Remove extensive level scaling in Skyrim? Part 2

Post » Wed Nov 25, 2009 12:20 am

Other: No scaling please
Its 0 fun if i can go with lvl 1 everywhere and kill everything without train!

@ Redguard King: you have 2 Options with "yes Level Scale..." and none with "None Scale" Maybe nextime you can add it. It would be helpful, thank you



Oh sure. They can robb a Daedric Prince and thats why they got so good items later in the game... cmon! Are you reading sometimes your own stuff?


The truth of the matter is, all RPGs have some form of level scaling. The reason I suggested Morrowind because it's closest to home and it was a lot more minimal and subtle in comparison to Oblivion. If there was no form of level scaling at all, it's quite possible the player could never level, and in effect be a broken game before even starting. I believe Bethesda can find a way to make level scaling much more subtle, more unpredictable and challenging, and not just feed the players with a constant challenge and a positive incline in loot rewards. There should be instances when the player is way in over their heads. There should be instances where the player feels powerful and handles the situation effortlessly. There should also be instances where maybe a player does by chance come across a powerful relic. But this of course would be more or a rarity than a common occurrence. The more option and diversity there is, the more selection and choice the player has in writing their own path in history and truly coming away from the game with a memorable experience.
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Elizabeth Lysons
 
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Post » Tue Nov 24, 2009 9:35 pm

Realistic? How is enemies getting stronger as you progress an inch realistic? And bandits had glass and ebony armor, VERY rare armor. They can be stealing all they want, but like I said, it's very rare. It kind of kills a sense of exploration when you randomly end up on an enemy on the main road with some of the rarest armor piece. The advantage of predetermined items, is the ability of making some of them artifacts, unique items of strong power. Not only artifacts hunting was awesome, but it featured most of the time unique dungeons and tombs. Do you remember the Nord tomb? The body was laid on a boat in a cavern inside a tomb? Or some other very elaborate ideas like a tomb with plenty of rare items, the place being trapped and all? Scaling everything not only makes everything random, but everything identical. There were absolutely no incentive to go explore ruins when you always get the very same items depending on your level. At least exploring a random dungeon in Morrowind meant having a chance on getting interesting items. What did you get besides the same armor, same potions, same scrolls, same books? Getting ANYTHING in Morrowind dungeons was so much more satisfying.



Did you ever consider maybe other people in the world might lvl up too, you started out weak, dungeen dived, there tonns of others in the world doing the same, why should you be the only one getting more powerfull?? As for as bandits having nice armor maybe thats something that should be tweeked but they work in packs you work solo. With daedric once those gates open its not very rare any more anyways.
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louise hamilton
 
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Post » Wed Nov 25, 2009 7:27 am

Did you ever consider maybe other people in the world might lvl up too, you started out weak, dungeen dived, there tonns of others in the world doing the same, why should you be the only one getting more powerfull?? As for as bandits having nice armor maybe thats something that should be tweeked but they work in packs you work solo. With daedric once those gates open its not very rare any more anyways.

The truth of the matter is Oblivion is the hero's story. Regardless of what other npcs could be doing, you are closing Oblivion gates, protecting the heir to the dragon throne, excelling at skills to your liking and making the impossible possible. Now does that make a lot of sense for a lowly highwayman to be scaled higher than you in level? On top of having a full set of deadric armor trying to steal 100 septims from you? The answer is "no, it doesn't."
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Rachyroo
 
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Post » Wed Nov 25, 2009 6:28 am

I can definately agree that Oblivion's approach to level scaling was not very good. To me, some form of level scaling overhaul has become a mod that I simply won't play Oblivion without. In many ways, I feel this is one aspect where Oblivion made a step back compared to Morrowind. Now, I'm not saying Morrowind's system was perfect, but the biggest flaw of it, I would say, is that the game did not offer any threats that could provide a sufficient challenge for characters of a high level. Once you hit a certain level, all the enemies just stopped being challenging. Where, exactly, depended on your character, but it was pretty much inevitable. Now, sometimes, it's good to be able to easily kill enemies that were once a challenge to you. It really makes you feel that your levels have made you stronger. But when every enemy in the game becomes easy, it can get boring. Really, the point when I start to no longer want to continue with a specific character in Morrowind is often not when I've done all the quests I intend to finish with said character, but when the game stops being challenging. But if Bethesda can just fix that problem, and ensure that some enemies in the game can still threaten the player, I'd be mostly content with Morrowind's approach to level scaling. I don't mind sometimes finding enemies are too strong for me in RPGs. When that happens, I figure it just means I need to become stronger. This would, of course, sometimes mean that players will find their advancement in the game being delayed until their characters gain more experience, but I really don't think this is a bad thing.

