Level Scaling again.... and more

Post » Tue Feb 01, 2011 11:13 am

i pray to god thats not what theyll do for skyrim. i dont want to know where every piece of equipment is, such predictability would ruin the game for me


then don't read guides? or if you're the kind of person who will go for the best stuff from the start of the game just because you know where it is - don't.

like this is different from saying WELL DON'T USE FAST TRAVEL IF YOU DON'T LIKE IT because this is something that genuinely legitimately adds to the world and the feeling of adventure. i loved working through a hard dungeon in Morrowind and finding a unique sword. i loved working through a hard dungeon in Fallout and finding a unique gun. in Oblivion all you found were shirts in chests that have been locked for thousands of years, and it made the entire game a joke.
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joeK
 
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Post » Tue Feb 01, 2011 5:22 pm

i pray to god thats not what theyll do for skyrim. i dont want to know where every piece of equipment is, such predictability would ruin the game for me


You knew where every piece of equipment was before you got there? You are good.
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Juan Suarez
 
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Post » Tue Feb 01, 2011 4:03 pm

Oh looky, more Morrowind peoples bashing Oblivion. Didn't see that coming a mile away.

Anyway they're using what they did in Fallout, not much to worry about.
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Jani Eayon
 
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Post » Tue Feb 01, 2011 1:01 pm

I love how people say immediately "DO AWAY WITH LEVEL SCALING 100%" when they're simultaneously praising games that have it. The problem is not level scaling but it's implementation. In Daggerfall and Morrowind, it was good. In Oblivion, it was awful. In Fallout and New Vegas, it was good.

Really though, we're getting the entire package with Skyrim.

We're getting Level Locked dungeons with Level Lists to reward advancement by going back to harder locations later when you're stronger.

Then we've got the static creatures in the open world scaled more like Fallout.

And, just to keep us engrossed when everything else is said and done, we've got Radiant Story quests where things are a bit more even with us to give us lingering challenge.
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Elisabete Gaspar
 
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Post » Tue Feb 01, 2011 10:19 pm

I love NV but tbh that game needed a form of level scalling.
As the only thing that actually can hurt you is cazzadores and deathclaws for up to 90% of the game.
A vanilla game is possible in your underwear, not using chems or VATs.

I love easy games, in fact I loooooveeee easy games.
I hate games that have the lowest difficulty setting only slightly easier than normal.
I looooooooovvvvvvveeee games with excellent and easy gameplay on easy.

However NV unmodded with no level scalling and better equiped npcs is far too easy, and this is me lover of easy saying this.

However Oblivions level scalling and health sponges was annoying and ridiculous.
I'm hoping for something in between the two.

Level scalling to 50 - 66% of the players level capped at roughly 18 - 20 for most generic / common foes.
Bosses, either one for one or capped at max level 30 for all but the top ones.

Numbers depending on the scaling I don't mind hordes, if however strong scalling I want only small skirmishes.
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Sophie Miller
 
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Post » Tue Feb 01, 2011 4:21 pm

The whole point of having an open sandbox world is to have a lot of freedom to move around, isn't it? Generally speaking: If the game has fixed challenges, this means that large areas will be closed since they are too hard for low level characters, and later on it will be pointless to visit some places since they are too easy and unrewarding for high level characters. Scaled challenges and scaled loot means that we can play anywhere at any time, we are not forced to be in a predetermined place.


I've got to totally disagree with you here. I don't see the whole point of a sandbox game being "freedom to move around", perhaps if you had said, "freedom to attempt to move around", but in any case I think you are off in the idea that level 1 characters should be able to walk anywhere. I see the sandbox approach as a means to aid immersion, it says I can walk in any direction I choose. There are no walls, no mystical owls ushering me from one land to the next. And ES has always delivered that, but in each region of the map there should be the safer main roads and beginner quests; then more challenging places or quests that any player paying the least bit of attention will know are harder b/c of that the NPCs are telling you or b/c the landscape is covered in skeletons or all those other clues the designers put in to tell players danger is around.

