Is level scaling back?..........NOOOOOOOOOOOO!

Post » Fri Feb 18, 2011 10:19 pm

Can't you compromise? Sort of a dynamic level scaling system? Like, if I start a game at Area A and 4/5 of the game through I am now at Area X and have raised 30 levels, going back to A will still have level 5 enemies, B level 7 enemies, etc, and then start a new game in Area A, raise no levels and head to Area X, all the enemies will still be low level.
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Breautiful
 
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Post » Sat Feb 19, 2011 6:01 am

I hope people realize level-scaling, or some equivalent, has been present in all major Elder Scrolls games and doesn't only come in one incarnation


I don't think people get it....
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Danny Blight
 
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Post » Fri Feb 18, 2011 8:00 pm

Can't you compromise? Sort of a dynamic level scaling system? Like, if I start a game at Area A and 4/5 of the game through I am now at Area X and have raised 30 levels, going back to A will still have level 5 enemies, B level 7 enemies, etc, and then start a new game in Area A, raise no levels and head to Area X, all the enemies will still be low level.

Arena, Daggerfall, Morrowind, and Oblivion all something akin to level-scaling. Level-scaling could also go along the lines of certain enemies only leveling up by 1/2 of a level for every level you grow, or something along those lines.
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Britney Lopez
 
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Post » Sat Feb 19, 2011 9:22 am

the most fun i ever had with oblivion mods were mods like TIE and WAC that had completely unleveled worlds except for main roads which they kept safe and makes sense anyways since their are patrols. there was a real palpable sense of apprehension when you entered a ruin or cave because you never knew what you were going to encounter. it could be some low level bandits or it might be level 40 lich kings and vampires. it is absolutely no fun when you go into a cave knowing full well that since my guy is only level 10 i dont have to ever worry about encountering anything way higher than that. how is that fun at all to essentially always no that you are in no real danger at all. its boring.
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Aliish Sheldonn
 
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Post » Fri Feb 18, 2011 7:38 pm

If the same level scaling as Oblivion returns in Skyrim, guess we'll need another OOO or TIE for Skyrim!

Please devs, just don't make it like Oblivion. I hate daedric clad bandits, and so do all the remaining players!
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Shelby Huffman
 
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Post » Fri Feb 18, 2011 7:55 pm

the most fun i ever had with oblivion mods were mods like TIE and WAC that had completely unleveled worlds except for main roads which they kept safe and makes sense anyways since their are patrols. there was a real palpable sense of apprehension when you entered a ruin or cave because you never knew what you were going to encounter. it could be some low level bandits or it might be level 40 lich kings and vampires. it is absolutely no fun when you go into a cave knowing full well that since my guy is only level 10 i dont have to ever worry about encountering anything way higher than that. how is that fun at all to essentially always no that you are in no real danger at all. its boring.


I agree. Oblivions level scaling completely KILLED any sense of "adventure" for the game. Mods certainly fixed that issue.

As far as Skyrim, with the information we have, they WILL NOT be using Oblivion's exact level scaling. That's all I'm trying to point out. Nowhere in that article does it even hint that OB's level scaling will return exactly as it was.
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Nicole Elocin
 
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Post » Sat Feb 19, 2011 9:43 am

If the same level scaling as Oblivion returns in Skyrim, guess we'll need another OOO or TIE for Skyrim!

Please devs, just don't make it like Oblivion. I hate daedric clad bandits, and so do all the remaining players!

Marauders wore Daedric. Bandits wore Glass.
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Nitol Ahmed
 
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Post » Sat Feb 19, 2011 11:31 am

Bethesda have probably taken note of several mods that exist for oblivion. If they fix the level scaling the same way francesco's mod changes it, I couldn't be happier.
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DeeD
 
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Post » Sat Feb 19, 2011 12:46 am

I believe that if there's no level scaling for quests, you'll end up with a bunch of quests in your list that you can't complete because you are too weak. For me I would rather finish the quest right away rather than waiting for another year. So as long as the map still poses some dangerous and save zones that limit your traveling ability, I would say level scaling is ok.

