Thread #2: http://www.gamesas.com/index.php?/topic/1148814-remove-extensive-level-scaling-in-skyrim-part-2/page__st__200__p__16832647__hl__level+scaling__fromsearch__1#entry16832647
-- Last post: http://www.gamesas.com/index.php?/topic/1148814-remove-extensive-level-scaling-in-skyrim-part-2/page__view__findpost__p__16832637
Thread #1: http://www.gamesas.com/index.php?/topic/1148458-remove-level-scaling-in-skyrim/page__view__findpost__p__16789134
This thread is here to see how the community feels about level scaling in past games, and what kind of scaling system we want in Skyrim. Hopefully we'll be able to show Bethesda what worked and what didn't work in their previous games to help them perfect the system for their next game. Here are my own thoughts on level scaling, taken from thread #2 and expanded upon somewhat... Let me know what you think of my ideas, or just post your own thoughts and ideas regarding level scaling in TES V. I know there's a lot of text here so feel free to just skip it and post your own thoughts, I won't feel bad.
In general, I believe there should be no scaling applied to enemies throughout the game, with the one exception being the main quest. I think the enemies in the main quest should be scaled based on the player's level so that if someone wants to do the main quest all at once right out of the tutorial, it should be possible but challenging. Likewise, if someone wants to wait and do the main quest at level 40, it should be at least challenging enough that it's not boring or unrewarding. Though I do think that someone doing the main quest at level 40 should have an advantage over some doing it at level 1, so the scaling should not be 1:1, and the rewards should also be more enticing.
But outside of the main quest, my idea involves basically no scaling at all. It is based on a very natural state of order. The idea is that as one gets closer to civilization, the enemies one finds are significantly less of a threat. Conversely, as one wanders farther away from civilization, one will find stronger enemies in greater frequencies (but of course, you will also find better loot this way, as well as some cool unique people/places). This could be achieved by mapping out "zones" on the map, kind of like a topographic map with terrain lines indicating height, only instead of height, the lines would indicate the levels of enemies. So major cities would lie in the safest zones, where there are very few wild enemies to be found and the ones you do find are generally non-threating. The next closest zone would have low-level creatures that might be a bit of a challenge to a fresh character, but generally pose little or no threat. The next zone would have slightly stronger creatures and maybe at a slightly higher density, and so on as you venture further from that "safe zone" with the city.
I think this system would be fairly simple to design and program; certainly it wouldn't require a significant amount of extra work than pretty much any other system Bethesda might consider. It would also help to ensure that as you level up, you are constantly able to explore new places. It doesn't necessarily prevent low leveled characters from exploring for the most part, but it does make them prepare more, and it will encourage them to work toward a higher level so they will have more luck surviving in the deeper areas of the wilderness. I don't think this system would really constrict low-leveled players, but I know that possibly the strongest argument against it is that it makes many areas effectively unaccessible to them because their odds of survival would be so low... But to me that is a good thing; it is an incentive to go explore the areas you can access without too much risk, and train in those places so that you will be able to go to the more dangerous areas sooner.
? So for an example of this system in action, let's look at our friend Joe Adventurer, level 1, fresh out of the tutorial. He has no reason to worry about getting killed immediately because he is unlikely to face anything more dangerous than a weak goblin or rat. This is not due to enemy scaling, but rather because Joe emerges in an area that is relatively close to a major city. Joe has two options: [A] he can venture into the forest ahead of him, or [B] he can head to the city behind him. For simplicity's sake, let's assume these are his only options. Let's also assume that he knows he is supposed to meet someone in the city to continue the main quest, and he also knows that the forest holds dangers he may not be able to handle.
-- Here is what will most likely happen to Joe if he chooses Path A: He will soon encounter something like a bandit or a mountain lion, and try to fight it. Despite being warned that he would face some danger, he went into the forest anyway. If he is very lucky, he may survive a few encounters and get a bit of extra loot, but most likely he will either die or be forced to run back to the city. Lesson learned... For now, Joe is too weak to stray far from civilization.
-- Here is what will happen if Joe chooses Path B: He will enter the city, find the person he needs to meet, and learn what the next step is in his journey. Here he may also have the option of joining some factions. From here, Joe has several ways of gaining some experience... He can do some low level field work for a faction/guild to earn some money/experience and better equipment, or he can continue with the main quest (where the game will by default not provide anything too challenging), or he can look around the city for some easy jobs to do for a bit of money/experience without associating himself with a faction. Joe has successfully avoided putting himself in any real danger, but after a few jobs and/or some work on the main quest, Joe will be able to venture deeper into that forest.
