I really don't get the 'sense of progression' thing, as i've said before, I don't get satisfaction out of defeating the same enemy twice, just easier the second time,
The progression comes from being able to access new areas with new challenges and rewards. Essentially, the incentive to level up in a system like the one I proposed is that you will constantly be presented with new adventures. There is no progression with level scaling; if anything there is
regression. Personally I found combat to be more tedious and less enjoyable at higher levels, even with my cool enchanted blade. At high levels in Oblivion, I was more or less invincible, yet it took me longer to kill most enemies if I was just using a standard hack-and-slash combat style.
As for the looting system, i don't think anything is ever going to be realistic, or if it is getting the best stuff will be a matter of simply knowing where the devs put it,
No. In my system, even if you know where the best stuff is, you still have to find a way to get it. This probably requires leveling up somewhat, gaining a degree of tactical awareness, and also building up a good stock of supplies, and probably some luck as well. In Oblivion, if you know where the best stuff is, you just go there and slash guys, because they'll be at a level that makes them killable. And when you do get to that item, in some cases it will be scaled so it's not even as good as it could be. That makes no sense to me. And it svcks when you "outgrow" those scaled weapons... That is one of the most annoying aspects of Oblivion's leveling system.
No incentive to level? Do you like not making the game more challenging for yourself?
I do like making the game more challenging for myself, which i think I made pretty clear in my proposal for an alternative system. Notice how my character, Joe Adventurer, was constantly pushing the bar and trying to go further and further into the unknown? And as a result, he was finding greater challenges and greater rewards... That is the ideal system for me.
I like your proposal. I'd keep scaled leveling, but I'd make area's away from civilization harder, like you said, like always 2x your level or something ridiculous hard depending how far,
I would hate that... That would just offer more incentive not to increase your level... Again, I never had any problem beating any NPC in Oblivion once I hit level 25+, but combat was less fun for that. It took longer to kill an enemy for the same ultimately inconsequential leveled loot. I would never go out exploring in the endgame if I knew that I'd be facing battles that were even more long and dull, just because they made those enemies scaled even higher from you level.
And again I don't feel like there's any point to making a cave that you just have no hope of leaving alive.
I disagree. Like someone else said, when you walk into a cave at level 2 and get nearly slaughtered by the Orc who dwells inside, and you notice he has a slick sword on him, you will want to gain a few levels and come back to challenge him again and take that sword for yourself. That's genuine, natural progression.
The more I think/talk about scaling, the less appealing it is to me. I think the main quest should be scaled to the player's level for the simple purpose of making it possible to complete at any level without too much or too little challenge. But outside of the main quest, I want to see as little scaling as possible.