Level-scaling RPG's svcks

Post » Fri Dec 09, 2011 6:12 pm

Because you're locking yourself into.. two tiers. Because they are combat tiers, Sneak and Bow.

Thats exactly what i was saying.

You cant choose anything else, or you wouldnt be able to kill anything.


But I made that choice and that is the character I built. How is that not character progression at its best. If you want everything, just enter the console and hit TGM.
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SEXY QUEEN
 
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Post » Fri Dec 09, 2011 11:59 am

I just realized that even Dungeons and Dragons; the FATHER of the RPG genre, has level scaling. Unless your DM is a sinister [censored], you'll always have encounters appropriate for your party's level, and the loot you obtain is 100% based on the difficulty of the encounter. :celebration:

/thread


If only... :thumbsup:

People arguing that there should be no form of level scaling whatsoever are just talking nonsense. But it's a different debate about the ways in which level scaling can be implemented to produce the best gaming experience. The problem really is, I think, that there's (at least) two types of player in the debate - the person who wants a challenge, and the person who wants to be uber-powerful. Reconciling those two is tricky...

Like in KOTOR and KOTOR2 - it was awesome to have those overpowered force effects at the end of the game, because you felt like the badass jedi/sith you were. But for many people, it ruined it (and it wasn't helped by the bosses being rather easily defeated).
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Alexandra walker
 
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Post » Fri Dec 09, 2011 9:07 pm

I would have said Dragons Age Origins, it would have made for a better case.


Dragon Age was not really open world though and the level scaling could be exploitable since it only flagged your level once you visited an area, so you could visit all major towns and it would stay in that level range for that area and then just return to the other cities at a higher level.
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Teghan Harris
 
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Post » Fri Dec 09, 2011 1:10 pm

Level scaling is a nice feature though it should be a bit more flexible and dynamic and also have a zone factor too in it.
For example:
Have anemies based on your level with a -.+ modifier on it depending if you a rookie or a more advanced area.
And most importanlty when a zone becomes lvl fixed with the above criteria have it recalculate the given zone's level after a given time.So we can explore the world on a low level without locking it on that level for the rest of he game.
Also a generic repeatable quest ,with a certain challenge factor, should be implemented with a "leveled artifact" recalculation reward at the end.

Easy to do things with maximum eficiency.
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lolly13
 
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Post » Fri Dec 09, 2011 10:34 pm

I won't spoil anything about that npc except that he sells some ingredients of high value, both for smithing and enchanting, so for him to be dead from a random dragon is really really silly.


This what makes the game special in my mind. It kind of svcks but its realistic. Besides find console code and reanimate him if you both you that much.
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Connor Wing
 
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Post » Fri Dec 09, 2011 11:24 am

Anyone got that gold hammer game where you gotta feed the coins, to place your TIME versus the dungeon levels in the ARCADE!

I could never beat that with my friends, it takes more than the 10 dollars of 25/50 to battle !

But I wonder how to get into the dungeon boss !!! That's the magic !!
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Tammie Flint
 
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Post » Sat Dec 10, 2011 1:36 am

Gauntlet?
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P PoLlo
 
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Post » Sat Dec 10, 2011 12:43 am

Gauntlet is probably the 5th best rpg of all time, probably the most money making one of all time at that.
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Adam Kriner
 
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Post » Fri Dec 09, 2011 9:00 pm

Im curious what the average age of this debate is and what side the youth is on as opposed to the expereince.


I'm 32 and think Syrim is by far the best RPG i've played from a technical and game play stand point....not such on flavor as I have a special place in my heart for Breath of Fire III and somewhat miss old FF games.
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Bethany Watkin
 
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Post » Sat Dec 10, 2011 1:52 am

The biggest issue I have with the level scaling is actually the dragon scaling where you get random bone dragons at 20+ and random frost dragons at 30+ (or not so random). The problem is, those upgraded dragons destroy whole villages, now perhaps out of a role-play standpoint a dragon should destroy a small town, the problem is you will lose npcs such as the blacksmith in riverwood for instance.