? Now let's look at Joe Adventurer, level 30. Joe is now a powerful and experienced warrior. He has been into that same forest dozens of times; he's travelled a mile or two into the darkest, most secluded reaches of trees. He discovers an ancient mine in the mountains on the other side. Joe enters the mine, and finds that it contains some enemies even stronger than those in the forest. He is well stocked though, and is able to venture deep into the mine before he is forced to return for rest and supplies. He returns with a hefty supply of loot, but also the knowledge that there is more yet to discover in the cave.
? Joe is now level 45. He's now been almost everywhere on the map. That forest that was once impenetrable is now child's play. But he still hasn't gone all the way through that mine. He stocks up for the journey and heads once more through the forest and into the mine. He faces many foes, but at level 45, they fall to his blade. He soon reaches the deepest chambers of the mine, where an ancient creature dwells. This is among the strongest creatures in the game. Even at level 45, Joe cannot defeat the monster, but he manages to escape with his life. While Joe was in that chamber, he noticed a recess in the wall that looked like it led upwards, to a different area of the mine. But since he could not defeat the monster, he was unable to explore it. He returns, battered and bruised, but with a decent supply of loot still from earlier in the cave (he didn't bother taking loot from the forest since it wasn't worth taking for a character of his power and wealth).
? Joe, now level 55, is just about as strong as he will ever be. He has travelled far and wide, and by means of stealth, force, and financial savvy, he has procured a very imposing set of skills, coupled with some of the finest equipment from all of Skyrim, and even a few special items to be used in emergencies. He is ready once again to face the monster of the mine. He travels through the forest and into the heart of the mine. Joe is so strong now that getting to this deep chamber was fairly easy, and he still has almost all of his supplies and health when he faces the monster in the mine. After a long and epic battle, the beast finally succumbs to Joe's blade. Joe harvests some rare material from the kill and heads into the recess in the wall he had noticed 10 levels earlier. Inside, he finds a path leading to a new chamber, full of rare gemstones. Joe mines the gemstones, and continues along the pathway until he finds an old stone door. Joe opens the door to find that he is now on the other side of the mountain, in a small region of land that he had not been able to reach before, for the mine is the only entrance to this area. Joe vows to return and explore the area fully, but right now, his pockets are full with valuable gems and rare hides and organs from the slain beast in the mine.
? Joe returns to the city and sells the gemstones. He uses the creature's hide to craft a powerful cloak for himself. The cloak is imbibed with the magic of the fallen monster, and carries a strong enchantment to protect Joe. After selling his loot and restocking on supplies, Joe is ready to explore that new region on the other side of the mountain. Though the land is not particularly large, Joe will find some very interesting things there... There will be a small village inhabited by an isolated tribe of Nords. They will revere Joe as a demigod for slaying the legendary beast from the mine, and reward him greatly for this deed. Joe will then have the option of aiding the village in various jobs, if he so chooses. The land has a rich historic value because of this village, and also the special plants that only grow on this side of the mountain. Joe harvests some of these plants to be used in potion-making, and after thanking the villagers for their hospitality, he returns once again through the mine and the forest, back into that city.
Only now, at level 55, has Joe fully explored all that there was to explore in and beyond that forest that he first saw at level 1. He developed over time, and as he grew in power, he was able to explore deeper and deeper into the wilderness. At around level 30, he had seen most that there was to see, but it wasn't until level 55 that he was able to see it all.
But outside of the main quest, my idea involves basically no scaling at all. It is based on a very natural state of order. The idea is that as one gets closer to civilization, the enemies one finds are significantly less of a threat. Conversely, as one wanders farther away from civilization, one will find stronger enemies in greater frequencies (but of course, you will also find better loot this way, as well as some cool unique people/places). This could be achieved by mapping out "zones" on the map, kind of like a topographic map with terrain lines indicating height, only instead of height, the lines would indicate the levels of enemies. So major cities would lie in the safest zones, where there are very few wild enemies to be found and the ones you do find are generally non-threating. The next closest zone would have low-level creatures that might be a bit of a challenge to a fresh character, but generally pose little or no threat. The next zone would have slightly stronger creatures and maybe at a slightly higher density, and so on as you venture further from that "safe zone" with the city.
I think this system would be fairly simple to design and program; certainly it wouldn't require a significant amount of extra work than pretty much any other system Bethesda might consider. It would also help to ensure that as you level up, you are constantly able to explore new places. It doesn't necessarily prevent low leveled characters from exploring for the most part, but it does make them prepare more, and it will encourage them to work toward a higher level so they will have more luck surviving in the deeper areas of the wilderness. I don't think this system would really constrict low-leveled players, but I know that possibly the strongest argument against it is that it makes many areas effectively unaccessible to them because their odds of survival would be so low... But to me that is a good thing; it is an incentive to go explore the areas you can access without too much risk, and train in those places so that you will be able to go to the more dangerous areas sooner.
