Get a hint : level scaling is BAD.

Post » Wed Mar 30, 2011 5:05 am

Level Scaling isn't bad if it's done right however Oblivion killed that idea and rightly so too as Oblivion overdid the scaling big time.

Fallout 3's system will work fine in Skyrim. There needs to be some form of level scaling though otherwise your character will become a god at high levels with no competition.
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carrie roche
 
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Post » Wed Mar 30, 2011 1:35 pm

They dais scaling will b e LIKE Fallout 3, not exactly similar. about dungeons, it definitely helps make the ambience, and about the wilderness, I'm sure they set a random number in a range of like 5 below and above your level, so you can sometimes feel like a god, sometimes get your ass handed to you on a platter, and sometimes just be even.

Also, I think it adds to variety that there's actually scaling (when it's not pushed to the extreme like Oblivion though).
Seriously, look a Divinity 2: Ego Draconis. The game is awesome yeah, but the enemies are too fixed. And even worse, they're almost NEVER below your level.
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CHANONE
 
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Post » Wed Mar 30, 2011 12:10 am

Yeah, I know, Skyrim is going to be "more like FO3 than Oblivion !".
So what ? FO3's level scaling was still horrible and prone to terrible metagaming.
New Vegas at least was able to hide its own much better.

Someone did it in a better way, Bethesda, can't you get a hint ? Can't you just take lessons ?


Let's say it again : level scaling is flawed by concept, by nature. It's just counter-productive in its entirety. There is no point in putting leveling, if you're going to counter it by putting level scaling. If you're going to put "partial" level scaling (like, if someone get 2 levels, then level scaling only goes up by 1), then you can do the EXACT same thing by simply halving the speed or power of leveling. No level scaling required whatsoever.
Level scaling is the exact same thing than giving more money to someone and ramping up inflation at the same time. Just diminish the money gain and remove inflation, same result, no stupid and pointless mechanism, much more believability and immersion.


This partial level scaling is not the same as the one in Fallout 3 or the one in Skyrim. It's not a difference in leveling rate. Levelscaling in F3, was with upper and lower limits, areas locking at a specific level, when you entered it. Now things are challenging, yet you can get stronger, because when you enter the same area again, it has not leveled with you since last.

Isn't "immersion" the point of a huge world open to exploration and of a RPG ? Isn't the POINT of leveling to get stronger ?
Why then use an inherently stupid mechanism that bring NOTHING (like said above, power curve can be adjusted to get the same "challenge" result without involving any amount of level scaling) and goes completely opposite to two of the pillars of the game ?


New Vegas is a nice show of how no levelscaling limits exploration, in New Vegas you can only go a specific route because going anywhere else will kill you, high unscaled enemies basically act like invisible walls.

A world has much more personnality when it actually has a life by itself, with logical distributions of population - people and mosnters alike -, logical scales of power and not revolving around the level of the player in absurd's way. Level should affect how other creatures REACT to you, not how they EXIST.


A world is not devoid of life, just because your level influence the level of creatures on first contact. Especially not when these creatures and dungeons have lower and upper limits. It won't matter if you enter a level 25-30 dungeon at level 5, sure it will lock at level 25, but you will still get your ass kicked.

Please Bethesda, understand this. ANY amount of level scaling is bad.
New Vegas was more successful than Fallout 3, and it had much less of it (still some, so still not perfect, but isn't it a sign when the less of something there is, the better it's for the game, invariably ?). Take the hint, and stop the lazyness of level scaling. Make your world unique, a world to explore and discover and enjoy, not some randomized crap where everything feels the same everywhere and reminds the player more of Diablo than a real world...


Like I said New Vegas is a great example of how linear things can go, when nothing is scaled. And then you go on to attribute uniqueness,exploration, discovery, to non level scaling even though these aren't relevant to the level scaling mechanic. Your last line does not even make sense, if some is random, then it is obviously not gonna feel the same, and if something is scaled with relevance to a level, than it is not random, and diablos levels were scaled with relevance to difficulty, not the characters level, they were not level scaled.
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sally R
 
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Post » Wed Mar 30, 2011 5:59 am

Anyway;

No Level scaling at all creates a static world. A world of Constants. New Vegas suffered that, and it was one of the largest complaints towards the game's design (Rather than just the poor bug control).