So like I said, I see the open world approach mostly about immersion and player freedom. If a level 1 character decideds to blindly wander mystical dragon infested war torn nation, they yes they should have a significant chance of getting killed in a dozen different ways, but
Developers aren't stupid, even in sandbox games they limit the harder baddies be being in certain caves with lots of skeletons at the top, or past valleys with mid-level creatures in them what will make the lower level characters stop and turn back.
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lucile davignon
 
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Post » Wed Feb 02, 2011 1:51 am

I hope they removed the level scale for the guards (PC+8).
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Erich Lendermon
 
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Post » Tue Feb 01, 2011 11:12 pm

Huge overstatement, at level 20 in morrowind, you are literally godlike, unless you've gimped yourself, heck If you build your character right, you won't have much problem in the beginning either. My hand to hand monk, is level 14, and is already showing signs, Anything trying to take me on is dead, it needs to be a group of three to even have a chance, and they all need to be deadra or deadric for it to get interesting. My Altmer Atronach killed his first daedric lord at lvl 5, and proceeded to find out that there's loot leveling in Morrowind. Morrowinds main quest doesn't even come close to requiring 100 hours.


Maybe you are just so awesome that you screamed through the game in 20 hours the first time you played it. I wasn't that good, it took me a while, and I enjoyed every second as I developed my character. I wanted to have fun, if my only goal was to finish as fast as possible, I can see that might be a problem.



Respectfully disagree, completely. Level scaling was overdone sure, but it's nowhere near as bad as making the game unplayable.


I stand by my statement. Oblivion was unplayable, because boredom is a game killer. I will not waste my time working on making my character great, when it simply does not matter to the game, I got better and nothing changed. Pointless.

Boring = Unplayable
Oblivion was boring
Oblivion was unplayable
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Donatus Uwasomba
 
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Post » Tue Feb 01, 2011 10:28 pm

Maybe you are just so awesome that you screamed through the game in 20 hours the first time you played it. I wasn't that good, it took me a while, and I enjoyed every second as I developed my character. I wanted to have fun, if my only goal was to finish as fast as possible, I can see that might be a problem.


Seriously, I didn't complete it in 20 hours, but I sure as hell didn't use 100 hours on it, not even 50 hours, and I wasn't even trying to be fast. Not that less than 50 is fast for anything.

I stand by my statement. Oblivion was unplayable, because boredom is a game killer. I will not waste my time working on making my character great, when it simply does not matter to the game, I got better and nothing changed. Pointless.


Hey, It's not important for me whether or not you waste any more time on Oblivion, but I didn't find it boring, and as I leveled up, things changed as lot for me, and I got better, so naturally I don't recognize your situation.
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Franko AlVarado
 
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Post » Tue Feb 01, 2011 12:44 pm

The thing is...I am getting the game on console because my computer is too old...so I won't be able to profite from the mods

I see, so we were talk about vanilla, why did you bring up a mod? Sorry about you getting it on console, if the game means that much to you I would save for some upgrade on the pc.
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Hannah Whitlock
 
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Post » Wed Feb 02, 2011 12:42 am

I totally agree. I want level scaling too.

The whole point of having an open sandbox world is to have a lot of freedom to move around, isn't it? Generally speaking: If the game has fixed challenges, this means that large areas will be closed since they are too hard for low level characters, and later on it will be pointless to visit some places since they are too easy and unrewarding for high level characters. Scaled challenges and scaled loot means that we can play anywhere at any time, we are not forced to be in a predetermined place.

That being said, I also think that the player levels should mean something, if they don't have any effect they might as well be removed altogether. So there should be areas that are much too dangerous to visit until the player has gained a certain number of levels and acquired decent gear. "Unlocking" hard regions is satisfying and rewarding by itself, it shows progress being made.

