» Fri Oct 08, 2010 10:27 am
The problem with doing it non-levelled, though, is that then it produces the same effect but in the opposite manner.
Levelled: I choose to do nothing because I get bs at the beginning.
Non-levelled: I can't do anything because at the beginning I get bs'd.
And not being able to is a very different basket of fruits to choosing not to. Not being able to makes you sell the game on; choosing not to, on the other hand, you make that call, there's nothing to complain about if you impose the restriction.
All that said, level-scaling did do a lot of things I wouldn't miss. My only worry is that if they roll it back too much then every dungeon for the first ten levels is going to be nails, and I don't want every dungeon near the starting area to be easy. I grew out of the "farther from home" scale a long time ago.
If they can find the right balance then I'm all for a rollback, but if not then I'd rather not going into a nearby dungeon was my call, not simply a necessity because of the monsters inside. There's no way it'll take every NPC, quest and dungeon to see me to a high enough level for the loot to be worth it.
As for the sense of accomplishment for loot, I have a simple solution. Don't give weapons or armour. Give an expensive miscellaneous item that can be sold for a lot of money, which can then be used to buy weapons or armour. Besides is that not the point of hunting for "treasure"? To sell it to a collector and get rich so as to buy what you want?
Better yet, make said treasures guarded by puzzles instead of monsters (and both sometimes), and make the more expensive treasures guarded by more complex puzzles, and maybe a "boss" of sorts. That way, there won't be like fifteen different strategies to get [powerful weapon or armour] very early on in the game through the use of a lot of potions and being good at the lockpicking minigame (a la Castle Bruma Akaviri Katanas), as obtaining those specifically will still be based on availability, and if you're lucky, you'll pick up some remaining components along the way.