Level Scaling again.... and more

Post » Tue Feb 01, 2011 10:12 pm

Seriously, I think level scaling completely kills all motivation to make a strong character. Can't get to the next area because you're too weak? Trying new methods and skills really bring out the charm and sense of satisfaction when bringing down a foe. Also, I liked how daedric armor was rare in Morrowind. I actually felt badass after I found my complete set.


i think that leveling your character in an auto-leveling world isnt made for beeing stronger than others but having the game become more interesting. it's not what u r supposed to feel when u level up (more interesting for yourself rather than stronger to others) BUT i think the pay-off is that the game will remain challenging and balanced throught. IMO it's more important that i will not be a level 20 character when 50% of the game world is too easy to be fun and the other 50% is too hard to be fun.

HOW TO TACKLE AUTO LEVELING?

1) i think that main quest missions should NOT be auto leveling. the 10th quest will always include level 15 mobs no matter what level are you. tackle this quest only when u r strong enough.
2) side missions DO auto level so they are always fun to tackle.
3) make the weaker enemies stay in the game world long after u passed their level. just add a few tougher enemies. this way u will always find these bastards that used to give u a hard time and get your revenge but along them there will be enough tougher foes to challenge you.
4) instead of drastically change the type of enemies populating the world to match your level , change their numbers. so once u r a lot stronger than your everyday bandit, now u must face 50% more of them if u passed their level by much. this way the challenge remain, but instead of a challenge from 2 or 3 stronger-than-you bandits it's a challenge from 6 or 7 weaker-than-you bandits.

doesnt that make sense?
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Jade
 
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Post » Tue Feb 01, 2011 10:44 am

Dont care as long as leveled items level with me even in my inventory
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Trish
 
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Post » Tue Feb 01, 2011 6:22 pm

Um falout 3 and falliut new vegas had the same level scaling system.. the ONLY difference was in fallout new vegas they made sure to put some realy nasty areas in your way.. in fo3 all the nasty areas were far from where you started out.
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Natalie Harvey
 
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Post » Wed Feb 02, 2011 1:51 am

They should hand place the rarer high-end armour sets and weapons (like glass, ebony and daedric) as to not break immersion (because a bandit does not wear full daedric. period.) but the mid and lower tier sets could be random.

Furthermore certain mobs should stop leveling with you after a while, an lvl 30 Altmer wizard should be able to kill a goblin by just staring at him, it shouldn't take five minutes because he has levelled HP.
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suniti
 
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Post » Tue Feb 01, 2011 10:14 pm

I get the impression that some would prefer a separate "loot level slider" to go with the "game difficulty slider".
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Jessica Colville
 
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Post » Tue Feb 01, 2011 9:34 pm

Outstanding!!!!!

A little perspective on complaints of finishing Morrowind in less than 100 hours. You want short? Try Oblivion. How about a character that will be as good as he will ever be, one minute into the game.


You really can't control this over exaggerating thing can you? My character is vastly superior to my lvl 1 character in Oblivion.

Morrowind: waaaaa less than 100 hours.
Oblivion: less then one second.

Level scaling = a pre-insertion orgism.


You see this is where you'll need a bit of perspective, the one you promised at the start, Morrowind can be completed in under 10 minutes, if speed is what you want.
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Amanda Leis
 
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Post » Tue Feb 01, 2011 12:56 pm

HOW TO TACKLE AUTO LEVELING?

1) i think that main quest missions should NOT be auto leveling. the 10th quest will always include level 15 mobs no matter what level are you. tackle this quest only when u r strong enough.
2) side missions DO auto level so they are always fun to tackle.
3) make the weaker enemies stay in the game world long after u passed their level. just add a few tougher enemies. this way u will always find these bastards that used to give u a hard time and get your revenge but along them there will be enough tougher foes to challenge you.
4) instead of drastically change the type of enemies populating the world to match your level , change their numbers. so once u r a lot stronger than your everyday bandit, now u must face 50% more of them if u passed their level by much. this way the challenge remain, but instead of a challenge from 2 or 3 stronger-than-you bandits it's a challenge from 6 or 7 weaker-than-you bandits.

doesnt that make sense?

1 here I agree, this was one of my main problems with Oblivion, it was designed so any character could do any quest at any level, yes it gave great freedom but it also become pretty silly at parts, main quest was better done early as the npc who helped you did not get better equipment so they was killed at once at high level.
Morrowind did this better, no you can not become leader of the mage guild unless your magic skills are very high.
2 agree, and it look like the game work like this, you can run into side quests at any level,
3 with the dungeon lock on player level then enter this should be true.

4 yes this is genius, and it increase difficulty greatly, two enemies are more than twice as dangerous as one, with staggering and knockdown they become very dangerous.
The obvious way to add challenge at high level.

They could have done that in Oblivion with little problem. Add enough enemies for high level and just set the levelled list so more and more showed up.
Only problem is that this would make the game harder for fighters than stealth player who could take out many of them from cower and mages who could use mind controll
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Gemma Flanagan
 
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Post » Tue Feb 01, 2011 10:23 am

You really can't control this over exaggerating thing can you? My character is vastly superior to my lvl 1 character in Oblivion.


hes vastly superior compared to himself when he was lvl 1 . . . on the other hand, compared to his environment he stayed the same
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Marcus Jordan
 
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Post » Tue Feb 01, 2011 7:39 pm

in sandbox games, i find it VERY immersion breaking to suddenly find higher level enemies and loot in the world. it makes me think "oh i guess ive reached the required level for THAT to spawn". where were all the dangerous enemies and hi levelled loot at the beginning of the game? What, the dangerous creatures didnt want to go out and the enemy NPCs didnt want to use their good stuff because they thought i might not be up to the task yet? i dont want the world to care what level i am. i want the world to be affected by my actions, not my level.
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Leilene Nessel
 
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Post » Tue Feb 01, 2011 9:28 pm

Ungh, another level scaling thread. This has already been chewed up several times over. Bottom line: it won't be as bad as it was in Oblivion, but it'll be there, so live with it.
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Taylor Thompson
 
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