With Fallout 3, you had, still an imperfect, but really good system of dynamic scaling overall. While there were a set of relatively few given statics (Deathclaws at Olney), there was a good amount of scaling to keep the endgame interesting. It may have not been particularly common, but the occasional Deathclaw to break up the swarms of Molerats kept high-level players perceptive while exploring, something that was pretty much lost in New Vegas. Most of the problem with Fallout 3's scaling, was the actual enemy design and combat systems themselves. New Vegas relied less on the HP-bomb that Fallout 3 did, and more on clever(Pre-patch) use of their Damage Threshold mechanics, to balance certain enemies against certain lower-tier weapons. The problem for most people, is isolating the scaling, from the other game mechanics.

No scaling is definitely the lesser of two evils, when you consider Oblivion's Hyper scaling. If we had only the two, I'd definitely favor a No-scale scenario.

But we don't just have two options, there's a wide range of scaling options.
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Saul C
 
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Post » Wed Mar 30, 2011 1:52 pm

Obviously here is your problem.

Partial level scaling doesn't mean that other's will have half your level, or it will be subtracted in any way.
It means that areas will have a minimum and maximum level, and things will scale between these levels. Also if you entered an area with a set level and later return with a higher one, everything else will still be scaled as the original level.

No, I was just showing that level scaling has no point in a game because you can reproduct its effect without it being included.
The "locked once you enter" is yet another form of implementing level scaling, but it still is pointless.
Funny you mention huge world open to exploration. It's hard to be open to exploration, when you can't get to the next city because on the road there are higher level monsters. You have to follow a pre-made path if you want to progress normally without getting eaten by enemies that are too strong for you...

Your reasoning makes no sense. "open exploration" doesn't mean "you can walk into the dragon's lair without risk". It means "you have a world to explore".
Where does "exploration" means "risk-free" ? And even, where does it say that "risk-free" is, in fact, desirable ?
Oblivion was HUGE. But it was pointless, because its size amounted for nothing because of level scaling, which made everything the same everywhere.

Where is there more exploration ? In a "you can go everywhere, but everywhere is the same", or "you can go everywhere, you'll die if you try too much, but it means many unique places that will still be interesting to explore for the whole length of the game" ?
The answer is obvious, and it's not the first case.
A world feels much less real when you can say "this is a town for people over level 20 only!".

Which is exactly why I put the word "logically". The MMORPG method of putting arbitrary levels on monsters is just as bad as level scaling. The FO3 methods of having different levels of monsters and just putting them into the world as your level increase is just as bad too (which is why the "don't worry, Skyrim will have level scaling of FO3 !" doesn't reassure me in the slightest, and the very fact that Bethesda feels necessary to reassure people about level scaling should be a hint about how crappy a mechanism it is).
Normal places should house normal people, with the occasionnal strong guy. Normal wild place should have normal wildlife, with the occasionnal dangerous monster.
Dangerous places should have a reason to exist (Ogre/Troll/Dragon lairs are reasonable, they live in after all ; abandonned crypts can reasonnably have some powerful undead with lots of weaker ones, etc.).

A logical world with logically placed monsters is the best for immersion. Supermutants who are pushover because you encounter them in the first region you cross, and who are about fifty times tougher and with "master" adjective because it's the last region you see, are idiotic.
With the different level scaling, there still will be areas that are more dangerous than the norm.

You can have a better result without level scaling. Why bothering to put a broken mechanism and then partially fix it ?
Funny thing: A lot of people complained how New Vegas is more linear than Fallout 3...

You can go anywhere in New Vegas. You can die, but that's the risk of getting over your head. That's, in fact, exactly the POINT. See above : exploration doesn't, and precisely shouldn't, means "risk-free".
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Ryan Lutz
 
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Post » Wed Mar 30, 2011 2:56 pm

From what I gather reading all the incoherent posts, OP Supports scaling, just not any kind we've seen.


