I like Level Scaling

Post » Mon Jul 26, 2010 2:21 am

With all the hate going around I just want to say I enjoy level scaling. I don't have fun running into a wild pack of mobs 30 levels higher than myself. I'm fine with non level scaling, too. I enjoyed Oblivion, I think scaling is a great way to keep content difficult and relevant to your level, instead of outleveling content like is possible without it.
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Eire Charlotta
 
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Post » Sun Jul 25, 2010 4:12 pm

Honestly...level scaling, if handled correctly, can really add to the game. Non-scaling is awesome too, but it also has it's draw backs. Like 1 hit killing everything after a certain level. Most people here will say "Yes! That's what we want...". But those are the same people who, after completing the game, complain about how easy the game is...then ask for difficulty mods.

So I'm on the same boat as you...both are good. I belive both have cons as well, no system is perfect.
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Stephanie Nieves
 
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Post » Sun Jul 25, 2010 3:28 pm

Honestly...level scaling, if handled correctly, can really add to the game. Non-scaling is awesome too, but it also has it's draw backs. Like 1 hit killing everything after a certain level. Most people here will say "Yes! That's what we want...". But those are the same people who, after completing the game, complain about how easy the game is...them ask for difficulty mods.

So I'm on the same boat as you...both are good. I belive both have cons as well, no system is perfect.


Exactly. I think the biggest issue with Oblivion was after a certain level you just outscaled the monsters, and it became too easy. But that's not a problem with too much level scaling, that's too little.
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Rebecca Dosch
 
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Post » Sun Jul 25, 2010 5:28 pm

It's confirmed to have Fallout 3 style level scaling, not Oblivion style. So any dungeon you entered previously stays at that level.
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Wanda Maximoff
 
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Post » Sun Jul 25, 2010 11:43 pm

The problem is that the whole list shouldn't be level-scaled, which is what Oblivion failed to do.

Go ahead. Wander into a Goblin cave at level 30. Chances are, the whole thing will be filled with Goblin Warlords, each one with an insane amount of health, and each one will likely cause you to lose all your charges AND severly damage your weapon before you finally off it.

Let's not forget that because of how Oblivion handled the level-scaling, you could easily make a character WEAKER as their level increases. Unless you did it correctly, you'll be running in terror from Timber Wolves at level 7.

And then there's the issue of "Why should I bother leveling if I'm going to be facing things at level one that will be equally hard to kill at level 10?"

Level scaling is good- the way Morrowind and Fallout handles it. But the way Oblivion handled it was a monstrosity that shouldn't have seen the light of day.
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Trevi
 
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Post » Mon Jul 26, 2010 3:26 am

About no level scaling, who wants a level 50 dragon stalking you at the very beginning of the game?
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.X chantelle .x Smith
 
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Post » Sun Jul 25, 2010 1:34 pm

It's confirmed to have Fallout 3 style level scaling, not Oblivion style. So any dungeon you entered previously stays at that level.


I haven't played FO3 yet. I own it, but it sits there atm. Can someone expain how this works? Is it player controlled? Like say I do not enter any dundeons untill I'm level 30...will dungeons be a min of level 30 then? Or are the dungeons have a reccomened level? Like said dungeon 5-7...you can come back, but all you get is level 7 monsters...?
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Greg Swan
 
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Post » Mon Jul 26, 2010 1:20 am

About no level scaling, who wants a level 50 dragon stalking you at the very beginning of the game?

Exactly.
Level Scaling to an extent is okay. I'm glad its in Skyrim. :)
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meg knight
 
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Post » Sun Jul 25, 2010 2:17 pm

It's confirmed to have Fallout 3 style level scaling, not Oblivion style. So any dungeon you entered previously stays at that level.



I didn't notice any difference between F3 and Oblivion. Is that the only difference, because that sounds like a bad thing to me.
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Nancy RIP
 
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Post » Sun Jul 25, 2010 11:39 pm

I haven't played FO3 yet. I own it, but it sits there atm. Can someone expain how this works? Is it player controlled? Like say I do not enter any dundeons untill I'm level 30...will dungeons be a min of level 30 then? Or are the dungeons have a reccomened level? Like said dungeon 5-7...you can come back, but all you get is level 7 monsters...?

http://fallout3.wordpress.com/2007/07/14/desslock-explains-level-scaling-on-fallout-3/
The first important change is that creatures never scale up in abilities to match your level, so each Deathclaw in F3 will always have the same attributes, regardless of your character’s level when you have the misfortune of encountering it.