And while I'm on the subject, give everyone names. Yes, that includes random NPC A in the ice cave.


While I can agree that making random hostile NPCs in the game not leveled did benefit Morrowind, I honestly couldn't care less about whether they have names or not. It's not like I'm going to remember they're names, and if I can't talk to them and will just have to kill them anyway, and they're not bosses and don't have a backstory, coming up with names for them just seems like a waste of the developers' time.

To be honest, I don't even care who most of the people in towns are, considering how generic they are, but that's because Berhesda didn't bother to try to make NPCs unique and that issue is really a subject for a different discussion.

Did you ever consider maybe other people in the world might lvl up too, you started out weak, dungeen dived, there tonns of others in the world doing the same, why should you be the only one getting more powerfull?? As for as bandits having nice armor maybe thats something that should be tweeked but they work in packs you work solo. With daedric once those gates open its not very rare any more anyways.


While it's true that realistically speaking, other people may get more powerful as you do as well, this would not be matched perfectly to your own progression. Others might advanced slower than you, or faster, or they might die before they have a chance to earn the same achievments as you. And weaker enemies aren't going to suddenly vanish from the world just because you became stronger, so even if you look at it in those terms, the way Oblivion approached the matter still doesn't make much sense.
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Jinx Sykes
 
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Post » Tue Nov 24, 2009 8:12 pm

More like Morrowind, but with a few areas that are really tough even for high level characters.
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Adriana Lenzo
 
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Post » Wed Nov 25, 2009 3:14 am

One thing that Morrowind kept alive was a sense of danger. There were always places in the world where you would fear for your life. In Oblivion, you weren't scared at level 1-- much less level 20. :-)
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Alexandra walker
 
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Post » Tue Nov 24, 2009 7:47 pm

Like I said earlier we need some form of level scaling like no Daedric Weapons or Armor before Level 20 but not have every bandit and Maruarder in Glass Armor or Daedric Armor. Only powerful characters such as Bosses of that Particular Dungeon or quest related people should be the ones wearing Glass Armor or Daedric Armor.

I don't want Skyrim ending up like New Vegas in terms of getting rid of Level Scaling as I don't wanna find something godly at Level 1 like I could in New Vegas with Combat Armor.
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Daniel Lozano
 
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Post » Wed Nov 25, 2009 12:23 am

Guess I'll just paste my message from an earlier thread:

Some level scaling would work and would be needed (especially random loot). But I strongly feel for a level cap on npc's/monsters and handplaced/unique/rare items. So Rats and Bandits should not become level 20 just because I am level 20. They should be capped at a reasonable level.

In TES4:Oblivion, everything from random loot to artifacts to enemies was levelled. This was way overdone and actually removed any sense of exploration and accomplishment to me. Why bother going in that cave if the chance at finding something unique/rare was 0? Why would I be happy with the Level 5 version of Mehrunes' Razor? In TES3:Morrowind there was the chance at meeting a (slightly tougher enemy) that provided a challenge. That enemy could be guarding a rare item which was handplaced loot (for instance the Mentor's Ring near Seyda Neen).

Armor in my opinion should never be part of a levelled list. Maybe they would start to pop up on a merchant here and there, but on the whole I'd like to see enemies wearing the armor and weapons they would be wearing. So bandits should be wearing Fur/Leather armor and keep on wearing this (they are bandits after all). Marauders and the like could be decked out in Iron or Steel. Certain important or powerful (neutral) npc's would also have static armor and weaponry applied to them. Daedric Armor should be so rare that maybe one person would be wearing it (Divayth Fyr) and pieces of that powerful armor could be hidden away in remote regions or hard to reach places.

So if a player would like to kill that guy with the Ebony Claymore; he'd have to try and set up a trap or stealth or something inventive to obtain it (without getting beaten to a pulp). I still recall a guy in a guard post at the Dren Plantation who had a Daedric Claymore. So I set about gathering items that could aid me in taking it from him. And when I finally set everything up and got the sword; it really felt like I had accomplished something and felt really powerful with such a mighty weapon :D

Also, Fame/Infamy should also be used against enemies. In TES4:Oblivion every enemy was suicidal and the lowly bandits (who should have been lowly, but weren't with their Glass/Ebony/Daedric madness) came running and screaming when the Champion God-King of the Imperial Dragonlord Legion came marching up.

