bandits and cultists by roads and towns
wolfs and bears in the Mountains.
Well, different enemies in different regios...ok, maybe (but not all). but when it's about the levelling, it's another matter.
Actually, I don't like the idea of 'uber-level area's'...it's a bit too much MMORPG a la WOW. It also does not make always sense; sure, there could be 'different' enemies in certain parts of the country, but it's difficult to make it realistic that all creatures are. Also, it doesn't really solve the basic problem of it that, at a certain point, you've just become too strong for whatever region .
I don't know why people say the levelling of MW was so good. It wasn't. In fact, it is JUST the reason they made the level-scaling in OB, just *because* there were many complaints about it.
The main problem with MW-leveling was that it was insanely difficult to kill even a weak creature at the start. (I died a few times just trying to kill a rat, I mean, c'mon). And at the other hand, at the end of the game, you're in absolute god-mode, killing off even the strongest of opponents with one swing. Thus, it is frustrating (at the start) and boring (at the end), respectively.
To remedy this, in OB they provided another kind of levelling, which, in principle, was/is a good thing. ONLY, the *implementation of it* wasn't all that great.
The problems with OB's leveling, while good intended, had the following drawbacks:
1)Almost every opponent levelled automatically with you; meaning, you lost your sense of 'accomplishment'. You got stronger by hard work/quests, etc.? Big deal, so did everyone else.
2)The levelling was also implemented in the stuff people wore. This can be done up to a certain level, but at some point, it becomes ridiculous: why would every low-life bandit and road-scumbag suddenly have expensive glass-armour gear, where they had none before? This also leads to a sense of devaluation of the stuff you found/bought, and thus, your feeling of accomplishment in finding/looking for good loot.
3)Even at level1, you could beat the strongest of opponents, like the champion of the arena. This does not make sense; how could a total newbie just starting to wipe the milk of his face, beat an experienced fighter as if it was a simple rat?
All this could be remedied if OB used another approach to the same levelling. For instance, if they were to divide the opponents up in 3 or 4 main 'groups' of attackers. Low-life bandits and other 'simple' opponents could indeed start at the same level, and level up with you until level 10, or something (in any case, before they got ridiculous expensive gear). 'Medium' opponents (bandit leaders, second-best characters of a quest, mid-bosses, etc.) would start at level 2-3 and level with you until level 20, at which point they would stop levelling (meaning, they would be equal to you at level 22-23, if all other factors (like armour/weapons) remain the same. Strong opponents (end-bosses, last characters to defeat in a quest, etc.) start at level 3-6, and stop levelling with you at level 30, meaning they would become equal at 33-36 and maybe level equally with you again when you reach that level.
Now, this would solve all the major dislikes of the OB level system:
1)It would prevent you from being frustrated that even low-level creatures and npc's pose an overwhelming difficulty-barrier; a lot of (lower) enemies would be more or less equal, which makes sense, since your more or less of their level at the start anyway. Immersion from the start, but being more realistically implemented against lower level opponents.
2)It would stop from 'getting' expensive and rare armour/weapons/etc. suddenly coming into the hands of every roadrobber out there. This would also create more sense of accomplishment when getting that gear; only higher-level opponents would also have a chance of getting it, after all. It also would it make it more difficult to get it simply 'along the way' by killing some idiots, as it was with glass armour in OB.
3)It would mean you would have difficulty at beating mid-level, and almost impossible to beat high-level opponets from the start. This would augment you feeling of accomplishment and immersion too (grrr, can't beat that guy yet, I'll get stronger and then come back) and it would cause things to be more realistic, since a total noob couldn't beat the strong opponents, at least not until they either have become very experienced and strong themselves, or, at least, have medium experience and found exceptional loot (armour, weapons, etc.) that make up for the (by then) smaller gap.
Such a system would keep the good things of OB's levelling, but would get rid of the drawbacks of it.