Normal places should house normal people, with the occasionnal strong guy. Normal wild place should have normal wildlife, with the occasionnal dangerous monster.
Dangerous places should have a reason to exist (Ogre/Troll/Dragon lairs are reasonable, they live in after all ; abandonned crypts can reasonnably have some powerful undead with lots of weaker ones, etc.).

A logical world with logically placed monsters is the best for immersion. Supermutants who are pushover because you encounter them in the first region you cross, and who are about fifty times tougher and with "master" adjective because it's the last region you see, are idiotic.

You can have a better result without level scaling. Why bothering to put a broken mechanism and then partially fix it ?

You can go anywhere in New Vegas. You can die, but that's the risk of getting over your head. That's, in fact, exactly the POINT. See above : exploration doesn't, and precisely shouldn't, means "risk-free".


That's what's interesting, and often in a scaled situation, the "Strong" enemy, is the one that's written into the system as scaled against the player, while the peons themselves aren't written out.

Especially in the Super Mutant example, I can't make an accurate picture of what you're after. Scaling is supposed to fight against the whole "This super mutant is weak cause I was here first, but now it's strong because I'm in a new area" which implies a static world. In a Scaled game, the First super mutants you encounter, are "Weak", but you can come back to that area, and any tagged as "leveled" Will be stronger.

Proper scaling (And no game has done it right, yet) involves, what I'll dub "Dynamic Grouping". Just taking the already used Super Mutant example

A Dynamic Group might consist of, let's say, Five slots. With three spots set as static, and what spawns as statics depends on the actual area, and what spawns in the Dynamic slots, depends on what spawns in the Static slots.


Level 1-5 The Group Spawns as 3 Basic Super Mutants.
Level 6-11The Group Spawns with 5 Basic Super mutants
Level 12-16 The group spawns with 4 Basic Super mutants, and one Super Mutant Brute.
[skip]
Level 30 the Group spawns with 3 Basic Super Mutants and two Super Mutant Masters.


Even if you find this group at level 1, and wipe them out, eventually the group will respawn, and when they spawn once more, they're composition is set to the players level. So if they respawn in 3 Game days, and you're then level 12, the group will spawn as 4 basic Mutants and one Brute, but not actually rescale until you kill them and the respawn once more.

That's at least how I'd like it done.
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Marlo Stanfield
 
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Post » Wed Mar 30, 2011 8:41 am

You can go anywhere in New Vegas. You can die, but that's the risk of getting over your head. That's, in fact, exactly the POINT. See above : exploration doesn't, and precisely shouldn't, means "risk-free".

You can go anywhere, but there's no point in it. Without level scaling anything but the low level areas is death. Without level scaling, once you're a high enough level to move on to the next area the previous area no longer holds anything of interest to your character.

So without level scaling an open world is full of stages. Can't advance to the next stage until you get to the next level, don't want to go back to the last stage because everything's weak.
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Stephanie I
 
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Post » Wed Mar 30, 2011 2:55 am

Sigh.....Rough is awesome :celebration:


This is what happens with level scaling http://www.gametrailers.com/user-movie/fallout-3-20-head-shots-to/282847

Also with level scailing, one can brave the deepest dankest dungeons and find some level iron shortsword in what should have been a chest containing a weapon of the almighty pwn.

It also means aside from some extra skills here and there, Im no better off than I was level 1 vs other enemies.


the hope?


That Beths Level scaling for Dungeons (you know thresholds like 15-20) also applies for enemies and NOT ITEMS OR SPELLS DO NOT FING LEVEL SPELLS..........
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Celestine Stardust
 
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Post » Wed Mar 30, 2011 1:48 pm

But honestly, when you actually look for it, besides being linear, what's the difference between these two situations (just examples, not real situations):

1 - "The road just northeast of Leyawiin has 3 rats (level 2), 5 wolves (level 4), 2 Venisons (level 1), 4 boars (level 7) and one mountain lion (level 10)"

OR

2 - "The road just northeast of Leyawiin has 15 random enemies, of the "natural beasts" category, which are between level 1 and level 10"

Level scaling doesn't imply that it should exactly scale to the player. It can simply put random enemies of certain categories and the right levels, in the right places, without making it predictable.