Same with the 'your money or your life' highwaymen. Nice to get robbed at level 5; but that guy should run away screaming (with soiled pants) when the Imperial Dragonslayer came along carrying the famous Dragonspine Lance of Slaying things who look at me funny.

So please, tune the AI as well; next to reducing the 'everything levels with you' to more believable standards. Something akin to Fallout 3 would work; but please incorporate the Fame/Infamy to affect the behaviour of your enemies.

Oh, and please no rats (or any other critter) that come dashing from a mile away to nip at my Daedric Boots from Skyrim to Elsweyr for the sole purpose of levelling my Heavy Armor skills. Healthy animals in general will not attack a humanoid unless there is no other choice. Diseased ones I can imagine, but on the whole animals tend to stay away from people :P
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Bethany Short
 
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Post » Wed Nov 25, 2009 1:59 am

When a freind of mine started playing OB he accidently killed another member of the fighters guild (don't know how) and he had to provide think it was 20 bear pelts or something like that. Problem was he was only level 3 and no bears appear in the wilderness yet.
Anyway....
I hated how every bandit or marauder in OB got more or less the same armour as you did. Oh look here's a bandit with glass armour, oh here's another one. Also, going out into the wilds was never that much of a risk as at lower levels I'm going to encounter anything scarier than a wolf or a rat.
I like wondaring out into the wilderness not knowing what beast or battle hardended warrior may be out there, keeps up the excitement.

EDIT The post above this is so much better written than mine....
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Miranda Taylor
 
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Post » Wed Nov 25, 2009 10:27 am

The whole argument for level scaling in Oblivion was so that "people can go anywhere they want whenever they want" thus elevating the mechanic of choice.
The problem was that "choice" was promoted in total absence of "consequence".

Sure I can CHOOSE to spend my first day exploring the Deep Dark Hellcave of Eternal Torment and Dead Heroes... but it loses all context and meaning if the cave is simply scaled to your level. Similarly, it buggered the imagination when one realizes that they can spend 20 levels before going o the Deep Dark Hellcave of Eternal Torment and Dead Heroes, come out the other side a sturdy and weathered adventurer, then go back to Hole of Elderly and Sickly Sickly rats and find a band of Deadra Lords have moved in.

I for one endorse a system where each regions have a predictably leveled encounters with only small variation. That way, when someone comes to the forum to boast about braving the Deep Dark Hellcave at a suicidally low level, its worth bragging about
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Manuel rivera
 
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Post » Wed Nov 25, 2009 10:40 am

The whole argument for level scaling in Oblivion was so that "people can go anywhere they want whenever they want" thus elevating the mechanic of choice.
The problem was that "choice" was promoted in total absence of "consequence".

Sure I can CHOOSE to spend my first day exploring the Deep Dark Hellcave of Eternal Torment and Dead Heroes... but it loses all context and meaning if the cave is simply scaled to your level. Similarly, it buggered the imagination when one realizes that they can spend 20 levels before going o the Deep Dark Hellcave of Eternal Torment and Dead Heroes, come out the other side a sturdy and weathered adventurer, then go back to Hole of Elderly and Sickly Sickly rats and find a band of Deadra Lords have moved in.

I for one endorse a system where each regions have a predictably leveled encounters with only small variation. That way, when someone comes to the forum to boast about braving the Deep Dark Hellcave at a suicidally low level, its worth bragging about


I wouldn't have a problem if there were some areas that I couldn't access because of the enemies being at a high level my bigger concern is getting broken weapons at really low levels with no effort at all.
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Annick Charron
 
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Post » Tue Nov 24, 2009 7:52 pm

No level scaling. I want to kill bosses that are higher level than me.
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Tiffany Carter
 
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Post » Wed Nov 25, 2009 12:59 am

Did you ever consider maybe other people in the world might lvl up too, you started out weak, dungeen dived, there tonns of others in the world doing the same, why should you be the only one getting more powerfull?? As for as bandits having nice armor maybe thats something that should be tweeked but they work in packs you work solo. With daedric once those gates open its not very rare any more anyways.