If Bethesda is smart enough they would understand that the purpose of level scaling is for eliminating frustration and dead end (ie encountering super powerful enemies and you can't get out, you are stuck, and you have no saved game), rather than making it easy for kiddies.

I think Bethesda is smart enough.
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Spencey!
 
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Post » Sat Feb 19, 2011 1:58 am

As long as loot scaling isnt back also i am good. Enemy scaling, I dont particularly care if they have that or not, I'm fine with either system.
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WYatt REed
 
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Post » Fri Feb 18, 2011 9:56 pm

First I read "level-scaling" and I almost freakin cried xD, then i read where the apparnetl confirmation comes from. If the only confirmation is level-scaling with regards to random-generated quest, it's fine.
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nath
 
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Post » Fri Feb 18, 2011 8:28 pm

I believe that if there's no level scaling for quests, you'll end up with a bunch of quests in your list that you can't complete because you are too weak. For me I would rather finish the quest right away rather than waiting for another year. So as long as the map still poses some dangerous and save zones that limit your traveling ability, I would say level scaling is ok.

If Bethesda is smart enough they would understand that the purpose of level scaling is for eliminating frustration and dead end (ie encountering super powerful enemies and you can't get out, you are stuck, and you have no saved game), rather than making it easy for kiddies.

I think Bethesda is smart enough.



and what is wrong with quests that you are too weak to complete? does it make any sense that i can beat the entire game including the end bosses (dragons i assume) at level 10 which would actually be lower than the town guards which were set to level 20 or 30 in oblivion and i assume similar in skyrim. if the world was in such peril why dont they just send out 2 skyrim town guards........they could wipe the floor with the level 2 Alduin dragon at the beginning of the game. why do people have to be able to finish everything right away. NOW NOW NOW. thats what gaming seems to devolving too. if i want to go somewhere i dont want to have to walk to a boat and pay a travel fee.......i just want to push my map button and instantly be transported there...........NOW. its like toddlers have taken over the gaming universe. i dont want to have to wait for my magicka to regenerate i want it NOW.

thank goodness for modders.
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Lady Shocka
 
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Post » Fri Feb 18, 2011 9:03 pm

A randomly generated quest will have to be level scaled because it can be generated at any level.
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sally coker
 
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Post » Sat Feb 19, 2011 7:30 am

and what is wrong with quests that you are too weak to complete? does it make any sense that i can beat the entire game including the end bosses (dragons i assume) at level 10 which would actually be lower than the town guards which were set to level 20 or 30 in oblivion and i assume similar in skyrim. if the world was in such peril why dont they just send out 2 skyrim town guards........they could wipe the floor with the level 2 Alduin dragon at the beginning of the game. why do people have to be able to finish everything right away. NOW NOW NOW. thats what gaming seems to devolving too. if i want to go somewhere i dont want to have to walk to a boat and pay a travel fee.......i just want to push my map button and instantly be transported there...........NOW. its like toddlers have taken over the gaming universe. i dont want to have to wait for my magicka to regenerate i want it NOW.

thank goodness for modders.


I completely agree, but let's not just to conclusions, we don't know if all quests will be handled like this or it will simply be random generated ones
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jodie
 
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Post » Sat Feb 19, 2011 10:37 am

If Bethesda is smart enough they would understand that the purpose of level scaling is for eliminating frustration and dead end (ie encountering super powerful enemies and you can't get out, you are stuck, and you have no saved game), rather than making it easy for kiddies.

This is what I hate about level scaling.

It's about choices and consequences; you charging like a kid with a mental handicap into a cave or ruin with nothing but a loin cloth and a rusty Iron Dagger, then you deserve to die and reload, even if that save was right back at the start.... 300 hours ago.

