I am not glad that they are putting in ways that prevent characters from getting rewards for playing, period.
I don't powerlevel because I think it somehow rewards me; I powerlevel because I am punished with bad treasure for playing at level 1.
You are the one accusing me that elimination of level scaling all together would mean there is a "prescribed best order" to enter dungeons. Now that I have proven the opposite is true, please explain why you now say it no longer matters which order you enter a dungeon?
I wasn't accusing you of anything; I was pointing out a potential problem with your idea. It was intended to be constructive criticism, not destructive.
Anyway, "proven" is a bit of a strong statement. I don't think the developers are putting in level scaling to punish you. The scaling is intended to be transparent to anyone who isn't looking at a chart of min/max levels for dungeons as they play. But if you want me to expand on why the order of exploration is relevant, let me try to be a little more specific.
I'll simplify things for the sake of discussion. Let's say there are 100 dungeons, ranging from level 1 to 50. We'll assume even level distribution for both systems. The player advances 1 level for every 2 dungeons they complete. Obviously this is not quite how it will work, but like I said it's easier to discuss:
System 1 - No scaling
- 2 dungeons at a hard level 1,
- 2 at level 2
- 2 at level 3
...
- 2 at level 49
- 2 at level 50
System 2 - Capped and locked scaling
- 10 dungeons that range from 1-5
- 10 ranging from 5-10
- 10 ranging from 10-15
...
- 10 ranging from 40-45
- 10 ranging from 45-50
In either system, a player who sticks to dungeons equal to their level will play 2 dungeons per level, finding the same loot. But in system 1, there is less flexibility for the order that they explore. The dungeons progress in a more rigid, linear manner. With system 2, there's an increased possibility for the player to find dungeons close to their level in any region of the game.
Now the reasonable concern is that if you enter, for example a level 25-30 dungeon at level 1, the contents will forever be locked at level 25, and more importantly if you enter every single level 45-50 dungeon at a lower level than 45, you'll forever lose the possibility of grabbing the level 50 loot. But as long as you don't go intentionally searching out the highest level dungeons (which you would only know after a couple playthroughs without having a chart in front of you) and as long as the external areas around the dungeons are protected by equivalently leveled enemies as the interiors, this shouldn't be a problem.
But there's also one other thing: you'll most likely be level 50 long before you find all the dungeons in the game. I'm guessing that by the time you get to level 50 you'll still have
at least 25% of the dungeons left to explore, if not much more. So yes, in dungeons a, b, and c you potentially could have gotten better loot by entering them later, but it just doesn't matter because you still have dungeons x, y, and z to get all the loot you might have "missed."
The real problem arises if there are
unique items that level with you, like the quest rewards in Oblivion. So far I don't think we have much to go by to say that there will be. I'm sure Bethesda realizes that people didn't like having to be a certain level to get the good version of quest items, and I bet they're thinking of ways to fix this.
But as far as skill grinding, in Oblivion you were rewarded for playing the game in a way that they didn't intend (mindlessly casting spells) and punished for playing the game in the way they actually did intend, and it sounds like they're trying to fix this by requiring "specific use" to gain skill levels. This is good news for anyone who'd rather just play than metagame.