I doubt EVERYONE start out at the same place as you, and get better at the same pace as you. I mean, you get thrown in a new world, it's normal there's people 100 times better than you and others even weaker. And minotaurs starting to appear on important roads when there never were, killing normal people makes no sense. Dangerous enemies shouldn't start appearing for no reason in EVERY area, each areas should be relatively distinct and have several types of enemies. Ie. you didn't find rats in the Red Mountain, nor you found daedras in the road between Seyda Neen and Pelagiad, neither did the Red Mountain became proportionally more dangerous as you levelled up. The Red Mountain is dangerous, point, there's nothing more to it. Main roads should be safe (ok for bandits), point, deep wilderness should be more dangerous and not somewhere your weak merchant could easily go. You shouldn't be able to raid Oblivion gates, nor kill the Arena champion, nor defeat the end boss at level 1, makes no sense. Maybe the Arena champion practices for so long that he peaked like you do at some point? Also, while bandits for example may get stronger (they may get killed too), that doesn't mean there can't be new, weaker ones too. It's not because you get stronger that everywhere gets more dangerous for some random reason. Did the bandits need your arrival so they could begin to get stronger?
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Monika Krzyzak
 
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Post » Wed Nov 25, 2009 2:33 am

Same with the 'your money or your life' highwaymen. Nice to get robbed at level 5; but that guy should run away screaming (with soiled pants) when the Imperial Dragonslayer came along carrying the famous Dragonspine Lance of Slaying things who look at me funny.


Haha :laugh: full agree!!
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Jason White
 
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Post » Wed Nov 25, 2009 2:08 am

I think level scaling is a too easy and unimaginative way to keep an open world game challenging! Have a read of my earlier scaling post for some alternatives to scaling!

http://www.gamesas.com/index.php?/topic/1104122-level-scaling-poll/page__st__140__p__16639977__fromsearch__1#entry16639977
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darnell waddington
 
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Post » Wed Nov 25, 2009 9:36 am

No level scaling, please.
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naome duncan
 
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Post » Wed Nov 25, 2009 9:54 am

No level scaling is necessary.

Level scaling is evil.

And it is stupid.

You do not scale enemies, equipment, areas. They are the parts of a whole. If you create a great whole, players don't feel like they are herded through the game. If you get a good weapon right when you start a game, well that's big luck. And aye, that is what happens sometimes in actual world as well.

So no level scaling. NONE.
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Robert Jr
 
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Post » Tue Nov 24, 2009 8:14 pm

I liked the poll in the other thread better. That one was great for seeing that almost NO ONE liked Oblivion's scaling. With this poll, results will be a bit more spread, because if people don't want to vote for Oblivion's system, you're pretty much forcing them to vote for Morrowind's system, because voting Other is usually perceived to mean something very specific, that has little to no chance of being a viable system.

I gave my own opinions on level scaling in the first thread. Here is my big post from there:

[Note: Anything I talk about in this post is disregarding the main quest, because as I already said on page 2, I do think the MQ should be leveled to some extent. So this applies to forts/ruins/dungeons/caves/cities/forests encountered outside the scope of the MQ.]

While I do think a very small amount of scaling would be alright and perhaps even better than no scaling at all, I think there is a very good way of avoiding the problem you present. In fact, my method would not only help avoid your scenario, but it would ultimately encourage people to level up, while providing them with more than enough opportunities to do so without putting their character in too much danger (as long as they are informed, prepared, and/or cautious). And arguably most important of all, it is based on a very natural state of order.

The idea is that as one gets closer to civilization, the enemies one finds are significantly less of a threat. Conversely, as one wanders farther away from civilization, one will find stronger enemies in greater frequencies (but of course, you will also find better loot this way, as well as some cool unique people/places).


? So for example, let's look at our friend Joe Adventurer, level 1, fresh out of the tutorial. He has no reason to worry about getting killed immediately because he is unlikely to face anything more dangerous than a weak goblin or rat. This is not due to enemy scaling, but rather because Joe emerges in an area that is relatively close to a major city. Joe has two options: [A] he can venture into the forest ahead of him, or [B] he can head to the city behind him. For simplicity's sake, let's assume these are his only options. Let's also assume that he knows he is supposed to meet someone in the city to continue the main quest, and he also knows that the forest holds dangers he may not be able to handle.

-- Here is what will most likely happen to Joe if he chooses Path A: He will soon encounter something like a bandit or a mountain lion, and try to fight it. Despite being warned that he would face some danger, he went into the forest anyway. If he is very lucky, he may survive a few encounters and get a bit of extra loot, but most likely he will either die or be forced to run back to the city. Lesson learned... For now, Joe is too weak to stray far from civilization.