My 2-handed full daedric orc can't do much to help either, since they fly around and use their breath attack and land on buildings where i'm dead in 2-3 full breath attacks, the game also forces me to use a bow, which without perks does horrible damage, or long range magic attacks, so what happens is I gain even more levels through archery which results in the dragons being even stronger.

On a new dark elf character I had 4 dragon attacks in winterhold, the mage college, and now I can't find the npc nathir or what he is called, I literally can't find him anywhere, i've check the whole college except the arch-mage chamber, i've even checked the inn in the town and he has simply vanished and I fear that one of those dragons killed him and he is laying somewhere outside buried in snow, but I still see no traces of him.

I won't spoil anything about that npc except that he sells some ingredients of high value, both for smithing and enchanting, so for him to be dead from a random dragon is really really silly.


See this is what Im talking about though. In Skyrim the game world is dynamic, things change in it based on various events, the results of battles like that. Why is that a bad thing? Why not for this game of Skyrim simply adapt.. This important individual was killed.. the world has to live without him. Its not a bug, its the dynamics the game intends to give players, its exactly how its supposed to be. That dragon is level appropriate for you, but you simply have leveled in a way where this particular type of creature you are ill equiped to handle. Unless you optimize and min max, their will always be creatures that are out of your capacity to take them on, but they ARE level appropriate and thats how you know level scaling is working.

You as a player and as a character in the game world have to adapt to your situation, if you get into character you will find a solution. its this kind of arbitrary "Im a this or that" character that gets you in trouble. Your characters story in this game is pretty defined. Your the chosen one, you are a dragon slayer, you have a larger quest. Think of it as playing the story thats present not the one you want to create. Its not a D&D session where you create a character and create his story.. its more like "Im going to play the Lord of the Rings Trilogy and Im going to be gandalf" except that the way your working it you have decided that Gandalf isn't a Wizard but a half orc barbarian... aka .. that character is ill equiped to take Gandalfs part in that story... the problem is the same in your case... you have created a character that is ill equiped to handle his role in the story as a dragon slayer.
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Jah Allen
 
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Post » Sat Dec 10, 2011 1:22 am

Dragon Age was not really open world though and the level scaling could be exploitable since it only flagged your level once you visited an area, so you could visit all major towns and it would stay in that level range for that area and then just return to the other cities at a higher level.


Every game can be exploited, that's neither here nore there, but your right it wasn't an open world, but still makes a better example than Morrowind.
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helliehexx
 
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Post » Fri Dec 09, 2011 12:47 pm

Im curious what the average age of this debate is and what side the youth is on as opposed to the expereince.


I'm 32 and think Syrim is by far the best RPG i've played from a technical and game play stand point....not such on flavor as I have a special place in my heart for Breath of Fire III and somewhat miss old FF games.


Ya I kind of started thinking that as well. Seems like people having trouble realizing what they have with Skyrim are younger which would make sense. I mean play Zork and than come talk to me about emersion and gameplay mechancis! 36
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Lou
 
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Post » Fri Dec 09, 2011 9:33 pm

Im curious what the average age of this debate is and what side the youth is on as opposed to the expereince.


I'm 32 and think Syrim is by far the best RPG i've played from a technical and game play stand point....not such on flavor as I have a special place in my heart for Breath of Fire III and somewhat miss old FF games.


Feels extremely watered down. Like an open world Call of Duty.

Like i should be inserting coins or something at some point with it.
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Antony Holdsworth
 
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Post » Fri Dec 09, 2011 11:58 pm

My axe swinging brute got the "I kick anyone's ass" feel around lvl 30...so much that by lvl 35 I had raised the difficulty not to fall asleep during fights. Really depends on your build and gear, it seems, much more than on the actual level scaling.


Hehe, I got that feel on my dual-daggers + bow sneaky guy at around level 30, when I got full Dragonhide armour (Legendary) and Daedric weapons (Legendary), enchanted. Problem was I'm playing on the hardest difficulty level, and I still 1 shot most enemies with my x30 damage bonus :(
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Jordan Moreno
 
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Post » Fri Dec 09, 2011 6:54 pm

Gauntlet?


