locked level dungeons? thats GOOD thing....

Post » Tue May 17, 2011 9:50 am

my only concern is that if you want to explore early on, all the caves you visited will be filled with weak enemies/bad loot(?) later in the game. i do hope not all the caves are level fixed. id like to enter some caves that are way to hard for me.
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Samantha Mitchell
 
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Post » Tue May 17, 2011 5:47 am

I dont like it....means that all dungeon loot will once again be randomly generated rather then hand placed with special items and that choosing one dungeon over another will hardly make a difference.....if items are all random, where will the suprise for exploring be?

You avoid the problem in Morrowind; you have the best equipment at level 5. Yes every nob will read tips on how to get it at very low level then complain that the game is too easy.
This is why I stopped playing Morrowind, I knew where everything was, yes I also knew that the item only existed a few other places so I could just as well go and get it.
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Emily Martell
 
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Post » Tue May 17, 2011 6:15 am

Playing Morrowind for the first time.

Fresh off the boat I was waylaid by a highwayman who was asking me to pay a "toll". I ignorantly refused to pay it even though I was a wet behind the ears. I got my ass kicked.

And you know what? I deserved it. I was level frickin 1. I don't know what I was thinking taking on a skilled bandit in full armor while I was still wearing my starter gear.

I want that back.


Just to the north of Hla Oad? I was just there, level 2. Didn't end well. I love that about Morrowind. You just can't be sure about an encounter at the lower levels. Adds tension.
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El Khatiri
 
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Post » Tue May 17, 2011 8:39 am

well i say they sould randomly level the dungeons to a certain extent around your level.say you go to one dungeon and u completly smash these bandits 3 levels below you.Feeling alll high and mighty, you march over to this cave and "BOOM" a frost troll 2 levels above you nearly kicks your ass dead.but bigger rewards in the cave await.
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Logan Greenwood
 
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Post » Tue May 17, 2011 2:02 am

And here I was hoping for a constructive post on how this is a good system... :(
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Dean Brown
 
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Post » Tue May 17, 2011 12:28 am

Yea, i feel the same way. If it's like that will still might a have challenge when exploring a dungeon. If it's not, you can just enter every dungeon at lv 1 and then wait till you are lv 5, so you can explore every dungeon at lv 5. That would svck, really.


Yes because someone is going to be able to locate and enter all 130+ dungeones and still be level 1.

Derrrr.
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Monique Cameron
 
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Post » Tue May 17, 2011 9:40 am

Yes because someone is going to be able to locate and enter all 130+ dungeones and still be level 1.

Derrrr.

...Yes?
Levelscaling is back remember? And you need to sleep before you can level up.
And people that would use that strategy would totally use a guide on where they all are.
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aisha jamil
 
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Post » Tue May 17, 2011 10:22 am

...Yes?
Levelscaling is back remember? And you need to sleep before you can level up.
And people that would use that strategy would totally use a guide on where they all are.


No, you don't need to sleep anymore.
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Mariana
 
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Post » Tue May 17, 2011 8:19 am

Yes because someone is going to be able to locate and enter all 130+ dungeones and still be level 1.

Derrrr.

In Oblivion you could...
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Siobhan Wallis-McRobert
 
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Post » Tue May 17, 2011 12:53 am

No, you don't need to sleep anymore. Therefore you fail.


Source?
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Sheeva
 
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Post » Tue May 17, 2011 10:28 am

if items are all random, where will the suprise for exploring be?


Do I need to point out the irony of that statement?

In any case, if the "Radiant Story" is able to assign specific quests and quest rewards on the fly according to which dungeons you have not yet visited (and which NPCs you have not yet killed), etc., then there's no reason that unique artifacts could not be placed in specific dungeons you have not yet explored. This will really screw up the wikis, but that's a good thing.

My only gripe about locked dungeons as that I would like to possibility of encountering a really tough dungeon at a low level and run away screaming like a baby, only to come back later to get some revenge.
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jessica Villacis
 
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Post » Tue May 17, 2011 1:09 am

In morrowind there was level scaling till about lvl10....lvl15 at most.......it helped easy you into the game, and get your equipment befor the true horrors started appearing.