-- Here is what will happen if Joe chooses Path B: He will enter the city, find the person he needs to meet, and learn what the next step is in his journey. Here he may also have the option of joining some factions. From here, Joe has several ways of gaining some experience... He can do some low level field work for a faction/guild to earn some money/experience and better equipment, or he can continue with the main quest (where the game will by default not provide anything too challenging), or he can look around the city for some easy jobs to do for a bit of money/experience without associating himself with a faction. Joe has successfully avoided putting himself in any real danger, but after a few jobs and/or some work on the main quest, Joe will be able to venture deeper into that forest.


? Now let's look at Joe Adventurer, level 30. Joe is now a powerful and experienced warrior. He has been into that same forest dozens of times; he's travelled a mile or two into the darkest, most secluded reaches of trees. He discovers an ancient mine in the mountains on the other side. Joe enters the mine, and finds that it contains some enemies even stronger than those in the forest. He is well stocked though, and is able to venture deep into the mine before he is forced to return for rest and supplies. He returns with a hefty supply of loot, but also the knowledge that there is more yet to discover in the cave.

? Joe is now level 45. He's now been almost everywhere on the map. That forest that was once impenetrable is now child's play. But he still hasn't gone all the way through that mine. He stocks up for the journey and heads once more through the forest and into the mine. He faces many foes, but at level 45, they fall to his blade. He soon reaches the deepest chambers of the mine, where an ancient creature dwells. This is among the strongest creatures in the game. Even at level 45, Joe cannot defeat the monster, but he manages to escape with his life. While Joe was in that chamber, he noticed a recess in the wall that looked like it led upwards, to a different area of the mine. But since he could not defeat the monster, he was unable to explore it. He returns, battered and bruised, but with a decent supply of loot still from earlier in the cave (he didn't bother taking loot from the forest since it wasn't worth taking for a character of his power and wealth).

? Joe, now level 55, is just about as strong as he will ever be. He has travelled far and wide, and by means of stealth, force, and financial savvy, he has procured a very imposing set of skills, coupled with some of the finest equipment from all of Skyrim, and even a few special items to be used in emergencies. He is ready once again to face the monster of the mine. He travels through the forest and into the heart of the mine. Joe is so strong now that getting to this deep chamber was fairly easy, and he still has almost all of his supplies and health when he faces the monster in the mine. After a long and epic battle, the beast finally succumbs to Joe's blade. Joe harvests some rare material from the kill and heads into the recess in the wall he had noticed 10 levels earlier. Inside, he finds a path leading to a new chamber, full of rare gemstones. Joe mines the gemstones, and continues along the pathway until he finds an old stone door. Joe opens the door to find that he is now on the other side of the mountain, in a small region of land that he had not been able to reach before, for the mine is the only entrance to this area. Joe vows to return and explore the area fully, but right now, his pockets are full with valuable gems and rare hides and organs from the slain beast in the mine.

? Joe returns to the city and sells the gemstones. He uses the creature's hide to craft a powerful cloak for himself. The cloak is imbibed with the magic of the fallen monster, and carries a strong enchantment to protect Joe. After selling his loot and restocking on supplies, Joe is ready to explore that new region on the other side of the mountain. Though the land is not particularly large, Joe will find some very interesting things there... There will be a small village inhabited by an isolated tribe of Nords. They will revere Joe as a demigod for slaying the legendary beast from the mine, and reward him greatly for this deed. Joe will then have the option of aiding the village in various jobs, if he so chooses. The land has a rich historic value because of this village, and also the special plants that only grow on this side of the mountain. Joe harvests some of these plants to be used in potion-making, and after thanking the villagers for their hospitality, he returns once again through the mine and the forest, back into that city.

Only now, at level 55, has Joe fully explored all that there was to explore in and beyond that forest that he first saw at level 1. He developed over time, and as he grew in power, he was able to explore deeper and deeper into the wilderness. At around level 30, he had seen most that there was to see, but it wasn't until level 55 that he was able to see it all.

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April
 
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Post » Wed Nov 25, 2009 3:29 am

I liked the poll in the other thread better. That one was great for seeing that almost NO ONE liked Oblivion's scaling. With this poll, results will be a bit more spread, because if people don't want to vote for Oblivion's system, you're pretty much forcing them to vote for Morrowind's system, because voting Other is usually perceived to mean something very specific, that has little to no chance of being a viable system.

