Scaled Leveling

Post » Sun Apr 04, 2010 2:34 pm

I'm against scaled leveling Why should my enemy get stronger just because you do? That doesn't make any sense at all unless the enemy was a warrior you met at the beginning of the game and he was training to get better, so he levels with you, but a lowly bandit should not. Also why should loot change just because you're a higher level(glass armor magically appears in that chest you looked in at level 2 and all that was in there at the time was a piece of Chitin armor and 5 gold)

If I have 2 save games. In one I have a level 40 warrior, in the other a level 2 theif. Let's say I go to the same rogue camp with 5 bandits in both games. Why should there any difference between the games just because my level is higher in the one?
On kind of the same note, If I'm level 50, and play to the end of the game and find a powerful unique sword in one save. Then I start a new game and the first thing I do it go retrieve that sword, I'm level 5 when I receive it. Hmm this is odd why is it not the godly weapon it was in my other game?

Loot Scaling:
To make the game not as predictable, so it's not as simple as just figuring out where the devs placed the items. You don't need a scaled system. It just needs a randomization factor. For example, in one game the Blade of Woe will be carried by Skorvaar the Horrendous, in the next it might be carried by Gerald Meade-Drinker. The idea of course needs refinement but it gives a basic idea to think about. Also perhaps some games the player will get lucky and find a glass armor set early on, but in three different save files, he hasn't even found one piece
User avatar
Russell Davies
 
Posts: 3429
Joined: Wed Nov 07, 2007 5:01 am

Post » Sun Apr 04, 2010 1:33 pm

I think you'd need to be careful with that, lest things just become impossible to find...but yeah.

Something like that and/or simply putting most high level items with high level characters in high level places that low level characters have no place being in solves a lot of the problem. Put a few simply lying around in such a dangerous place and daring players can try to sneak or run through an area full of characters who can rip their heads off to get that item.

Oh, but that would be dangerous and exciting. Let's just have it magically spawn when they reach a given level. Tally ho, pip pip.
User avatar
Isaiah Burdeau
 
Posts: 3431
Joined: Mon Nov 26, 2007 9:58 am

Previous

Return to V - Skyrim