That being said, at any low level daedric ruins were always well above your level, bandits and smugglers were hard in the begining , but as you matched their level and gear you started getting the upper hand on them. Later as you continued to level, those powerful orcs were your new threat.

As you go more powerful, more dangerous areas opened up.....Red Mountain treks were long, hard and very rewarding....it was an area you started going into after you were able to match it with most common NPCs. Then when you did meet a hard boss or guild leader you had ot take down the fight was hard and properly diffecult.



Some items were a little ot easy to get, but the way morrowind handled level scaling, aka mostly static, but harder and easier areas is similarto how most MMOs works....because you want ot feel powerful, areas you started in to train from level one should slowly become walks in the park as you move onto bigger and better. Its a system that works fine for some many games, and I just dont understand why bethesda refuses to use this scheme again.

My only gripe about locked dungeons as that I would like to possibility of encountering a really tough dungeon at a low level and run away screaming like a baby, only to come back later to get some revenge.


You missed the point entirely....this means that if you went to the dungeon at level one it would be a challenge but not impossible.....but hwne you come back later the dungeon level is locked to when you first entered....aka level one and you should have no problem beating it.
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Chase McAbee
 
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Post » Tue May 17, 2011 11:59 am

Sorry but can somebody explain what is meant by locked level dungeon? Because as far as I can tell this means dungeons will still be level scaled down to your level however return to the same dungeon at a higher level and it will be locked at whatever level you visited it the first time you went there, if this is the case then how the hell can this be considered good? This in no way shape or form addresses any of the gripes and concerns that everybody had with level scaling and also adds another issue where if you enter a dungeon too early you have effectively nerfed it.
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{Richies Mommy}
 
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Post » Tue May 17, 2011 7:01 am

Sorry but can somebody explain what is meant by locked level dungeon? Because as far as I can tell this means dungeons will still be level scaled down to your level however return to the same dungeon at a higher level and it will be locked at whatever level you visited it the first time you went there, if this is the case then how the hell can this be considered good? This in no way shape or form addresses any of the gripes and concerns that everybody had with level scaling and also adds another issue where if you enter a dungeon too early you have effectively nerfed it.


From what we know so far....thats exsactly what it is.

I hope they release info on this soon....cause the moment this point here could just cripple the entire game.
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Catherine Harte
 
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Post » Tue May 17, 2011 8:40 am

Sorry but can somebody explain what is meant by locked level dungeon? Because as far as I can tell this means dungeons will still be level scaled down to your level however return to the same dungeon at a higher level and it will be locked at whatever level you visited it the first time you went there, if this is the case then how the hell can this be considered good? This in no way shape or form addresses any of the gripes and concerns that everybody had with level scaling and also adds another issue where if you enter a dungeon too early you have effectively nerfed it.


...and worse, you have to nerf a lot of places on your way up.
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Franko AlVarado
 
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Post » Tue May 17, 2011 2:20 pm

Well... so does this mean dungeons will have everrespawning enamys? Again? They never learn...
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Luna Lovegood
 
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Post » Tue May 17, 2011 1:03 pm

So basically we can't enter a bandit dungeon 100 times through our level up progress, getting better and better gear from the bandits? Oh man.
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luis dejesus
 
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Post » Tue May 17, 2011 2:14 am

So basically we can't enter a bandit dungeon 100 times through our level up progress, getting better and better gear from the bandits? Oh man.


Nope, just pick out of the other 130 dungeons to find a new one that has been scaled to yoru level .... yes such a solution


My hope is that there will be some sort of capping (both minimum and maximum) on the dungeons....so that some are more dangerous then others.
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Nathan Maughan
 
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Post » Tue May 17, 2011 4:16 am

Playing Morrowind for the first time.

Fresh off the boat I was waylaid by a highwayman who was asking me to pay a "toll". I ignorantly refused to pay it even though I was a wet behind the ears. I got my ass kicked.

And you know what? I deserved it. I was level frickin 1. I don't know what I was thinking taking on a skilled bandit in full armor while I was still wearing my starter gear.

I want that back.


Thats how my first char died... my tenth though... my tenth one on the other hand... using jinksblades aquirrred through sneaking into a dungeon with tons of cure paralyse potions... he was only level 2...
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A Dardzz
 
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Post » Mon May 16, 2011 11:54 pm

You missed the point entirely....this means that if you went to the dungeon at level one it would be a challenge but not impossible.....but hwne you come back later the dungeon level is locked to when you first entered....aka level one and you should have no problem beating it.