Well I can't remember correctly, 'cause we couldn't get the best arcade machines in our town. Eventually we quit playing 'cause the owner was a quarter hungry Activision looking guy. We put all the coin into World Heroes http://www.youtube.com/watch?v=dnJmCJMTpzk lol

I always wanted to get the bottom of the game though... the rpg one with a golden axe that no one plays because it's nerdy...
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Natalie J Webster
 
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Post » Fri Dec 09, 2011 10:03 pm

Maybe done to death but I just can't get past the level-scaling thing. Maybe I grew up on too many old-school RPG's but after investing tens of hours into the game I want to feel like I'm actually the god-like person that people are supposed to be expect me to be, not someone that still gets slapped around by bandits and hired thugs.



I like that the game tries to keep things difficult by scaling creatures and npc enemies, but I definitely hate having to gain twenty or thirty levels before I can buy some of the better armors and weapons in shops.

I think scaling loot is asinine. Keep it for chests, but let me save an ungodly amount of gold to buy a suit of glass armor from a vendor at fifth level if I want to.

There's a lot of things they did n this game that is plain irritating when it comes to loot, abilities, and monsters. The more I play the worse the game seems to get. They made a pretty place to hang out in but got many things wrong with their new way of doing things. Level scaling loot in shops is only one of a lot of failings I have discovered since getting the game.
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Emma Parkinson
 
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Post » Fri Dec 09, 2011 8:15 pm

Not having that big of a problem with the level scaling, still run into weeker enemies and have gotten myself in over myhead acouple of times aswell.
Got an ebony waraxe from fighting a boss for like 10minutes that 2 shotted me at level 10 and tried to do a quest around the same level only to face of against two Daugur Whights and a Scourge which are around what? 30ish atleast? And had to come back later with a companion to be able to do it.
Also had to run likea little girl from two vampire masters at like like level7.
My first time around i didn't have problems fighting anything but only explored around Whiterun, if you go of to the other holds you can come across some pretty nasty suprises, have found a nice mix between feeling powerful and challanged but has varied depending on level, and haven't really focused that much on crafting skills.
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Kaley X
 
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Post » Fri Dec 09, 2011 4:38 pm

Yea scaling is not that good in Skyrim sadly.
Did upgrade my armour from plain iron to Exusite orchish and made a level from smithing it yesterday.
Left town with much more armour and better weapon and a level higer and did almost die on some crabs that i did one-hit kill and could tank forver before i did level :(

So much for that upgrade...

Mudcrabs has never been scaled, however they bite much harder than in Oblivion, might come in groups and is hard to see so they might kill you.
Also leveled npc are leveled to your level not to your gear so it make little sense.
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Floor Punch
 
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Post » Fri Dec 09, 2011 6:58 pm


There is nothing like wandering thru a section of the map you've combed over a lot, gotten leveled enough to blow away the opposition and the smugly opening an obscure door, much like all the others around.. and then getting butt slammed by what's inside with no way to succeed without another hand full of levels under your belt or cheating. This is the kind of thing I'm looking for.


Not sure if this is a spoiler.





Well, when I went through Haemar's Shame early on, I had a similar experience.

Spoiler
I was doing well against the mobs in the area and even was plowing through the vampires there.

At the end however, the Master Vampire ate my lunch over and over. Either he was too high level for me at the time, or i'm bad.

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chinadoll
 
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Post » Sat Dec 10, 2011 2:38 am

I feel the urge to give my two cents on this after reading a lot of those threads and already having an opinion.
Level scaling of everything is bad. I quited Oblivion quite fast and never looked back. It was ridiculous to fight rats and wolves stronger and stronger each time you leave the gates of a city.
People saying that is impossible to have open world without level scaling I think never enjoyed a good old RPG. If by open world you mean just travel in any direction than have it your way...but answer me why would you want that? I'm afraid level scaling is risking to replace good story lines with great ramifications and is just a lazy way to give you candy eye with no depth.
So far Skyrim was a good experience for me. I can really live with humanoids getting better gear or using a new spells, I can forge a story in my mind about them getting better over time, but not with every rat putting a challenge whatever my level. Well dragons scaling is relay stupid imo but i got past it with regret: I keep telling myself well in the end I got a game with the story line evolving around killing dragons and I try to forget each of those killings asap so I can still enjoy the game. This was a bad design decision but is not about level scaling but of those who conceived the story line.
Now the artifacts scaling which I read about but not yet got one, at last not one I loved. This has a high chance to ruin this game for me (I'm very honest here, I'll quit if that will happen) when I'll have to unequip my unique item for a generic sword in order to fight better. At last if they will be able too keep me interested with a new nice item every few levels it may have a chance (but have to replace my one handed with another one handed not with a two handed).
PS: I'm was talking only about level scaling strictly towards my character, don't even want to touch issues like townfolks and soldiers surviving a dragon attack while screaming like little girls then posing a higher challenge to me then the dragon itself cause I friendly fired.
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Hearts
 