It appears to me that most people who are mad about the level scaling isn't angry about challenging gameplay, they just don't want challenging gameplay from NPCs that should be pushovers when the character have become a powerful hero. Highwaymen for example are expected to be a danger for low level characters, but not to a powerful charcters that should eat bandits by the dozen for breakfast. So when they remained dangerous, that broke the illusion of having gained power. If the highwaymen had been replaced by demons at a certain level I don't think players would have been as upset about it, it wouldn't break the immersion either since the demons from Oblivion can be expected to push deeper and deeper into Tamriel as time went by and now threatened the countrysides. And since the demons themselves stayed the same and didn't grow bigger or looked any different, it felt strange that they remained just as hard. The problem was thus never challenging gameplay, it was the lack of a sensation of increased power.

edit: spelling


I agree, I want combat to be fun through out my playtime and fell like I am getting more powerful and that my level means something, FO3 did that(with some mod tweaks, but the basic system was in place, unlike the massive overhaul I used for OB).

i pray to god thats not what theyll do for skyrim. i dont want to know where every piece of equipment is, such predictability would ruin the game for me


This^ I like scaled loot(not scaled unquies that I don't like) as it give you that feeling of progression as you play that I enjoy.
You knew where every piece of equipment was before you got there? You are good.


If you replay the game alot and there is no leveled loot, its not as fun.
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Roy Harris
 
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Post » Tue Feb 01, 2011 2:06 pm

FO3 did not have level scaleing, higher level enemies like death claws appeared more frequently at the top level, but death claws that you encountered at level 1 were no stronger once you reached level 20. so I think they did learn their lesson. (it was pretty much the MW style but a little more advance) I was not very fond of how enemies in NV appeared, if you went any where that was not a map marker location there were fire geckos and that was about it, all the while I noticed that there were virtually no roaming protectrons and mr. gutsies.

Npc was level scaled in Oblvion, the only monsters who was level scaled was boss monsters
A levelled list will give you more chance for the high level enemies and treasure as you level up
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Sophh
 
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Post » Tue Feb 01, 2011 11:41 am

Npc was level scaled in Oblvion, the only monsters who was level scaled was boss monsters
A levelled list will give you more chance for the high level enemies and treasure as you level up


That isn't true.
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Beat freak
 
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Post » Tue Feb 01, 2011 11:10 pm

I imagine having god like items only at level 20 by some random Ryder is better than fighting you'Re way throw a hard freaking level 25 dungeon and getting that final item that you fought for... I believe my way gives better accomplishement then yours...but again it a question of opinion :)

Easy to get the Vengeance at low level if you had some stealthboys. Reload until you find a direct route or print out the map. However you can hardly use Venegance at low level as ammo and repair would be hard to get and to expensive.

Lack of .44 ammo at low levels was that saved Lincolns repeater from being a gamebreaker. It was very easy to get.
Now Skyrim will not have lack of correct ammo type.
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Tracy Byworth
 
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Post » Tue Feb 01, 2011 12:37 pm

Level Scaling was a little bit expanded in Fallout 3. I'll give a brief discription of it.

1. Level Scaling in Fallout 3 determined when certain enemies appeared. Super Mutant Master, Overlord, Reaver, Albino, Deathclaw, Yao Guai etc

2. Enemies got upgraded weapons when they leveled up like for example the Raiders got Assault Rifles, Combat Shotguns when they got higher in level.

3. Certain Armor start appearing in stores although you could find them out in the world at low levels.

Did enemy armor and weapon quality improve? it felt like that for me at on level 2-3 raider armor and weapon was perhaps 5% quality, at level 20 it was more like 20%.
if true it was a smart way to modify enemy strenght.
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Lil Miss
 
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Post » Tue Feb 01, 2011 7:05 pm

??? there was nothing that physically stopped any one from going to any area in MW. you would get killed if you tried to fight any of the tougher enemies, but you could avoid them. sure, you would have to discover which is beyond the abilities of a low level character with your first character you use in the game. but that was what was good about MW, you learned.

besides, there were hundreds of hours worth of quests and content for characters under level 5 in the calmer regions of MW, they just did not jump at you, you had to talk to npc's. MW enemies remained a challenge because they had special charateristics like spell asorb or summoning strong deadra. OB enemies just had more health and did more damage.