? So for an example of this system in action, let's look at our friend Joe Adventurer, level 1, fresh out of the tutorial. He has no reason to worry about getting killed immediately because he is unlikely to face anything more dangerous than a weak goblin or rat. This is not due to enemy scaling, but rather because Joe emerges in an area that is relatively close to a major city. Joe has two options: [A] he can venture into the forest ahead of him, or [B] he can head to the city behind him. For simplicity's sake, let's assume these are his only options. Let's also assume that he knows he is supposed to meet someone in the city to continue the main quest, and he also knows that the forest holds dangers he may not be able to handle.
-- Here is what will most likely happen to Joe if he chooses Path A: He will soon encounter something like a bandit or a mountain lion, and try to fight it. Despite being warned that he would face some danger, he went into the forest anyway. If he is very lucky, he may survive a few encounters and get a bit of extra loot, but most likely he will either die or be forced to run back to the city. Lesson learned... For now, Joe is too weak to stray far from civilization.
-- Here is what will happen if Joe chooses Path B: He will enter the city, find the person he needs to meet, and learn what the next step is in his journey. Here he may also have the option of joining some factions. From here, Joe has several ways of gaining some experience... He can do some low level field work for a faction/guild to earn some money/experience and better equipment, or he can continue with the main quest (where the game will by default not provide anything too challenging), or he can look around the city for some easy jobs to do for a bit of money/experience without associating himself with a faction. Joe has successfully avoided putting himself in any real danger, but after a few jobs and/or some work on the main quest, Joe will be able to venture deeper into that forest.
? Now let's look at Joe Adventurer, level 30. Joe is now a powerful and experienced warrior. He has been into that same forest dozens of times; he's travelled a mile or two into the darkest, most secluded reaches of trees. He discovers an ancient mine in the mountains on the other side. Joe enters the mine, and finds that it contains some enemies even stronger than those in the forest. He is well stocked though, and is able to venture deep into the mine before he is forced to return for rest and supplies. He returns with a hefty supply of loot, but also the knowledge that there is more yet to discover in the cave.
? Joe is now level 45. He's now been almost everywhere on the map. That forest that was once impenetrable is now child's play. But he still hasn't gone all the way through that mine. He stocks up for the journey and heads once more through the forest and into the mine. He faces many foes, but at level 45, they fall to his blade. He soon reaches the deepest chambers of the mine, where an ancient creature dwells. This is among the strongest creatures in the game. Even at level 45, Joe cannot defeat the monster, but he manages to escape with his life. While Joe was in that chamber, he noticed a recess in the wall that looked like it led upwards, to a different area of the mine. But since he could not defeat the monster, he was unable to explore it. He returns, battered and bruised, but with a decent supply of loot still from earlier in the cave (he didn't bother taking loot from the forest since it wasn't worth taking for a character of his power and wealth).
? Joe, now level 55, is just about as strong as he will ever be. He has travelled far and wide, and by means of stealth, force, and financial savvy, he has procured a very imposing set of skills, coupled with some of the finest equipment from all of Skyrim, and even a few special items to be used in emergencies. He is ready once again to face the monster of the mine. He travels through the forest and into the heart of the mine. Joe is so strong now that getting to this deep chamber was fairly easy, and he still has almost all of his supplies and health when he faces the monster in the mine. After a long and epic battle, the beast finally succumbs to Joe's blade. Joe harvests some rare material from the kill and heads into the recess in the wall he had noticed 10 levels earlier. Inside, he finds a path leading to a new chamber, full of rare gemstones. Joe mines the gemstones, and continues along the pathway until he finds an old stone door. Joe opens the door to find that he is now on the other side of the mountain, in a small region of land that he had not been able to reach before, for the mine is the only entrance to this area. Joe vows to return and explore the area fully, but right now, his pockets are full with valuable gems and rare hides and organs from the slain beast in the mine.
? Joe returns to the city and sells the gemstones. He uses the creature's hide to craft a powerful cloak for himself. The cloak is imbibed with the magic of the fallen monster, and carries a strong enchantment to protect Joe. After selling his loot and restocking on supplies, Joe is ready to explore that new region on the other side of the mountain. Though the land is not particularly large, Joe will find some very interesting things there... There will be a small village inhabited by an isolated tribe of Nords. They will revere Joe as a demigod for slaying the legendary beast from the mine, and reward him greatly for this deed. Joe will then have the option of aiding the village in various jobs, if he so chooses. The land has a rich historic value because of this village, and also the special plants that only grow on this side of the mountain. Joe harvests some of these plants to be used in potion-making, and after thanking the villagers for their hospitality, he returns once again through the mine and the forest, back into that city.
Only now, at level 55, has Joe fully explored all that there was to explore in and beyond that forest that he first saw at level 1. He developed over time, and as he grew in power, he was able to explore deeper and deeper into the wilderness. At around level 30, he had seen most that there was to see, but it wasn't until level 55 that he was able to see it all.