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Post » Fri Dec 09, 2011 11:27 am

But I fail to see how Skyrim doesn't reflect this. I'm currently playing a level 17 warrior-type character. I oneshot wolves, no exception. I can take 2-3 bandits at a time, 4 or more start to become a problem. A giant is impossible to kill, and a dragon is extremely challenging and requires me to use every tool I have to down. I enter a tomb, and make short work of ordinary draugr, while advanced ones give me trouble, and at the end of the place, I tend to find an overlord who forces me to reload a few times.

It fails because the foes are downgraded or upgraded to your level, because a dragon you encounter earlier is weaker than a bear you encounter later/in a higher-level zone. Right from the start I can go and kill five bandits without trouble while I'm supposed to be an inexperienced greenhorn, and absent materials that is supposed to exist don't come up until I magically reach a hidden treshold.
I talk about a believable/logical world, you answer that Skyrim already does this, while it actually scale the world to you level, which is everything but logical.

But once again, Skyrim reflects that. Your character does progress - sure, enemy hp and damage is somewhat scaled, but even if that happens, you're still taking less damage because you took armor perks, and you're not stuck swinging your sword like a farmer because now you can behead people in one swing, parry their blows more efficiently, rush them down with your shield, summon 2 pets instead of one, backstab them for most of their health and so on.

You just don't become superhuman, but the entire point of the scaling is that: allowing you to improve your character while keeping the world consistent.

If it's to keep the character to become too powerful, then just make it so that a level don't bring so much power, and/or make level harder to gain (the amount and speed of levels gained in the start is downright ridiculous). But giving much power to the player on one hand while giving also power to the foe in the other is just rather pointless.
In fact, I'd much prefer this situation, as the scale of incease in power by several factors it's not really immersive nor believable.

Mind you, I always disliked scaling - I understood the rational behind it, but felt it wasn't a fair tradeoff. I'd be willing to sacrifice immersion for better gameplay in Morrowind and Oblivion. I feel like Skyrim pulls it off finally. Yes, level scaling still has negatives, but this time they are outweighted by the benefits. It works.

It still brings lots of negative, and the benefits it brings could be better served by a different design.

Well you essentially have that, the only difference is that rather than dictating what level things are based on some generic and ultimatly very predictable formula that people would figuire out, write wiki's and guides on to show you where you should be at which level creating a path for you to follow. In Skyrim you can go whever you want and know that the content will be appropriate.

And "going wherever you want and the content will be appropriate" is actually horribly boring, breaking the suspension of disbelief and anti-immersive. It's not an advantage but one of the worst liability of the system. What's the point of exploring and where is the feeling of adventure when you know you're being catered for ?

I see this kind of logic to where people try to make comparison... bear is strong than wolf.. mamamoth is stronger than bear. thats all well and good when you can actually apply some real world logic to it.. but where it breaks down is when you start making things with no real world knowledge, rather than animals for example NPC's and monsters. Orc is stronger than Hobgoblin? Mages stronger than warriors? Necromancers stronger than Spear wielding Kobolts? What level is a Kobolt? An Orc? Hobgobblin? How does a player determine their strengths? Die and relaod? Does that sound like an emersive way to introduce people to those monsters... via game reloads after being frustratingly killed and pulled out of the emersive gameworld?