True, everybody agree that Morrowind had a great challenge at low level, whoever the game become pretty easy at level 15, and at level 20 nothing could kill you.

Npc was far worse than monsters as most bandits had junk weapons. At level 15 you felt sorry then they run into your daeric sword waving iron daggers. This is why we got bandits in glass armor in Oblivion.

Also part of why Morrowind and Oblivion become easy is because you end up with absurd with health at high level, this makes you very hard to kill at high level. Oblivion responds with giving the enemy more health, had they done more damage it might help.
This is also true in fallout3. Keeping you endurance low helps making the game better.
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DAVId MArtInez
 
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Post » Tue Feb 01, 2011 11:18 pm

Adding my two cents in,

I hate the system mainly because of the pain in the ---- it is to gain a item you want... Example, if I want a masters mortar and pestle I have to load and reload before going into a dungeon literally 5,000 times before I can get it. The process makes you pull your hairs out and grow to hate the repetitive process. I would personally suggest that they try to switch back to a style where you would have to work your way to defiantly get items. Look to Morrowind for example, where you have the set items (and their level) in certain dungeons and shops that you KNOW will be there.

Problem with this is that the item is a few selected places so you go to the easiest one.
Go to Ghostgate steal glass armor. now you have the best light armor in the game. Go to Dren plantation, bring a lot of healing potions, a summon golden saint scroll helps. Kill guy in hut on pillars, get daeric twohands sword. You now have the best sword in the game.
No it's not an exploit; reading a walkthrough will ruin the surplice and excitement it should not make the game a walkover. After playing one or two times you know where most items is, both Dren plantation and Ghostgate are quest locations.
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Kortknee Bell
 
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Post » Tue Feb 01, 2011 2:20 pm

im quoting myself here because i wonder how oblivion\FO veterans feel about this and my message got lost as the last message in its page:
I think im seeing things in almost the opposite way of how you look at it.

i know where a lot of you coming from but what is more important to me than the sense of "i grew powerful" is -

balance. balance in the worlds. balance in combat and it's challenge.


if there is no auto leveling than this means that in the beginning of the game i cant fight most of the enemies and i spent way too much time running away instead of having fun combat and leveling up through fun combat.
and later in the game i am so powerful that most of the world is filled with creatures i can beat in 2 hits and again - combat is not fun, no challenge. no tension. no reason to play better.

when the game dont do auto-leveling it means that in any given time only a small part of the world is fun and challenging. only the part that is MY level. the rest it either too easy or too hard to be fun and satisfying.

i enjoy a good combat where i need to fight good in order to win. in RPGs that dont have auto-leveling im only having fun if i follow the main quest and not much more. in Two worlds 2, which DOESNT have auto-leveling, i do a lot of side quests, i level up quicker than the devs intended and when i tackle a main story mission it is usually too easy and never satisfying. later in the game most of the game world is filled with un-satisfying combat.
in two worlds 2 i am about 60% through the game and now most of the game world not fun. the game becomes linear. the fun is always in the next quest and not in the rest of the world. why give me such a huge world if the fun is linear.
am i explaining myself well? i dont know....
look at Fable 3, for example - while i havent played it myself i read and heard from others that at some point u get so strong and so rich that buying stuffm improving, using potions or earning more money become unnecessary. than these game mechanics lose their purpose and no longer fun.

here is a sum of my POV about combat:

when a certain activity, like fighting, doesnt require emotional investment, like the tension u get when u try and defeat a powerful enemy, than this activity becomes a chore. a grind. if combat is always fun and always rewarding because u r always in a chance of conquering it, than there is always tension. always a reason to try your best. always being invested in it. in a game like Fable or assassins creed u level so high that combat is no longer interesting. it's just something u do in order to get what's BEYOND the combat. u r not having fun BECAUSE of the combat. combat becomes a means to an end instead of THE END itself. in a game like Skyrim combat happens so often that it must remain fun.

