Level scaling from Fallout 3?

Post » Fri Dec 17, 2010 4:35 pm

They're not saying it's exactly the same as FO3's just that it's along the lines of FO3's. I mean BGS can't exactly say they are using F:NV's level scaling because they didn't develop it.

Although I wouldn't care if it was FO3's level scaling personally

LOL sure.

Your level one player went where ever he wanted with no problem.

If you had actually played Morrowind you would understand the problem we have with Oblivion. The people that actually played the game would get crushed if they went in the wrong place too early. I believe you really never had that problem. You should try Morrowind, it's fun.

When did he ever say it was his level one character that steam rolled through Morrowind? As you level up in the Morrowind the game becomes easier which is a more immersive system, but i'm level twenty now and i'm steam rolling through it nowhere gives me much challenge anymore, so don't think you can't steam roll through Morrowind at all. At higher levels I would still like a little challenge but Oblivion just went over the top with that.
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Honey Suckle
 
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Post » Fri Dec 17, 2010 9:01 pm

They're not saying it's exactly the same as FO3's just that it's along the lines of FO3's. I mean BGS can't exactly say they are using F:NV's level scaling because they didn't develop it.

I hope that is the case, and that they are borrowing more from the folks at Obsidian than they are letting on. Personally, I think Obsidian worked wonders.
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Nick Jase Mason
 
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Post » Fri Dec 17, 2010 5:21 pm

Well New Vegas wasn't really done by bethesda, so they haven't taken the extra step. The problem of Oblivion lvl scaling was that it made things harder, not, contrary to popular belief, that it made things easier. People who says it got easier are people who haven't played for past lvl 10.


Actually, the problem was that it made things either way harder or way easier, depending on how you chose your Major skills. For anyone who "min/maxed" the game by taking their most heavily used skills as "Minors", it got easier as it went. For those who actually USED their Major skills, it got a lot harder. It actually paid to build your character backwards.

In MW, the combination of static placed NPCs and items, along side of levelled opponents and loot, meant that you had the possibility of running into things either totally out of your league (the static placed ones), or close to your level (the levelled ones). There were some areas where you couldn't safely go at low level, but those were generally self-obvious, or else you reloaded and avoided them for a few levels, and most of the game area was still accessable at any level, although some areas were noticably harder than others. Overall, it gave you the ability to VOLUNTARILY control the level of difficulty, which is what I believe was the key to the game's success and longevity. You could push the character to the hairy edge and face the risks for the sake of the rewards, or just take it as it came, and eventually "get there" just the same. The failures were "managable", once you understood the game mechanics and the built-in work-arounds, but they could have been better presented so as not to scare off new players. For some, though, finding those "tricks" was the whole point of playing, and made it a far more rewarding experience than just having it handed to you on a silver platter.

I'll agree, though, that MW ran out of challenges too early, but that was because the devs never thought that players would build up their characters that heavily. The spawn lists essentially ran out of tougher creatures after a certain point. The expansions partially addressed the problem, but the original game wasn't geared for those levels. The SYSTEM was good, and worked beautifully at low-to-mid levels,but the implementation was a bit too limited.
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Star Dunkels Macmillan
 
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