player level, subsequent playthroughs have been far less enjoyable than they were in Fallout 3. The game just surprises you less and less when you realize that "on this route you'll fight Cazadors, then Mantises, then Bighorners" or "this area always has Deathclaws, but you never have to worry about them anywhere else."
I feel like level ranges might just be the best way to approach the issue. I do remember Broken Steel totally breaking Fallout 3 by having Deathclaws and those godawful Albino Radscorpions spawning everywhere and slaughtering everything, so as long as Bethesda doesn't tinker with the system too much and allow extremely strong enemies in low-level zones, I'll like this system.
Exactly, both are totally imperfect solutions, and we'll never really have a perfect compromise I think. Broken steel itself was pretty poorly implemented though. Vanilla Fallout 3 was much better.
I went on a rant about "Threat Zone" Distribution, the general rule was, the closer to main roads and high-population density areas, the lower the general level of enemies. (To protect both player and NPC). Going deeper into the wilderness where you really don't know what to expect, is where the bulk of Leveled and/or High-threat enemies would appear. It was all a very complex rant, I don't particularly care to repeat.
Alright, hold on..........
DUH :spotted owl:
Im talking about enemies outside dungeons, you know, the ones not governed by anything but the game spawning. I got the Implied Opponents scale with you from the statement Todd made about FO3 style scaling, and his elaboration on Radiant story's Omnicient method of throwing things at you that are your percieved weaknesses, what good are weaknesses if they are not remotely as strong as you are?
I have many concerns regarding Radiant Story. That's just one of them. It's too ambiguous to really attack and dissect.
I'm hoping its not as pervasive as it sounds and doesn't apply to every knoock and cranny of the game, does one not find it strange the world woudl literally spin around you in an effort to undermine -you-? I thought a civil war was being fought do factions not have their own things to worry about as well as strenghts and weaknesses? it would be as if the quest giver sent a messenger bird to my destination giving a full detail of what I can and cannot do and magically outfitting everyone to take me under.
Would this not be in a sense static? if my weaknesses do not change will my enemies stay the same? what happened to being hilariously strong and requiring some thinking to defeat instead of what could be thought of as a sense of helplessness that no matter what I do to address my own flaws, the game warps and opens another hole?
I understand wanting challanges and all that, but I'd rather the challange Tie in with the opponents rather than being based soley against me.
Yes it would, but really, the whole subject is if Level scaling itself, is universally bad. I think the name of the game here, is contrast within combat. There should be a variety of enemies. Some enemies you steamroll, even if they are "Stronger" Than you, and others give you a run for your money, even if they are arbitrarily weaker than you in level.
Dragons appearing early are the only instance of Independent "gonna F you up because I can" that I've heard so far in the game.
Thoughts?
It's been said in an interview or two, that the game is designed with Peaks and Valleys in difficulty, not really pertaining to dragons. Also, just because dragons appear early, does not mean they are killable at the same time, though it could, I don't have the game.