Second, each territory in the game is now assigned an encounter level that determines the level and equipment of critters when you discover that area, so a first-level character that wanders into an area designated as “encounter level 5″ will be badly outmatched by the inhabitants. Loot is also generally scaled to the area’s encounter level, but some item items will be hand-placed, which is similar to how Morrowind handled loot.
An area’s level doesn’t remain static, but it gets locked as soon as you enter it. If you enter a city block designated as a level 5 area, it will remain a level 5 area and never scale up in difficulty. Areas you haven’t yet encountered do “tether up” in difficulty level, but the tethering level doesn’t linearly scale with your level, so there’s still an advantage to gaining experience levels.

The city block that’s initially designated as a level 5 area will tether up and be designated as a level8 area if you don’t wander into it until you’re a level 15 character. But since an area’s level is locked once you enter it, you’ll still get the satisfaction of returning to a previously difficult area and annihilating its residents once you have a more powerful character.
Bethesda’s still tweaking these systems, but they should make exploration more interesting and not diminish the regard for advancement by making you feel like you can never really get ahead. I’d still prefer a static world like Gothic’s, where encounters are always consistent regardless of your character level, but this toned-down scaling system sounds like a huge improvement over Oblivions.

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Jonathan Braz
 
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Post » Sun Jul 25, 2010 9:40 pm

http://fallout3.wordpress.com/2007/07/14/desslock-explains-level-scaling-on-fallout-3/


Thanks!
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Calum Campbell
 
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Post » Sun Jul 25, 2010 6:11 pm

It's a good system in my opinion, but for the die hard fans it's a bad system because they want to get very strong in a short time so that they already have some of the best armor and weapons early in the game! But LS keeps the game fair and funny, so i choose for level scaling. :D
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Rinceoir
 
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Post » Sun Jul 25, 2010 2:50 pm

I think Oblivion took level scaling too far. Morrowind didn't have enough. In Oblivion with difficulty maxed out you never out leveled the mobs. All the undead mobs were Liches at the high levels and bandits made the Champion of Cyrodiil think twice before messing with them. That was enjoyable to me. With Morrowind, there were so many overpowered skills. Enchanting made you able to make items that one shot everything. Spears were broken beyond belief and that's why everyone wants them back. Same goes for Levitation, possibly the most OP spell in TES history. "Oh look at me I float up and I can kill you and there is nothing you can do or vice versa.

It's a good system in my opinion, but for the die hard fans it's a bad system because they want to get very strong in a short time so that they already have some of the best armor and weapons early in the game! But LS keeps the game fair and funny, so i choose for level scaling. :D


I'm a die hard fan of the TES games and I value Realism and Story over being god mode which is basically all Morrowind did which is why most people hold it in such high esteem. Now if I max out my level and I managed to become uber powerful with my gear and skill set then I'm good with it but I don't strive to move to be godlike as fast as possible because killing everything in one shot and annihilating entire cities is fun for a few hours but it gets old quick and if it's going to be that 3/4 of the time I play the character I would rather not play it. Skyrim seems to discourage god mode more any of the other games so I'm up for that.
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Kayleigh Williams
 
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Post » Sun Jul 25, 2010 9:28 pm

Exactly. I think the biggest issue with Oblivion was after a certain level you just outscaled the monsters, and it became too easy. But that's not a problem with too much level scaling, that's too little.

Weird I thought the biggest issue with oblivion were the daedric armored mauaders and glass wearing bandits. I suppose I am progressing why shouldn't anyone else. Or somthing along those lines anyway... Reguardless I'm going to have to disagree with both you and the OP. I enjoy having unique and rare items as much as I enjoy a brutal world that is difficult to survive in when I am weak.
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Kevan Olson
 
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Post » Sun Jul 25, 2010 11:01 pm

Weird I thought the biggest issue with oblivion were the daedric armored mauaders and glass wearing bandits. I suppose I am progressing why shouldn't anyone else. Or somthing along those lines anyway... Reguardless I'm going to have to disagree with both you and the OP. I enjoy having unique and rare items as much as I enjoy a brutal world that is difficult to survive in when I am weak.


That's the great thing, Bethesda has leveling for random quests but the world is going to be brutal and so is combat according to Todd Howard. Brutal combat in a brutal mountainous land sounds epic to me.
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GRAEME
 
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Post » Mon Jul 26, 2010 5:21 am

It sounded to me like leveling was specific to quests, and potentially not even to all quests, but then again maybe I just understood it wrong.
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Destinyscharm
 
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Post » Mon Jul 26, 2010 1:22 am

If you guys ever played the oblivion mod nehrim; thats how it should be done. The game is basically engineered so you dont end up at lvl 8 fighting a lvl 30-40 because you wouldnt be in that location. It also showed you the location of area's by there level.

Of course that mod is epic.
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Ray
 
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Post » Sun Jul 25, 2010 8:57 pm

I HATE level scaling!!!

HATE!!!

Its one thing for some more challenging quests or enemies to appear after a curtain point, it’s another for every scumbag bandit to be leveled and decked out in glass armor so I can get bored spamming the attack button before I have to repair my sword after every stupid little encounter.

