Absolutely no reason not to fix scaling when the issue could

Post » Mon Dec 12, 2011 8:37 pm

The problem isn't level-scaling, the problem is scaled-spawns.



Look at Oblivion. What scales in Oblivion? Ogres, Lichs, Brown Bears, Minotaur Lords, Xivali, Dremora Lords and one other type of ghost. Everything else hits a roof. Anyone disagree with any of those enemies scaling? Again, those are, according to lore, very deadly. Yes Bandits also scaled, yes it was ridiculous, but ignore bandits just for a moment. I'll get back to those.

Look at Fallout 3. What scaled in Fallout 3? Deathclaws. Deathclaws, Super Mutant Overlords and a bunch of DLC enemies. Yes, backwards hillbillies ended up being more powerful than military personnel with laser rifles and power armor, again, ignore them for the moment.

Case and point, what scales in Fallout New Vegas? NCR Ranger Veterans, Brotherhood of Steel Paladins, Deathclaws and some DLC enemies (like 2). Why do these scale? Because the lore of the game says these are flippin' deadly, so it'd sure as hell feel weird if they couldn't leave a dent in you. Anyone disagree with this logic? I hope not.


The problem is that whereas Fallout New Vegas just stuck those enemies where you would expect them, Oblivion shoved them in your face. Where you would once expect to see a timberwolf hanging out, suddenly there's a pair of Minotaur lords there. Imagine if you were playing Fallout New Vegas, and then when you walk up to a location named "Mole Rat hill," suddenly there's no longer molerats there, but friggin' Deathclaws. Imagine if you went to wage war on the Legion, but suddenly instead of Legionnaires, there's friggin' Deathclaw Legionnaires.

That's the exact problem we're talking about with Oblivion and Skyrim. FO:NV did level-scaling perfectly. FO3 did level-scaling perfectly until DLC came out. Once the DLC came out, Broken Steel seemed to replace every spawn in the northern region with a deathclaw spawn and every super mutant spawn with a Super Mutant Overlord spawn. Point Lookout also thought making hillbillies stronger than Jesus Christ + Elvis Presley combined was a great idea, but that was more of a....logic flaw, than anything. They picked the stupidest [censored] enemy to beef up; I think people would welcome a stronger, leveled-enemy for a DLC, but ffs it looks ridiculous if Hillbillies can one-shot you but power-armored soldiers with plasma rifles can't tickle you. BUT BEFORE THOSE DLCS, Fallout 3 was fine.
Oblivion was the worst. EVERY spawn along the roads suddenly had to spawn a Minotaur Lord or an Ogre or a Bear. If you saw a wolf, you thought "holy [censored] [censored], a wolf" and took pictures and sent them to your friends and family to prove you weren't insane. And the Bandits. The bandits were stupid because suddenly everyone and their mother was decked out with full glass armor. What would've made Oblivion perfect? Make the spawns realistic. Don't spawn ogres on the roads just because you know I hang out on the roads; stick them in the flippin' mountains, where they're supposed to be. Don't stick Minotaur Lords on the roads just because you know I'm there. Give them their area of the map where they're supposed to spawn a lot or more frequently. Let wolves and weak bandits continue to spawn here and there.


So what's Skyrim's problem then? Well for one...you know how I would expect Deathclaws to be strong because the lore says so, and thus I want deathclaws to level-scale? You know how I would expect Lichs to level-scale because they're supposed to be powerful? Well, some genius down at Bethesda decided we should make a game that centers around a certain legendary-type of enemy stalking the player. So ta-da, level-scaled dragons being rubbed in your face. It wouldn't matter if dragons were the ONLY enemy that level scales, because unfortunately they're so frequent that you're going to prep for them no matter what. And that's the exact problem with ALL the level-scaled enemies of Skyrim: they're a guarentee. Yes, you might find 12 weakling bandits that you can one-shot throughout this cave, but you know that the bandit that's standing in front of the loot chest is gonna be Chuck-[censored]-Norris. So does it matter? No, not at all, because by the end of the day and the end of the dungeon, you've gotta prep for Chuck-[censored]-Norris.