Also, just having it in, doosn't totally prevent you from having a few set enemies here and there.
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Multi Multi
 
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Post » Tue Mar 29, 2011 11:07 pm

I am in total agreement with OP, LOOK AT RISEN, no level scaling, and it worked perfectly, you could go to this little mini island just off the main, where there was a giant scorpion, at any time during the game, but before you were strong enough to beat it, it would just completely kill you, there wasn't any "o well if I just try harder I can beat it" it was actually too strong for you, and so you couldn't just run around the island doing whatever, completing every quest, and it was perfect, it made the game world seem huge, then it was maybe a 100th of oblivion's size
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Juan Suarez
 
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Post » Wed Mar 30, 2011 8:21 am

The only problem that I had with Oblivion's level scaling is that the difficulty scaled too fast. The game gets harder as you level, believe it or not. Not just getting harder to match your growing capabilities, but enemies will grow stronger at a faster rate than you do. I'd expect a game to be easier at higher levels, honestly. There should also be leveled creature caps here and there as well, preventing some relatively tame areas from scaling with you all the way up to 50.
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Nicole Mark
 
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Post » Tue Mar 29, 2011 11:20 pm

But honestly, when you actually look for it, besides being linear, what's the difference between these two situations (just examples, not real situations):

1 - "The road just northeast of Leyawiin has 3 rats (level 2), 5 wolves (level 4), 2 Venisons (level 1), 4 boars (level 7) and one mountain lion (level 10)"

OR

2 - "The road just northeast of Leyawiin has 15 random enemies, of the "natural beasts" categorym which are between level 1 and level 10"

Level scaling doesn't imply that it should exactly scale to the player. It can simply put random enemies of certain categories and the right levels, in the right places, without making it predictable.


That is the good part of level scaling however their are some flaws to it but that's mainly game design like Goblin Warlords having a certain hit point level and then it keeps going up.
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Kanaoka
 
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Post » Wed Mar 30, 2011 4:52 am

bethesda should have asked you before they put level scaling in, you obviously know more than them
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Sierra Ritsuka
 
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Post » Tue Mar 29, 2011 11:26 pm

bethesda should have asked you before they put level scaling in, you obviously know more than them



Its not like this is an epitomal secret...its been in the last 3 games
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mollypop
 
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Post » Tue Mar 29, 2011 11:10 pm

Diablo is one of the greatest action rpgs of all time...comparing any rpg to it isn't exactly insulting...

Diablo was a great action game. But Skyrim is supposed to be an immersion-based RPG. It's not really the same kind of game, and the former doesn't lend easily to the latter.
A lower level npc reacting differently when I'm a higher level doesn't make it anymore challenging. While it may be more realistic it is certainly not more fun. Bottom line is: reaction doesn't matter if I can still kill you with 2 hits. A game without scaling is a game without challenge, a game without challenge is a game without fun, and a game without fun is a game without replayability. While realism is good to an extent, too much realism will only take away from the experience. Realism =/= fun.

That's the same flawed reasoning I've been battling from the start.
It's just completely false. Level scaling has nothing to do with difficulty. You can have an extremely easy level-scaled game and an extremely hard static one, and vice-versa. This whole, entire answer you made is just completely beside the point.
Variety != difficulty.
Fallout 3's system will work fine in Skyrim. There needs to be some form of level scaling though otherwise your character will become a god at high levels with no competition.

No.

From the VERY FIRST post :

(like said above, power curve can be adjusted to get the same "challenge" result without involving any amount of level scaling)

No scaling = linear game.

You have to fight the low level monsters in Zone 1, until you're tough enough for the next stronger monsters in Zone 2, until you're tough enough for the next stronger monsters in Zone 3, etc, etc, etc.

This kind of design, like I said formerly, is just as bad as level scaling, and is not at all a requirement of non-scaled game.
Did you try Fallout 1 ? Totally open-ended, with NO SCALING AT ALL.

This is why I talked about "LOGICAL population distribution". You can have adequate challenges at any level, it just requires to make the world actually more organic and immersive.
It's expected and logical to have tough foes when fighting the elite guard of the Baron of Somewhere, or fighting the leader of the Dread Cult of Whatever. It's not logical when every regular bandit is much stronger because you entered his region last, or that this lair is suddendly full of trolls rather than goblins, or that the Ogre you encountered first is weak and easily beaten despite being three times bigger than you (but hey, you encountered it soon, so obviously it had to be weak !).

