» Fri Dec 09, 2011 7:40 pm
Level-scaling enemies with a limit isn't so bad, imo. Some enemies should be considered strong enough to level with the player, imo. Deathclaws from Fallout, for instance. They're considered to be absolute beasts that can kill you in a second flat, and thus I think it'd be odd if the player leveled to a point where they hit you for jack. Lichs are the same; these are wizards who are "immortal" and went through a complicated ritual to make themselves so. It'd be odd if they were weak.
The problem occurs when ALL enemies level or when the enemy spawns level. For example, if ONLY deathclaws level with the player in Fallout New Vegas, but then the games reaction to a character being level 50 is to spawn deathclaws at every single spawn point in the game (including ones that used to spawn friggin' wolves and coyotes), then we have a problem and that completely defeats the purpose of only having one scaled enemy. Oblivion was guilty of this. If you check the wiki, only 7-8 enemies in Oblivion scaled to the player, but after level 30, it was those 7-8 monsters that were the only things that would ever spawn.
As for Skyrim, the problem is that the game is literally built around a very specific mob type: dragons. The result is that if dragons don't level, people will be laughing, but if dragons do matter, then it honestly doesn't matter if nothing else does, because THIS is the enemy we have to prepare ourselves for and be ready to fight at any given moment. We can't choose to avoid them because they're somewhat random. In that sense, I think dynamic dragons in Skyrim was a very stupid design idea.
And leveled quest rewards? Stupidest ****ing idea TES has ever produced. I have no clue why they insisted on keeping this. All it does is discourages people from questing until they're level 30+, which is BOOOOOOORING.