I want fear and excitement, not just bash buttons and think "Ah well, level scaling will make sure I come out on tops". YUK!
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Karen anwyn Green
 
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Post » Fri Feb 18, 2011 9:34 pm

I think it'd be nice to scale the random quests but keep the unique, main quest encounters at a specific strength. Maybe scale them only upwards, but at a slower then 1:1 rate so that it wouldn't be anticlimactic if you spent too long on sidequests, but you could still gain an edge by training more.
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Jack
 
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Post » Sat Feb 19, 2011 1:09 am

I think it'd be nice to scale the random quests but keep the unique, main quest encounters at a specific strength. Maybe scale them only upwards, but at a slower then 1:1 rate so that it wouldn't be anticlimactic if you spent too long on sidequests, but you could still gain an edge by training more.

I really hope they will talk about this as soon as they release more info.. it's like 65% of the games funfactor decided by how they do this
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Nick Tyler
 
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Post » Fri Feb 18, 2011 7:50 pm

i just hope that the end boss alduin guy is set permanently to level 100. his fire breath attack does 20 points of damage over 30 seconds. and if your fire resistant then he will smack you with lightning bolts from his eyes that do 200 points of damage over 3 seconds. his tail attack will do 250 points per hit and will have disintegrate armor for 100 points over 10 seconds. oh and he regenerates health at a rate of 10 per second. :)
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le GraiN
 
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Post » Fri Feb 18, 2011 9:47 pm

i just hope that the end boss alduin guy is set permanently to level 100. his fire breath attack does 20 points of damage over 30 seconds. and if your fire resistant then he will smack you with lightning bolts from his eyes that do 200 points of damage over 3 seconds. his tail attack will do 250 points per hit and will have disintegrate armor for 100 points over 10 seconds. oh and he regenerates health at a rate of 10 per second. :)

Dagoth Ur was pretty simple to kill, but that didn't game the game any less epic, if you ask me.
So no need to exaggerate
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Causon-Chambers
 
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Post » Fri Feb 18, 2011 10:09 pm

Randomized quests? Interesting. :hehe:

Every Elder Scrolls game has had some kind of level scaling. It doesn't necessarily mean it's as strict as Oblivion's.


Indeed. Hopefully level scaling for those quests will work differently from others and just the environment in general. And hopefully, every type of level scaling present will be more akin to Morrowind or Daggerfall.
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Ronald
 
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Post » Fri Feb 18, 2011 8:23 pm

calm down people. The leveling system changed drastically (for the better I believe) and so there for, so must the creature leveling.
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Robyn Howlett
 
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Post » Sat Feb 19, 2011 12:19 am

I have no problem when a quest allocates enemies to an unexplored dungeon and sets them up so they may provide a challenge. Just as long as the game doesn't have Bandits/Marauders in Glass/Ebony/Daedric armor everywhere past level 20 or levelled Artifacts.

I can live with appropriate level generated enemies for certain quests. :)
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ijohnnny
 
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Post » Sat Feb 19, 2011 9:26 am

Although I abhor level scaling, I wouldn't mind seeing it just for random quests.

However I will get it on PC, so I can change anything I don't like anyway.

One thing that just sprung to mind though, is when the player must travel to this dungeon to do the leveled quest, then surely the enemies on the way there will have to be to your level in some way. No point having a level 5 quest in a dungeon when you have to kill tough enemies of a higher level to get there.

I can see the leveling being very much like Oblivion.
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Heather Dawson
 
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Post » Fri Feb 18, 2011 10:12 pm

I am sure it will be mild enough so that it does not get harder after level 10.
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Greg Cavaliere
 
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Post » Fri Feb 18, 2011 11:26 pm

I have no problem when a quest allocates enemies to an unexplored dungeon and sets them up so they may provide a challenge. Just as long as the game doesn't have Bandits/Marauders in Glass/Ebony/Daedric armor everywhere past level 20 or levelled Artifacts.

I can live with appropriate level generated enemies for certain quests. :)

aslong as it's bound to only some quests, yes it all good. I just dont want the whole world to scale :( I want hand placed items *sigh*
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Charlotte Buckley
 
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