Rather than an artificial strict region-based difficulty, a more organic and natural "event-based" difficulty is much better. Like in, having different QUESTS (not randomly-generated crap "please save my daughter, she had been abducted by {player level + X monsters}", more like having from the get-go quests that are logically different in difficulty (the tavernkeeper with some rough guys with more muscles than brains, the guards with better equipped and organized bandits, the mayor requiring some good and experienced diplomat for negociating a contract, the count needing an accomplished adventurer to assassinate some well-protected rival, etc.).
You may travel the previously-dangerous wilds, which are now a walk in the park, but that's not a problem because your challenge are objective-driven and not just the random boar that magically became a daedra.
This is the main reason I didn't like FO:NV - it wasn't an open-world, free-roam game, until you'd progressed the linear story far enough. Until you were tough and well equipped enough, the game was linear. No just ignoring the main quest and going off wandering, like you can in FO3 & OB.

(But yeah.... the OB level scaling was terrible. I've only played the game using a modded system. Luckily, they're using something like Fallout 3's system, which was fine.)

Disagree with F:NV, as again you actually COULD go where you wanted, just had to actually take danger into account. There was reasons why dangerous foes where here, it was not like if they magically became the new most common races in the world (unlike giant albino radscorpion in FO3), and they actually kept the logical power ranking throughout the game (a supermutant was always strong, not "uber-weak regular supermutant and uber-strong supermutant masters, again like in FO3).
Still there was some level scaling, and it became irritating to see the sudden massive sprout of fire-breathing geckos, but it was much more tolerable than Oblivion and Fallout 3.
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Jade Muggeridge
 
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Post » Wed Mar 30, 2011 11:53 am

Its not like this is an epitomal secret...its been in the last 3 games

I thought it was in all of them?
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Tyrel
 
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Post » Wed Mar 30, 2011 3:45 am

So two different enemies with the same level has to act and be the exact same? If not, I don't know how level scaling would make the world less unique.

Also with the limited scaling it wouldn't mean that you could go to the most dangerous cave and clean it at level one. It would allow you to travel to any town of your choice in any order you want, you could explore their surroundings and do most of their quests in any order you want. Obviously there still be quests and areas that requires more experience.

Saying how it's "unimmersive" doesn't make any sense either. Level scaling is (or should be) in the background. Fixing the levels after you enter them ensures a sense of continuity, so enemies and items don't just suddenly get better.

Not to mention Morrowind's "everything is a pushover after level 20" thing, which level scaling can easily fix.
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Kate Schofield
 
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Post » Tue Mar 29, 2011 11:13 pm

I'm happy that they have changed it from the Oblivion level scaling to the one used in Fallout 3.

Hope there isn't DLC that has Albino Mudcrabs or Zombie Reavers :wink:
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Andrea Pratt
 
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Post » Wed Mar 30, 2011 2:27 pm

Well, maybe the best of both worlds is:

Level Scaling to THE PLACES: OK

Level Scaling to THE PLAYER: NO

That way, you DO get variety without it feeling like the world revolves around you
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Robert DeLarosa
 
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Post » Wed Mar 30, 2011 7:16 am

All of you guys need to goto IGN.com and look at the video interview with todd howard (or at least I think that's where it is) It could have been a podcast

but I heard from Todd Howards lips that the world dosen't level with you - there are fixed levels that never change
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Elisha KIng
 
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Post » Wed Mar 30, 2011 10:27 am

All of you guys need to goto IGN.com and look at the video interview with todd howard (or at least I think that's where it is) It could have been a podcast

but I heard from Todd Howards lips that the world dosen't level with you - there are fixed levels that never change


Yes their are some fixed levels and that's a good thing to an extent. Oblivion had them too with the Daedroth, Minotaur, Wolf, Mountain Lion, etc.
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Chase McAbee
 
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Post » Wed Mar 30, 2011 3:10 pm

Some level scaling is good, some bad, but unique items shouldn't scale.
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x_JeNnY_x
 
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Post » Wed Mar 30, 2011 4:14 am

Anyway;

No Level scaling at all creates a static world. A world of Constants. New Vegas suffered that, and it was one of the largest complaints towards the game's design (Rather than just the poor bug control).

