» Wed Nov 25, 2009 10:06 am
Morrowind's level scaling system was good, but not great. I think the Fallout series has actually had the scaling vastly improved.
However, I will agree that some scaling is necessary, but not just to keep a player from getting Daedric Armor at level 1 (If you can find a way to get it, you deserve it, just like certain items in Morrowind - Umbra anyone?).
Here's an idea, however. There should be a very distinctly separate scaling for all things in the game. The main things of course are Monsters, Loot and NPCs.
NPCs should for the most part be fixed. No more bandits with high-end armor, and at higher levels you should be able to take on quite a few without breaking much of a sweat.
Loot and Monsters should scale in a different way: They should have a scale buffer.
There would of course be exceptions, ie: fixed places where certain named mobs or loot spawn (are) for the entire game. Good luck killing the mobs at lower level and good luck finding the loot (like Morrowind where items are just hidden around the world).
The scale buffer would work like this:
A 'Dark Seducer' spawns with a level between 15 and 20 (let's say). Dark Seducer A spawns at level 18 and has a 5 level buffer. This means you will start encountering level 18 seducers at level 13 and they will be very difficult for you. You will see them for the rest of the game however, they will never spawn above level 20 which means once you hit level 25 they will now be not as challenging. Once you've hit level 25 however all Dark Seducers will spawn at their max level, level 20. There should also always be a very slim chance that a monster above the 5-level buffer will spawn (less than 1%) in certain places to keep it interesting.
This means you will never encounter a rat you can't kill, for example, when you are over, say, level 5,but they will still appear.
In order to combat having to wade through such things, creatures, especially wildlife, should flee from you if you are more than 5 levels above them (they remain docile until you attack, then try to escape).
This is all very basic, and I think it would be better for Bethesda to explore the FCOM mods for more detailed and randomized ways of doing this, but it is definitely very important to keep things unpredictable and random.
Also, the 'becoming a god' argument is invalid, and it is the reason why things were so hampered and dull from MW to OB. So what if we become a god? We are traveling the land doing all sorts of things that very few who live there would ever dream of. Do you really think so bandit leader could mess with us after we've been across the country a couple of times and ventured into the most dangerous areas imaginable? It would make no sense. We have the potential to become masters of all magic and combat as well as survival, and we work for it; eventually, we should be able to mow down anyone in our path.
If what we've seen from Fallout 3 to New Vegas is any indication, Bethesda pay close attention to the popular mods out there and use them to gauge what players want, because after all, it takes a lot of effort to make a mod so that must be a good way of looking at it. So hopefully, that means they'll take a long look at FCOM and some other major mods (Nehrim and Unique Landscapes for terrain inspiration, Better Cities, etc). Finger's crossed...