» Sun May 08, 2011 12:55 am
I fall somewhere between the two ends, but want the level of difficulty to be "managable" by what you do and where you go. If you keep hearing that the big fort just down the road is a dangerous place, I don't want to walk in at level 1 and be confronted by a couple of rats and a weak goblin that dies in one hit. If I wait until I'm at Level 50, I don't expect to find dragons, liches, ancient vampires, and enough other nasty stuff to take on the entire Imperial Legion, only a handful of steps away from a cozy and quiet village. Anywhere that close to town should be limited in its hazard level, so while you'd be best advised not to stroll in at L1, by L5-10 you should be more than capable of dealing with it, no matter how "unoptimized" your character design. Having everything levelled and scaled to you makes advancement seem pointless, and there's satisfaction in occasional encounters with things which used to be scary, but are now mere petty interruptions. Finding nastier stuff should be easy enough, but not without a hike, otherwise the world becomes unbelievable because nobody there would survive. The truly powerful opponents should be some distance from the "settled" areas, but if you're looking for a high level challenge, you know where to find it.
The one major difference between MW and OB was that the level of challenge in MW was voluntary; you could tackle the quests or dangerous places whenever you felt ready for them, because most of the content was of fixed difficulty, with only a few levelled adversaries to maintain a challenge at higher levels. In OB, waiting made no difference in terms of difficulty, because the opponents just adjusted to your current level, but the few "unique" rewards were nerfed if you tackled them earlier, and the routine stuff was all the same levelled garbage as everywhere else, making it pointless to explore. The difficulty and the rewards were all blandly flat and boring to present what was deemed to be a "proper" level of challenge, which could either be too high or too low, depending on how you advanced your skills.
With a minimally-levelled and only slightly-scaled world, dominated by fixed difficulty areas and a few key static placements, you can proceed through it at whatever pace you find best. An aspiring Alchemist/Healer, with little or no interest in fighting, can stick to the "beaten paths" and probably encounter nothing more hazardous than an occasional hungry scavenger or small predator, or the rare highway robber who can sometimes be talked out of the intended robbery, or at least paid off. The ambitious fledgeling Fighter or Battlemage, on the other hand, can start looking into some of those dark holes and ruins a little ways off the path, and find things that will offer them a challenge.
I don't want "godhood" handed to the character without a struggle. It's not a "game" if you can't lose. On the other hand, I don't want to have to hack and slash my way through every situation, especially if I'm playing a character who's supposed to be a fast-talker of note, a rising star at levitation spells, or a total unknown at being extremely stealthy....only because he's never been spotted at it. I'm just concerned that the game will cater mainly to the "fight" players at the expense of RP, and that maintaining what they see as the "proper" level of challenge and difficulty will mean that I'm forced to shape the character to the even further limited "arcade" gameplay, and to the the counter-intuitive skills/perks/levels system that actually penalizes you for getting better at what you're supposed to do (the same problems I had with OB).
Sometimes the "Uber" camp can be amusing, and I don't think that potential for "exploitation" and "abuse" should be taken out of the game completely, but most of the time, I prefer to EARN what I get.