The moral of the story is, if an enemy is legendary lore-wise, then sure, level-scale it. However, with that, there's a few things to remember:

1) Legendary all-powerful enemies? Generally not all that common. If they were, everyone would be dead. So stop spawning them EVERYWHERE.
2) Bandits and Hillbillies? Probably not legendary all-powerful enemies. Let them rot, don't level-scale them.
3) If an Ogre prefers living in the mountains, what does my level have to do with his habitat? "[censored], the protagonist hit level 45. Let's migrate to every possible climate on the map." Like wtf? No, leave him in his little area. He's allowed to level-scale; he's a [censored] ogre. But he also has to stay in his little mountain range....because he's a [censored] ogre.


Does that make sense?


THIS THIS THIS ^^^^^^^

Todd Howard, if you are reading this, take some notes man.
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carrie roche
 
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Post » Mon Dec 12, 2011 2:37 pm

I should also say that I think a Perk nerf was needed in some of the combat trees. Especially those that you can put multiple points in. Instead of 10% increases, 5% would be enough. Or 8 for a total of 40. Etc etc.
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Bryanna Vacchiano
 
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Post » Mon Dec 12, 2011 4:15 pm

Please read and comment. TL;DRtards need not apply.

Dunno why you suggest such broken system, it just plain complicated. The logical approach is to limit the amount of possible variables as much as you can, say you have a counter that keeps track of damage done and a counter that keeps track of your character level.

var damage_done:int = 600;
var player_level:int = 10;

We have a typical pacifist character who skilled mostly smithing, lockpicking and pickpocketing. Such actions have brought him to level 10 and he has barely done about 600 total damage to mobs.
Logically we can use 600*10 = 6000 and use 6000 to determine level scaling.
When our beloved pacifist begin to quest and kill things once again, the world will become more challenging as he does more damage.

In short, you wish the game to scale after level and amount of damage done by your character, then use said numbers in elaborated formula to determine level scaling. To make things more complicated game could take into account damage done with bows and magic, if magic damage is dominate game and loot is balanced for a Mage character and so on.
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Tarka
 
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Post » Mon Dec 12, 2011 4:52 pm

Yeah I don't understand the complaints in the least.
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Latino HeaT
 
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Post » Mon Dec 12, 2011 4:30 pm

I kinda like coming across a particular dungeon, creature or dragon that mops the floor with me, then going back when I'm stronger and defeating it. I don't want some bear noticing that I have improved armor and quickly chugging a bunch of bear steroids. Bearoids. No thanks. Scale by changing some of the random encounters to more difficult types of enemies..don't scale the enemies. They do that pretty well with the types of dragons encountered as you level, I think.
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Juan Cerda
 
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Post » Tue Dec 13, 2011 3:01 am

No scaling.

Fixed.

Makes it non linear, which is one of the biggest things going for TES games.

Scaling is fine to me, and in all honesty the combat mechanics are almost pointless in TES games. They are literally "push button, enemy dies". If combat were meant to be important then switching from weapon to weapon or to magic would not be so clunky. This is not a game like WoW where you actually learn a bunch of new attacks as you level that makes combat more and more complex. All that happens as you level is that you hit a little harder and the enemies get a little tougher.

For me the joy of TES games is the exploration and the story. Unlike WoW where there really are a limited number of things to see and do in a TES game the dungeons are largely unique and many have their own little puzzles to figure out.

The other real issue with people wanting better scaling, or no scaling at all, is the consideration of how most people seem to play. You concentrate on one weapon type, but after a while start branching out to learn new things (to help level up, and because in an RP game it seems natural that when you become an expert in your chosen field you would want to learn new things). Imagine being 3/4 of the way through the main quest when you max out heavy armor and 2 hand weapons and deciding it is time to go and try your hand at a bit of magic for a while. You would get stomped on in the dungeons to continue the main quest.

Skyrim works because of the freedom it offers, the combat system is just there to give you something to do while looking around the world. It is something that is a secondary consideration rather than a primary one.
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Crystal Clarke
 
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Post » Mon Dec 12, 2011 4:21 pm

I've offered this retort up on another board and I'll do it here. Generally, in any other game, if you want "legendary" items and gear you had to fight for them. Maybe the game offered a quest chain you had to complete. Maybe you have to fight a tough boss. There's a sense of accomplishment when you complete this task to get your Legendary gear.