If the game is consistent, eyeballing is a good way to make a rough assumption about the strength of the creature. Fluff and lore is the other (and complementary) way. In the end, it's more immersive than just having the numbers going against common sense.
And yes, sometimes you may have a nasty surprise, like some old guy who looks weak and happens to be a powerful wizard. So what, isn't it actually a good and fun way to have some measure of unexpected ? :P

The point here is that this is where Con systems in MMO's come from, so that you can identify the releative strength of a random mob you run up on because without it you would effectively have to attack something and see if your strong enough to kill it. The same thing would happen in a single player game. You run up on a keep full of bandits? Do all bandits have a default strength or level? If not what level is this keep? Is the only way to find out to go in get killed and reload the game to a save when you die than guess at what level you might be able to come back? What about questing? Why would an NPC give you a quest for a level 20 dungeon when you are only level 10? And how would you know its a level 20 dungeon unless the NPC revealed to you.. hey this is level 20? Again emersion issues.

"level 20 dungeon" is by itself somehow weird. A dungeon is not by itself "level X", that is only the shortcut we use to say "some pretty dangerous creatres lives here", and if the creatures are logically strong, you don't need to slap a number on the dungeon to make an adequate guess. If a building is home to the orphanage of the village, you can safely bet that unless there is some contrived happenance (like "this old hero just retired to look over it"), it's a pretty easy prey. If a keep is home to the elite guard of the lord of the land, you can bet there will be tough opposition.
Segmenting zones in arbitrarily numbered tags is a bad habits that was born out of lazy design, it's not something "natural". But it has caught like a bad disease and now we see people finding it normal that some battle-hardened elite guard is in fact a level 2 rookie because he's encountered at the start of the game, while the run-of-the-mill footpad is a highly experienced master at fighting just because you encountered him later.

I would challenge you to name a game in which a static system actually works in an open world enviroment? I would be curious to have an example of what you see as "the right way" to do it.

Fallout 1 & 2.
Hardly possible to make a game more open, and yet not a single speck of scaling in the system.
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Oceavision
 
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Post » Fri Dec 09, 2011 2:55 pm

Borderlands has scaled enemies and surely does not svck. You shouldn't be having a problem with the mobs in Skyrim though. Even on master, if you used your perks wisely, you should be breezing through this game.

Borderlands is linear though. They give you a pseudo-open world, but it's linear nonetheless.

Also, OP, you're not going to be overpowered after 10 hours of gameplay. Lol.
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Mr. Ray
 
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Post » Sat Dec 10, 2011 1:52 am

The only scaling I don't like is loot scaling. I find enemy scaling to be a necessary evil though, to keep the game from being too easy and therefore boring quickly.
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Rachyroo
 
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Post » Fri Dec 09, 2011 7:36 pm

I'm sort of leaning towards the same conclusion too. TES games could probably benefit from doing away with levels altogether, and focus on character progression on a strict skill/perk/equipment dynamic.

Something like PnP RPGs, where the difference in damage range between an iron sword and a magical artifact is going from 1-6 to 1-8+4. Tone down the numbers, work on much smaller spreads, remove scaling, and focus on character improvements that don't affect health or damage pools to excessive levels.

Yeah, and I've mentioned this before in a different thread, but it seems to me that progression in TES has been more about leveling your individual skills rather than your character level. Your character level seems secondary to that and more of a byproduct of leveling your skills. Or just an overall way of defining just how much you've raised your skills. Though now when your character levels up you do get perks, but again they progress your skills. And sure, it does raise your health and stuff too.
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Darlene Delk
 
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Post » Fri Dec 09, 2011 10:01 pm

Yes, Borderlands did it well but that isn't what I had in mind by RPG. And no, I probably didn't use the perks wisely, just made a character that had the traits I enjoyed using. In the end I turned the difficulty down when I hit lvl 20 or so and that way it felt like I was getting more powerful. I know it comes down to personal preference but it is something that I enjoy and my only real complaint with Skyrim.

You shouldn't be feeling like a god by level 20 >_< The level cap is around 80. Why should you be able to annihilate everything so early on?

And I can guarantee you that, at level 25, I do feel MUCH more powerful than I did at level 10. But certain enemies still do put a fun, challenging fight, like Blood Dragons and Draugr Deathlords.
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carrie roche
 
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