I gave my own opinions on level scaling in the first thread. Here is my big post from there:

I thought I would be a little bit more reasonable, instead of level scaling or none. Realistically, every RPG has it as it's important for character progression and making sure nothing ridiculous happens. Overall, the poll still shows players overwhelmingly didn't approve of Oblivion's level scaling. Morrowind was something familiar and quite well done in my opinion in this regard, so just an interesting parallel to see what the community liked and didn't. The fact that many are opposed to the Oblivion level scaling is the main issue I hope BGS takes note of, and hopefully it was addressed long ago.
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Crystal Clear
 
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Post » Wed Nov 25, 2009 8:14 am

Still I don't want people randomly finding Daedric Armor in a place where they weren't suppose to go and do the thing I talked about earlier where you abuse Invisibilty to get broken Equipment and Weaponry. Level Scaling works but it needs to be tweaked I'll play under either system if its level scaling or no level Scaling it doesn't matter to me I'll still be a beast against any of the enemies out there unless they radically change the game from what it was in Oblivion.
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Spooky Angel
 
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Post » Wed Nov 25, 2009 12:03 pm

Still I don't want people randomly finding Daedric Armor in a place where they weren't suppose to go and do the thing I talked about earlier where you abuse Invisibilty to get broken Equipment and Weaponry. Level Scaling works but it needs to be tweaked I'll play under either system if its level scaling or no level Scaling it doesn't matter to me I'll still be a beast against any of the enemies out there unless they radically change the game from what it was in Oblivion.

Having a constant challenge is nice to have, but I personally enjoyed knowing that I reached a certain point in Morrowind where that Imperial Guard could no longer one shot me. I had developed from a lowly prisoner, into a full-fledged, reincarnated, Godkilling Neravar. I have never seen such a huge transition in character progression before Morrowind. As many addressed before, while in Oblivion you always have a challenge and a fight, you really don't feel as if you progress that much, considering you still have difficult opponents and they have the exact same armor and weapons as you. Rarity and pre-determined locations could easily solve issues about players getting their hands on high-level gear (at least for most) and would really make it into more of a fun challenge in my opinion. Level scaling in Oblivion kind of killed the entire fun of dungeon exploring as well. Granted, I personally think one of the best qualities of Oblivion were the dungeons and how well-constructed they were and detailed to truly simulate unpredictable and unforgettable traps and surprises. But what's the fun of going into a dungeon if you know you will get nothing worthy from it? I don't want to go in circles, but merely reinforce the issues with extensive level scaling. I don't want the system abolished, but it definitely needs an overhaul and a reassessment.
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SamanthaLove
 
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Post » Wed Nov 25, 2009 8:08 am

I think that only certain creatures should be scaled and some shouldn't. Morrowind did it good, but if any of you guys remember, if you just messed with the wrong person, you will get that ass handed to. I think scaling should stay in, but it shouldn't be overly done. If you can remember when you get powerful in Morrowind, the challenges was not all that great, yet exploration made up for that. Oblivion had to do scaling. Either that or we would kill everybody in little time at higher lvls.
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Antony Holdsworth
 
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Post » Tue Nov 24, 2009 10:04 pm

I thought I would be a little bit more reasonable, instead of level scaling or none. Realistically, every RPG has it as it's important for character progression and making sure nothing ridiculous happens. Overall, the poll still shows players overwhelmingly didn't approve of Oblivion's level scaling. Morrowind was something familiar and quite well done in my opinion in this regard, so just an interesting parallel to see what the community liked and didn't. The fact that many are opposed to the Oblivion level scaling is the main issue I hope BGS takes note of, and hopefully it was addressed long ago.

I definitely don't want a poll that just says "Do you want level scaling in Skyrim? Y/N"

But the old poll asked specifically about "extensive level scaling." In other words, "Do you want a level scaling system like Oblivion's system, in Skyrim? Y/N"

So maybe the best poll question IMO would be, Would you support a level scaling system similar to that of Oblivion? Personally, I prefer Morrowind's to Oblivion's (as I think the vast majority of us do) but I think that even Morrowind's system could be improved, as stated in my post above. Which is why I didn't want to vote for the Morrowind option in this poll.
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Joanne
 
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Post » Wed Nov 25, 2009 8:25 am

The level scaling is good and bad.
Good that you should be able to find a challenge all the time but bad if you don't use the right skills. Also agree with the issue that thugs shouldn't have such awesome armor, although it gives you reason to fight them.
I feel like they could tweak the scaling without getting rid of it completely.
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Laura Richards
 
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Post » Wed Nov 25, 2009 7:24 am

Use the system from Daggerfall.
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James Hate
 
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