An example:

In, say, Final Fantasy 10 (wasn't a big fan - just stick with me here) if you wanted a Legendary weapon you had to fight a decently strong boss. On your way to that boss were mobs that would do anything to stop you in your path.
In Skyrim if you want a Legendary weapon you sit at a whetstone wheel. Then break the game.

The idea about things getting more difficult the further you are from a road is a fun and neat idea. No scaling at all is a terrible idea as it begs the game to become incredibly stale. The game checking your level of improvements and items wouldn't turn the AI into some incredibly hard and overpowered entity. Getting great gear should come with rewards, no? What it does is offers you a challenge. Mobs on the way to that Dragon Priest would become more difficult. The Dragon Priest itself would be boosted...but not to a degree that it can't be beat. In fact, if you can go in with lesser gear and win the day, isn't THAT a reward in and of itself? It would present challenges, a need for strategy and tactics in your fights. As it stands now, I waltz in, hit RT twice and it's done. Blech.


There is a subtle yet HUGEEE difference between fighting stronger enemies for better loot and fighting stronger enemy because you have better loot.

First encourages seeking out harder encounters. It lures players into fighting stronger enemies with promise of better reward, and this is significantly appealing to RPG crowds because a huge main theme of RPG is character progression.

Second method that you want gives the opposite impression... you are now facing bandits with daedric because you worked hard to get daedric, and so on.

You are right that the end result seems identical, but the very simple order of things, that is--upgrade first, challenge second--makes that a terrible idea in practice.

Traditional and functional RPG system is challenge first, upgrade second.

So what's wrong with Skyrim? Due to ease and dominance of crafting, it rewards first with no challenge before or afterward.

Edit: also Longknife there has the right idea how to implement scaling to make open world possible, at the same time, prevent the feeling of being punished for making more powerful character.
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Leilene Nessel
 
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Post » Mon Dec 12, 2011 10:09 pm

Makes it non linear, which is one of the biggest things going for TES games.

Yeah, it worked wonder with the dungeons of the game !
They are SO not linear !
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lisa nuttall
 
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Post » Mon Dec 12, 2011 9:04 pm

Yeah, it worked wonder with the dungeons of the game !
They are SO not linear !


Non linear as in the order you choose to complete things. You don't tend to get stuck in a quest line when you find you are 10 levels below where bethesda decide you need to be to continue. Or, equally as bad, you don't discover you are 10 levels too high for a quest line because you went off and did something else and so have utterly negated the difficulty of the content.

The only real problem with scaling is that unique armor does not scale with you.
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Petr Jordy Zugar
 
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Post » Tue Dec 13, 2011 4:55 am

The people [censored]ing about scaling who want segmented areas are all WoW players methinks.

Go play something else and shut up.
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Chantel Hopkin
 
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Post » Mon Dec 12, 2011 2:23 pm

During the loading screen the game tells me that Ice Trolls are the most ferocious of their kind. Pfft. No they aren't. On master they are 3 shot. Pffffft.


Random aside...... just because you can 3-shot an Ice Troll on Master doesn't mean they aren't "the most ferocious of their kind". Unless the normal non-Ice trolls are harder for you to kill.

"The most ferocious of their kind" doesn't mean that they're tough compared to you, it means they're tough compared to other trolls.
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Roberto Gaeta
 
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Post » Mon Dec 12, 2011 10:18 pm

Non linear as in the order you choose to complete things. You don't tend to get stuck in a quest line when you find you are 10 levels below where bethesda decide you need to be to continue. Or, equally as bad, you don't discover you are 10 levels too high for a quest line because you went off and did something else and so have utterly negated the difficulty of the content.

The only real problem with scaling is that unique armor does not scale with you.

Yeah so it's okay if dungeons are just a single corridor, but if some parts of the world are out of your reach when you start then suddendly the whole game become "linear" ?
As usual, it doesn't make any sense.
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IsAiah AkA figgy
 
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Post » Mon Dec 12, 2011 4:59 pm

There are a lot of nice ideas in this thread, especially the ideas of scaled-spawns.

I really wish Bethesda would see that the current system of level scaling is flawed. I know there will likely be mods that address some level scaling issues, but it just isn't the same as having the game being designed around these ideas.
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Mandi Norton
 
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Post » Mon Dec 12, 2011 3:23 pm

I think scaling has been improved, but wouldn't mind it getting some tweaks.

