About regions locking to the level in which you visit them

Post » Thu May 19, 2011 8:45 am

So theoretically, I can slip out of harm's way and run all over the gameworld and enter as much caves as I can, at level 1, so the whole of Skyrim locks to level 1. Then, I level up, get strong, and the whole world is level 1 forever. Therefore, I gimped the game.

Thoughts?

Note: I think this system comes from Fallout 3, and I dont know if you can do this in that game. I havent played it that much (yes, I just bought a few months ago, never had the chance to play it before).

Double Note: QUESTION ANSWERED! I got it all wrong.
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CHangohh BOyy
 
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Post » Thu May 19, 2011 8:35 am

I don't think that is how it works....

*waits for mod or expert to show up and set everything straight*
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ILy- Forver
 
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Post » Wed May 18, 2011 9:58 pm

if that is true i am going to be pissed
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Dominic Vaughan
 
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Post » Thu May 19, 2011 1:23 am

*does the same*
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Eduardo Rosas
 
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Post » Thu May 19, 2011 1:39 am

I made a thread about this a long time ago


http://www.gamesas.com/index.php?/topic/1188555-level-scalingarea-scaling/

Hope it helps.
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Milad Hajipour
 
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Post » Thu May 19, 2011 6:34 am

So theoretically, I can slip out of harm's way and run all over the gameworld and enter as much caves as I can, at level 1, so the whole of Skyrim locks to level 1. Then, I level up, get strong, and the whole world is level 1 forever. Therefore, I gimped the game.

Thoughts?



It works like Morrowind. When a Cell loads, and the enemies load, they don't reload when you leave and return to the cell. But when you kill them, they are open to reload once more as something different, as scripted in the spawn list.

In Oblivion, the enemies were generated each time you entered the cell. If you had seen a Minotaur there one minute, you can leave and come back, and the same monster may be a totally different one.


If you spend any time in the TES Construction kite for Morrowind, you'll quickly understand what they're talking about, and why they're doing good work. The only problem with Morrowind's scaling, is it was a 1-70 game, scaled against 1-20. So there's 50 levels there of no challenge (Excluding expansions). Skyrim is a 1-70 game scaled as a 1-50. This pleases me.

Fallout 3 was a 1-20 game scaled for 1-15. So I'm anticipating a similar difficulty curve, IE Progression without loss of fun/challenge.
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Kyra
 
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Post » Wed May 18, 2011 10:57 pm

It works like Morrowind. When a Cell loads, and the enemies load, they don't reload when you leave and return to the cell. But when you kill them, they are open to reload once more as something different, as scripted in the spawn list.

In Oblivion, the enemies were generated each time you entered the cell. If you had seen a Minotaur there one minute, you can leave and come back, and the same monster may be a totally different one.


If you spend any time in the TES Construction kite for Morrowind, you'll quickly understand what they're talking about, and why they're doing good work. The only problem with Morrowind's scaling, is it was a 1-70 game, scaled against 1-20. So there's 50 levels there of no challenge (Excluding expansions). Skyrim is a 1-70 game scaled as a 1-50. This pleases me.

Fallout 3 was a 1-20 game scaled for 1-15. So I'm anticipating a similar difficulty curve, IE Progression without loss of fun/challenge.

so its not like if i go in a cave at level 5, the spawns in there will be weak monsters forever, even when im level 35? im kinda worried about this cause i dont want to go places and cut out alot of challenging enemies later on just by entering locations, and they havent been very clear about it
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Nitol Ahmed
 
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Post » Thu May 19, 2011 3:16 am

I didnt bother to search because I fell prey to the fallacy that "OMG I and only I thought of this!!!!". But, thanks for the explanations, guys. It all seems clear now.
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Jesus Duran
 
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Post » Thu May 19, 2011 2:21 am

In fallout it was barely noticeable and was really well done :D
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Niisha
 
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Post » Thu May 19, 2011 4:01 am

In theory it is supposed to make it so if you go back somewhere previously visited then the bandit or whatever won't have somehowupgraded from leather to glass armour but is is open to the go in and come back later when you are stronger to make it easier fo yourself.

I personally would like it if everything level in handpicked from the beginning so you are just as likely to find a group of bandits in glass armour as you are to find another group in leather. I found it stupid in Oblivion that glass armour made no apperance until you reached about level 20, then all of a sudden everything seemed to have it. You should be able to walk into a dungeon at level 1 and get your [censored] handed to you by a marauder in ebony/glass or other high level armour or weapon rather than it only appearing because the game feels you are ready/ or at a given level. It would add to the excitement of not knowing what is around the next corner and not kowing exactly how hard a dungeon is until you are in it getting your [censored] cained. My opinion anyway
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Bedford White
 
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Post » Thu May 19, 2011 7:43 am

so its not like if i go in a cave at level 5, the spawns in there will be weak monsters forever, even when im level 35? im kinda worried about this cause i dont want to go places and cut out alot of challenging enemies later on just by entering locations, and they havent been very clear about it


No, if I remember right, when you enter a cave it can have a range of, let's say, level 10-20. Once you enter it locks somewhere between there, like level 19 for example. It will be forever level 19, even if you're level 1 or 53.
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Kara Payne
 
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Post » Thu May 19, 2011 4:38 am

You are supposed to level up roughly twice as fast as OB, you would have a pretty hard job locking 130 dungeons without using enough skills to level up loads anyway.
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stevie trent
 
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