Yes, my problem is not with the fact that they are locked, but that they are level scaled, so that it is less likely that we will encounter a really difficult/almost impossible dungeon at level 1. The fact that they are locked once you enter the dungeon is a good thing.

One of the things I liked about New Vegas was the fact that you could go anywhere you liked, but some areas were populated by almost impossible to beat higher level creatures like cazadores and deathclaws. Since we will see FO3-style level scaling, my understanding is that there will be level scaling within certain ranges, as opposed to New Vegas' lack of scaling.

Hopefully there will be some areas where the lowest end of that range is much higher than your level (making them almost impossible to beat at low levels), but this remains to be seen.
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Flutterby
 
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Post » Tue May 17, 2011 11:31 am

I dont like it....means that all dungeon loot will once again be randomly generated rather then hand placed with special items and that choosing one dungeon over another will hardly make a difference.....if items are all random, where will the suprise for exploring be?
surprise for the first time but after you re enter the dungeon you know what to get is not surprise to me if i know what i am getting.
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Bloomer
 
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Post » Tue May 17, 2011 3:10 am

Well... so does this mean dungeons will have everrespawning enamys? Again? They never learn...
it better be non respawning dungeons are boring.
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DeeD
 
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Post » Tue May 17, 2011 1:56 pm

here is a description of Fallout 3's level scaling by Lead Designer Emil Pagliarulo


"This has been mentioned several times in past threads and interviews, but for those who missed it:

– Yes, there is a variation of level scaling used to control the difficulty of the main quest, so you can proceed through the game’s main story at any time and have a good deal of it (not all) be balanced for to your level and abilities.

– Other areas are “tethered” to certain levels

– There are places in the Wasteland where, if you’re not careful, you’ll certainly get your ass handed to you. Best to leave and come back when you’re better equipped/more skilled. Funny — just a half hour ago, our effects artist, Grant Struthers, told me this awesome story about how he watched a Deathclaw just rip this (well armored) NPC to pieces…

– That said, if you leave an area that’s too difficult, and then return later, no you won’t find that everything has increased in level, and it’s now even tougher.

– No, Raiders won’t eventually be equipped with Power Armor.

The balance has been feeling really great, and the team is really confident that we’ve solved the level scaling issues we had in Oblivion. Yes, we identified those mistakes, and learned from them. *gasp!*

One important thing to remember about Fallout 3 is that the game uses an experience points based system of leveling; you don’t level up based on skill usage. And, you get the majority of your XP from completing quests. So on the main quest path specifically, we are much better able to determine what level you’ll be at — especially your minimum level — when you get to any specific quest.

So while we do some level scaling on the main quest, things are generally at the player’s level anyway, because we know your minimum level along that path. And even where things are scaled to control difficulty, it’s not like a Super Mutant is going to scale down to level 2 anyway. Most of the level scaling stuff we do is just to eliminate frustration at the lower levels.

So by the time you get to the end of the game, you’re going to face challenges appropriate to the level you’d naturally be at."


A quote from IGN regarding FO3 level scaling:

"Fortunately, Fallout 3 will not use Oblivion’s level-scaling, but contrary to what you may have read elsewhere, scaling isn’t completely discarded.

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 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 level 8 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 it's 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.

We heard then that gamesas wasn't going to use the same system, but more info was required to clarify even more how things would work.


Sounds great - so we won't encounter "hello kitty" dragons at lower levels.
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Ellie English
 
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Post » Tue May 17, 2011 7:52 am

it better be non respawning dungeons are boring.


Nope... in Morrowind once you've cleared out a place you could make it you house (even though no actual houses were ingame), you could store you stuff in the none respawning containers... in Oblivion you couldn't get that feeling that you've truly cleared out a place... 'cuss next time you enter...
and Morrowind had a few respawning enamys... but mostly outside...
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stevie trent
 
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Post » Tue May 17, 2011 7:22 am

All I can see so far is the whole series going down the plug 'ole because of crap like this.

Morrowind did it right, stick to it.

Completley agree. TES is about exploration and this kind've ruins it
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Isabell Hoffmann
 
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