What I'd like to see is either 2 or 3 different categories for skills:

1. Combat Skills
2. Combat Support Skills - OPTIONAL (Smithing, Enchanting, etc.)
3. Non-Combat Skills (Speech, Lockpicking, Pickpocketing)

Combat skills get full weight for leveling (just like now). Support skills get 2/3 or 1/2 weight. Non-combat skills get 1/2 or 1/4 weight for leveling.

I'm not sure if certain skills like smithing should just be considered regular combat skills, so 2 categories might be enough. But I think a system like this would solve a lot of the scaling issues.
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Nicole Kraus
 
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Post » Tue Dec 13, 2011 3:39 am

The fix is easy:

1. Scale difficulty off of level
2. Game checks level of improvements (Epic, Flawless, Legendary, etc) on gear and weapons and adjusts difficulty, damage output, resistances, armor rating and magic damages accordingly on top of any scaling from level
3. Game checks level of gear and armor rating and adjusts difficulty on top of #2 and #1
4. Game checks level of abilities and perks and further adjusts on top of #3, #2, and #1 (Mainly, this is because having 5/5 Barbarian turns the game into a cakewalk)
5. Game checks the Difficulty setting present (Adept, Expert, Master) and adjusts one last time

There is a problem with scaling to nothing but offensive and defensive capabilities. There are characters who are supposed to be weak in combat. They gain their value from their non-fighting abilities. Players appreciate skills when they are needed for success. Consider the thief. If he is a relatively pathetic fighter, then sneaking, lockpicking, and stealing are tools he needs to succeed, and thus each of those skills has great value. Grant that thief the ability to stand up to his enemies in a face-to-face fight, and you cheapen the worth of his other skills. A barbarian's fighting skills have great value to him. Because he can't easily sneak or pick pockets or open locks, he needs the abilty to confront his enemies in melee combat. A thief will sometimes regret the moments he has to fight, and a barbarian will sometimes regret the moments he has to sneak. It's a trade-off. With each choice, you gain a benefit, but you also have to deal with a consequence.

With Skyrim, you are supposed to navigate the game by assessing and planning your character's strengths and weaknesses and by adjusting your play to suit them. If you mismanage your character, you pay the price. Scaling is good when it is applied to keep a thief from being splattered like a bug every time he turns around, but not when it allows him to strut about as fearlessly as some kick-butt battlemage.
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Vickey Martinez
 
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Post » Mon Dec 12, 2011 5:31 pm

The problem isn't level-scaling, the problem is scaled-spawns.



Look at Oblivion. What scales in Oblivion? Ogres, Lichs, Brown Bears, Minotaur Lords, Xivali, Dremora Lords and one other type of ghost. Everything else hits a roof. Anyone disagree with any of those enemies scaling? Again, those are, according to lore, very deadly. Yes Bandits also scaled, yes it was ridiculous, but ignore bandits just for a moment. I'll get back to those.

Look at Fallout 3. What scaled in Fallout 3? Deathclaws. Deathclaws, Super Mutant Overlords and a bunch of DLC enemies. Yes, backwards hillbillies ended up being more powerful than military personnel with laser rifles and power armor, again, ignore them for the moment.

Case and point, what scales in Fallout New Vegas? NCR Ranger Veterans, Brotherhood of Steel Paladins, Deathclaws and some DLC enemies (like 2). Why do these scale? Because the lore of the game says these are flippin' deadly, so it'd sure as hell feel weird if they couldn't leave a dent in you. Anyone disagree with this logic? I hope not.


The problem is that whereas Fallout New Vegas just stuck those enemies where you would expect them, Oblivion shoved them in your face. Where you would once expect to see a timberwolf hanging out, suddenly there's a pair of Minotaur lords there. Imagine if you were playing Fallout New Vegas, and then when you walk up to a location named "Mole Rat hill," suddenly there's no longer molerats there, but friggin' Deathclaws. Imagine if you went to wage war on the Legion, but suddenly instead of Legionnaires, there's friggin' Deathclaw Legionnaires.