That’s not chalanging. That’s boring.

And having enemies at the beginning that you can’t step too yet is awesome. That’s how it should be done. After you grow more powerful, those two bit bandits are nothing to you. You kill them quick and feel like a bad ass. Now you’re ready to move in on those guys that you couldn’t mess with earlier.

Just beefing up old enemies is a boring cop out. (If you ask me)
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Rachel Briere
 
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Post » Sun Jul 25, 2010 5:41 pm

Level scaling is successful when the player doesn't notice it. Regarding Bethesda RPGs, I didn't notice it it Morrowind or Daggerfall, but I noticed it in Oblivion and Fallout 3. They need to mimic what Obsidian did in New Vegas, since that system felt like a huge improvement over Bethesda's recent offerings.
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Crystal Clarke
 
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Post » Mon Jul 26, 2010 1:27 am

Level scaling is successful when the player doesn't notice it. Regarding Bethesda RPGs, I didn't notice it it Morrowind or Daggerfall, but I noticed it in Oblivion and Fallout 3. They need to mimic what Obsidian did in New Vegas, since that system felt like a huge improvement over Bethesda's recent offerings.

I'll concede that.
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Prisca Lacour
 
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Post » Mon Jul 26, 2010 5:08 am

I HATE level scaling!!!

HATE!!!

Its one thing for some more challenging quests or enemies to appear after a curtain point, it’s another for every scumbag bandit to be leveled and decked out in glass armor so I can get bored spamming the attack button before I have to repair my sword after every stupid little encounter.

That’s not chalanging. That’s boring.

And having enemies at the beginning that you can’t step too yet is awesome. That’s how it should be done. After you grow more powerful, those two bit bandits are nothing to you. You kill them quick and feel like a bad ass. Now you’re ready to move in on those guys that you couldn’t mess with earlier.

Just beefing up old enemies is a boring cop out. (If you ask me)



I don't know why people insist on feeling like a bad ass. If I wanted to feel like a bad ass in a game I'd go play Halo or some other Against-all-odds shooter.

Feeling like a bad ass is overrated, especially when you know you aren't a bad ass, you're just stealing candy from a baby.
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Robyn Howlett
 
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Post » Sun Jul 25, 2010 9:58 pm

About no level scaling, who wants a level 50 dragon stalking you at the very beginning of the game?



Well look at New Vegas... go to that DeathClaw net - get killed. Its not that ridiculous. Simply train your character for a few hours! I mean its a traditional RPG. Where do you find reward in beating Oblivion with a level 5 character? I dont know why people are so damn impatient when it comes to leveling a character :brokencomputer: . Not once has Bethesda ever given the player an unbeatable foe (let alone foes that required any foresight to defeat). Simply walk up and bash his brains in... no thought involved. [censored] playing at level 43 is harder than 1 because of this damn level scaling.

I mean maybe people who are into Demon's Souls are a bit extreme but I prefer to put some work in my RPGs
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Natalie Taylor
 
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Post » Sun Jul 25, 2010 10:13 pm

>>plays the oblivion mod nehrim.

Yep thats how it should be done. No scaling but level zones and the games quests are engineered so you progress in a path that well...so you not fighting a lvl 50 at lvl 8, unless your an idiot and decide to venture into the forest of total doom at lvl 8 thats YOUR CHOICE BRO, and games shouldn't be made easy b/c of the stupid choices of the player.
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Averielle Garcia
 
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Post » Sun Jul 25, 2010 11:04 pm

>>plays the oblivion mod nehrim.

Yep thats how it should be done. No scaling but level zones and the games quests are engineered so you progress in a path that well...so you not fighting a lvl 50 at lvl 8, unless your an idiot and decide to venture into the forest of total doom at lvl 8 thats YOUR CHOICE BRO, and games shouldn't be made easy b/c of the stupid choices of the player.


Yea, since you posted in a style used on a certain imageboard, I'm going to disregard anything you say. Just FYI.
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kirsty williams
 
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Post » Mon Jul 26, 2010 2:06 am

Level scaling is not needed to make a game hard.

I have a mod for Oblivion that I altered myself to completely remove leveling, all of it, not just lowered like OOO but completely gone.

The key is to make high level baddies tough, so you can only defeat them when you too are at a high level and even then they should be difficult.

The deeper you go into the wilderness, the more high level enemies you should encounter. Remember the guards telling you that the wilderness was a dangerous place? Well it should be, but it's not with level scaling, enemies found on the roads are as dangerous as those found deep in the forest and this is just boring.

In my game, once I reach a certain level I know I need to move deeper into the wilderness and to more demanding Ruins etc, in order to get better equipment. I hate the idea that I can just spam the same 10 dungeons over and over and get everything the game has to offer, it completely defeats the point of having 200 dungeons in the first place!
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Amy Cooper
 
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