How does the level scaling work in new vegas?

Post » Wed Dec 10, 2008 8:39 am

?
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Kill Bill
 
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Post » Wed Dec 10, 2008 9:22 am

There is none.
At a certain point in the main quest NCRangers start to become Desert Rangers but that's about it as far as I can tell.
Except for Ghosts in Dead Money though, they seemed to be just as dangerous at lvl 8 as they were at lvl 30.

[edit]
Sorry, there is a form of level scaling when it comes to quest rewards and merchant stock. (IIRC)
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Blaine
 
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Post » Wed Dec 10, 2008 1:03 pm

Yeah, no scaling as such.

However, it seems to me that at certain clvls or maybe story points, the game does like to drop certain monsters into areas where they weren't before. That is, at lvl 1-2 all there will be is some viper bandits in this one spawn area....but later it'll be the viper bandits + golden geckos, and they'll fight..the bandits will lose, and you're left with the geckos.

Occasionally it feels like the game drops a few more of the same creatures into a spawn area, as well. Like, only a few nightstalkers, then if you go back a lot later, they'll be the original few + a couple more. Or an area is completely empty when I rush thru it at lvl1 but if I go back at lvl 6 there are suddenly mole-rats and stalkers there. But maybe that part is just random.
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Emily abigail Villarreal
 
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Post » Wed Dec 10, 2008 8:47 am

Scalling is in, I've found they are either..

A. scripted events to show progress in the game world, he Vypers vs Golden geckos by the train tunnel.
The Cazadores at Bonniesprings are two off the top of my head or.

B. Two sets of spawns that come close to each other and triger their terratorial A.I.
Such as Nightstalkers vs everything, or coyotes vs radscorpions near goodsprings.

Level scaling is in however, not like a vanilla oblivion...

Try repconn at a linear playthrough ( level 8 - 11 ) you see normal ranked foes inside.
If you playbackwards and reach there later on, more and more will spawn as masters.

As LadyCrimson says try other areas and you'll see more higher ranked foes spawn instead of, or with those normally there.
However it's not that obvious, and I have no clue as to if health or levels on npc's change.

The other leveling is story based...
Turn up before the strip at Camp Golf for the first time even at level 30, no elite rangers will spawn.
Play through the main quest when the factions start to play off each other, higher spawns like elite rangers will show up.
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Gracie Dugdale
 
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Post » Wed Dec 10, 2008 10:35 am

and I have no clue as to if health or levels on npc's change.

For the non-story ones, based on ability to kill them with the same gear equipped, I'm pretty sure enemy stats are not altered....they are only 'dropped into' the game to give a little more challenge to the area, when you're of a higher level or something. And the game only does it to a certain extent....like the bandit areas I mentioned, once the golden gecko's start appearing, it never becomes something else, and the number of them doesn't increase - altho I think the number can vary a little, like 2 bigger g. geckos or 3-4 smaller g-geckos...probably some kind of threat level number and it randomly chooses a combo of them to reach that number.

It's like the game has two, maybe three spawn parameters, in such cases ... "low level" "after low level" and possibly "high level"

...but I'm guessing, I'm not 100% sure either. :)
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Joey Avelar
 
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Post » Wed Dec 10, 2008 7:31 am

Doing any faction quests can result in humanoid spawn changes, not just the main quest. There are patrols that only move around at certain times of day and that is why you will see nightstalkers along roads (after wandering around a lot I saw their behavior patterns) sometimes or every time you go through an area. A lot of the game spawns are based on time of day....at night there were more spawns outside of REPCONN test center (had none during the day...but that might also be the same glitch that does not spawn the deathclaws in quarry junction until after you visit the first time.
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joseluis perez
 
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Post » Wed Dec 10, 2008 1:40 pm

Good point about time of day. I've definitely noticed that at Repconn as well. Usually there's at least a couple during the day, near/under that bridge spot, for me, but often there's more there at night. One time there was zero under that bridge. This is at clvl 3-5.
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Emily Shackleton
 
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Post » Wed Dec 10, 2008 6:06 pm

Thanks for the info on health LadyCrimson I've yet to take living anatomy at an early level.
Going by how easy as you say killing earlier spawns like powder gangers is.
I too wouuld say it's just a switch out of lesser versions or increase in population in only later / tough out of the way areas.

This may be to do with the spawn bug, if it is a bug?

I just completed ( almost ) the repconn site.
Starting off I loaded up the game at Cliffs shop, and headed to Repconn.

Noticed no spawns, so exited to New Vegas' menu and continued.
Area teamed alive with the full spawn number.

So I now wonder is this a bug, or is it intended to be a life cycle routine?
Which gets interupted by the cache glitch.
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Ashley Hill
 
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