That's the exact problem we're talking about with Oblivion and Skyrim. FO:NV did level-scaling perfectly. FO3 did level-scaling perfectly until DLC came out. Once the DLC came out, Broken Steel seemed to replace every spawn in the northern region with a deathclaw spawn and every super mutant spawn with a Super Mutant Overlord spawn. Point Lookout also thought making hillbillies stronger than Jesus Christ + Elvis Presley combined was a great idea, but that was more of a....logic flaw, than anything. They picked the stupidest [censored] enemy to beef up; I think people would welcome a stronger, leveled-enemy for a DLC, but ffs it looks ridiculous if Hillbillies can one-shot you but power-armored soldiers with plasma rifles can't tickle you. BUT BEFORE THOSE DLCS, Fallout 3 was fine.
Oblivion was the worst. EVERY spawn along the roads suddenly had to spawn a Minotaur Lord or an Ogre or a Bear. If you saw a wolf, you thought "holy [censored] [censored], a wolf" and took pictures and sent them to your friends and family to prove you weren't insane. And the Bandits. The bandits were stupid because suddenly everyone and their mother was decked out with full glass armor. What would've made Oblivion perfect? Make the spawns realistic. Don't spawn ogres on the roads just because you know I hang out on the roads; stick them in the flippin' mountains, where they're supposed to be. Don't stick Minotaur Lords on the roads just because you know I'm there. Give them their area of the map where they're supposed to spawn a lot or more frequently. Let wolves and weak bandits continue to spawn here and there.


So what's Skyrim's problem then? Well for one...you know how I would expect Deathclaws to be strong because the lore says so, and thus I want deathclaws to level-scale? You know how I would expect Lichs to level-scale because they're supposed to be powerful? Well, some genius down at Bethesda decided we should make a game that centers around a certain legendary-type of enemy stalking the player. So ta-da, level-scaled dragons being rubbed in your face. It wouldn't matter if dragons were the ONLY enemy that level scales, because unfortunately they're so frequent that you're going to prep for them no matter what. And that's the exact problem with ALL the level-scaled enemies of Skyrim: they're a guarentee. Yes, you might find 12 weakling bandits that you can one-shot throughout this cave, but you know that the bandit that's standing in front of the loot chest is gonna be Chuck-[censored]-Norris. So does it matter? No, not at all, because by the end of the day and the end of the dungeon, you've gotta prep for Chuck-[censored]-Norris.


The moral of the story is, if an enemy is legendary lore-wise, then sure, level-scale it. However, with that, there's a few things to remember:

1) Legendary all-powerful enemies? Generally not all that common. If they were, everyone would be dead. So stop spawning them EVERYWHERE.
2) Bandits and Hillbillies? Probably not legendary all-powerful enemies. Let them rot, don't level-scale them.
3) If an Ogre prefers living in the mountains, what does my level have to do with his habitat? "[censored], the protagonist hit level 45. Let's migrate to every possible climate on the map." Like wtf? No, leave him in his little area. He's allowed to level-scale; he's a [censored] ogre. But he also has to stay in his little mountain range....because he's a [censored] ogre.


Does that make sense?


Genius! 11/10! If Skyrim were like this, it would be amazing.

Y'know what bugs me most about it, it's the lack of immersion. Because...It's not just the ogres that scale. The other day, on my level ~40 character, i went strolling into Riften for the first time on that character(i hate riften...eh), and ended up entering the city through the meadery. As i walk in the door, what do I see under the store counter, but an ebony sword. In a Meadery. What.

Also, the dragon scaling; I'm fine with dragons having different difficulties, but why have them level with you, and only you? It kinda svcks that at level 4 I'll only ever run into a "Dragon", while at level 40 I'll rarely NOT run into an Elder Dragon. Surely, by the same methods you specified, you could make dragons function perfectly well without them all being the same throughout the game? Couldn't the Elder Dragons stick to their lofty mountain peaks, and the lower level dragons be the ones munching on villagers and cows all the time?

To me, the bottom line is that I play an Elder Scrolls game to be immersed in the experience, and level scaling is a huge hindrance towards me achieving that level of immersion. Oscuro was damn good at what he did; I just don't get why they couldn't just fix it entirely this time around, rather than just a little bit.
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cosmo valerga
 
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