Actually that's the opposite. LEVEL SCALING creates a world of constant. It makes everything the same everywhere. Where is the variety when things are adjusted to your level ? They are the same, and that's what made Oblivion huge world extremely repetitive : you would see the same thing in every caves/fort/ruins. There could be no special places, because everything was scaled.

I don't know why people makes so often this confusion : "level scaled" is the total opposite of variety. When we say "static", it's only to mean "not related to the level of the player". You can add some randomization and dynamism, just don't index it on the player but on the logical setup of what the world should be.
You can go anywhere, but there's no point in it. Without level scaling anything but the low level areas is death. Without level scaling, once you're a high enough level to move on to the next area the previous area no longer holds anything of interest to your character.

So without level scaling an open world is full of stages. Can't advance to the next stage until you get to the next level, don't want to go back to the last stage because everything's weak.

You can go anywhere with level scaling, but there is no point because everywhere is the same.
And it's false to say that everywhere but the lew level areas is death. The only death-filled zones where the logically dangerous ones : west side of New Vegas, filled with raiders (what's surprising about it being dangerous to wander right into murderous sociopaths' playground ?), one north of the starting zone, filled with plot-driven Deathclaw infestation (again, it was actual plot that they were here, so no "out of the blue supermonsters" like the albino radscorpions, and again it was pretty obvious that it was dangerous). Then some wildlands with cazadores.
Man, that only leave about 90 % of the game to explore, with just requiring you to be a bit logical (don't look for fight untill you've got some experience). I see no problem in it, on the contrary (and the stellar critics New Vegas got tell me I'm probably quite in the right).
But honestly, when you actually look for it, besides being linear, what's the difference between these two situations (just examples, not real situations):

1 - "The road just northeast of Leyawiin has 3 rats (level 2), 5 wolves (level 4), 2 Venisons (level 1), 4 boars (level 7) and one mountain lion (level 10)"

OR

2 - "The road just northeast of Leyawiin has 15 random enemies, of the "natural beasts" category, which are between level 1 and level 10"

Level scaling doesn't imply that it should exactly scale to the player. It can simply put random enemies of certain categories and the right levels, in the right places, without making it predictable.

Also, just having it in, doosn't totally prevent you from having a few set enemies here and there.

Both your examples are actually "not level-scaled", just so you know, and both are acceptable (though it seems pretty obvious that if you include every "natural beast", you could get a "mountain lion" when walking into swamp, which would be rather weird, so the first method, or a more minute grouping in the second, would be better).

Level scaling "à la Oblivion" would mean "The road just northeast of Leyawiin has 15 random enemies, of the "natural beasts" category, which are between player-level -5 and player-level +5".
Which means that when you're lvl 50, you'd encounter some daedric-filled bandits that would ask you for 100 gold while wearing a castle price on their shoulder.

Level scaling "à la Fallout" would mean "The road just northeast of Leyawiin has 15 random enemies, of the "natural beasts" category, which are between player-level (when he entered the zone) -5 and player-level (when he entered the zone) +5".
Which mean you would have a regular town surrounded with normal wildlife, and the next town in the same setting surrounded, somehow, with ultramegasupermutants and titanic albino rampaging radscorpion, because it's pretty logical that if you go later somewhere, it WILL be more dangerous. Duh.
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rae.x
 
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Post » Wed Mar 30, 2011 2:07 am

Loot shouldn't scale.

I hate having to wait until evel 30 in order to get items at their full potential e.g. Dark Brotherhood rewards.
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Rachel Tyson
 
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Post » Wed Mar 30, 2011 8:18 am

You can go anywhere with level scaling, but there is no point because everywhere is the same.

Incorrect. I really wish you would read some of the posts people have been making. Instead you're just using the same argument over and over, which has already been proven to hold no water in a discussion of FO3 and, by extension, Skyrim.
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M!KkI
 
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