and about loot - i think its a lack of balance buying or looting a really powerful sword too early because from that point on there is no need to get better swords or weapons for a very long time. it makes the joy of finding loot redundant.

i also hate it when i find a sword that looks just like the one i already have but with a different grip and being told i cant wield it cuz my level is not high enough. a 5 year old can wield a sword. poorly but he can.


my solution to this?
- i am not sure this is the best way to handle is since i never experienced a game that does this (didnt play FO or FO:NV but my idea is - auto leveling in numbers.
this means that when im level 3 i will encounter 5 enemies in level 1 in certain areas. if i level up to level 10 i will encounter groups of 7 enemies of level 1. i can still feel how i got stronger than these guys but i still have a challenge because there are more of them.
also spicing them up with an occasional higher level enemies here and there.

about loot - i think that higher level equipment that is too high for me should be possible by purchase or through quests that end in a chest. loot i find lying around or with enemies should be equivalent to mine or slightly lower or slightly higher. i think it's important to constantly find better stuff. not to jump 10 levels of equipment.

about high level equipment - maybe instead of finding weapons u cant use until u r in a higher level there can be equipment that requires, for example, level 20. if u r level 10 than u can still use that equipment but the damage u do with the equipment is lower as a result but the end potential of that equipment is higher than a level 10 equipment.
certain stuff make sense u couldt use like heavy weapons or armor or magical items. other items dont.

this is the way im looking at it. it's opposite of what most of you think but i think there is a large crowd that thinks like me.
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Ash
 
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Post » Tue Feb 01, 2011 10:55 pm

i really dont want level scaling, while i will always favour TES over fallout i prefer the way fallout dealt with enemy levels.
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megan gleeson
 
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Post » Tue Feb 01, 2011 9:27 pm

2) Leveled loot: Even if they hand place item and give you reward for big quest what is the point? It will be leveled again to not make their formula unbalanced. You will be able to go anywhere at anytime and it means you will be able to have the best stuff (which is going to svck because you take it at a low level) at the beginning of the game.


Levelled loot wouldn't be such a problem if the following was realised in the mechanics:

A noob with the finest sword in Skyrim is little better than a noob with a rusty plank of metal.
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Killer McCracken
 
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Post » Tue Feb 01, 2011 11:59 pm

Levelled loot wouldn't be such a problem if the following was realised in the mechanics:

A noob with the finest sword in Skyrim is little better than a noob with a rusty plank of metal.


yes but ill be stuck with that sword for a very long time, too long, maybe even until i beat the game . . . because it can potentially be one of the best swords in the game, just the thought of finding a weapon that strong that early in the game svcks donkey b****
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gemma
 
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Post » Tue Feb 01, 2011 7:34 pm

I want scaling! Please! Nothings better than finishing the entire game at level 1 by just slashing away with whatever you can get your hands on! What immersion!
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Sammygirl500
 
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Post » Tue Feb 01, 2011 10:18 pm

I want scaling! Please! Nothings better than finishing the entire game at level 1 by just slashing away with whatever you can get your hands on! What immersion!



Outstanding!!!!!

A little perspective on complaints of finishing Morrowind in less than 100 hours. You want short? Try Oblivion. How about a character that will be as good as he will ever be, one minute into the game.


Morrowind: waaaaa less than 100 hours.
Oblivion: less then one second.

Level scaling = a pre-insertion orgism.
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Sanctum
 
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Post » Tue Feb 01, 2011 9:13 pm

One word on the subject of lvl scaling: NEHRIM!
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Kate Murrell
 
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Post » Tue Feb 01, 2011 1:43 pm

Seriously, I think level scaling completely kills all motivation to make a strong character. Can't get to the next area because you're too weak? Trying new methods and skills really bring out the charm and sense of satisfaction when bringing down a foe. Also, I liked how daedric armor was rare in Morrowind. I actually felt badass after I found my complete set.
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evelina c
 
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