» Sat May 28, 2011 9:52 am
I think the level scaling of items and monsters should be based on the position not the player, thus if an area is low level, then it is filled with monsters and loot suitable for low level players, with a minimal chance of finding higher level loot in there.
And if the danger level of an area is mid-level, then it should be suitable for mid-level characters, with mid-level monsters mixed with lower level ones, and a mixed loot, mostly lower level loots mixed with occasional mid-level stuff and a low chance of finding higher level loots, except for boss monsters and their personal stash that should always contain higher level loot.
And if the danger level of an area is high, then one should find a mix of mid-level to higher level monsters, with occasional low level monsters thrown in, and the loot should be a mix of low level to higher level loot with the emphasis on mid-level loot, and a minimal chance of finding real treasures in the encounters, and containers.
There should also be ultra-high level places that would be too much even for high level characters, with increasingly more chance of finding really great loot in those areas as you advance toward even higher level places.
These places should be there for players that like to have more challenges even when they have completed the main quest, and developed really high level characters, so they can gradually conquer those areas bit by bit, while developing their characters even more and finding better loot to help them with the next area, and so on...
This way with any advancement of your character, and with any better loot you find, you become even more powerful and you can survive in new areas that you could not hope to survive, and this relatively safe area can rapidly broaden as you develop your character, but there would always remain some places deep within dungeons or in unreachable surface areas that would remain too hard for even high level areas.
This world is filled with immense sense of progression and achievement.
If you think that in non-level scaled world, players can cheat and using invisibility spells go into higher level places and obtain high level items, then this can be prevented, or made into an advantage for the game, so for instance:
The invisibility effect of the spells should never be absolute, or you might call that camouflage or obfuscate to show the fact that it is not absolute.
The monsters can have a sight power or keenness to counter the effect of invisibility, this way, although the lower level monsters would have low level of keenness and could be easily avoided with low level invisibility spells afforded for low level mage characters, the higher level monsters found in the higher level areas could easily break through the power of the spell with their higher level of keenness, or sight power.
Thus if as a low level spell caster, you cast a low level invisibility spell, you might be able to avoid lower level monsters, but would not get past those higher level guards in the higher level areas, so cheating is off.
This also applies to skills like sneak, and spells like unlock and so on, as those skills and spells might seem adequate in lower level areas, but as you enter higher level areas, you would find your arsenal lacking, and might have to advance with more caution to be able to develop your character and his arsenal with more deliberation to be able to overcome the increasingly level of challenge ahead.
But a clever player with a well-chosen set of skills and stuff might be able to stick to the shadowy areas, or might be able to use the environment to his benefit and outrun the resident evil of the higher level areas and with a bit of luck gain access to a high level stash of items and run away for his life back to lower level areas with an immense sense of triumph and enjoy the new found treasure for a while and it is his rightful trophy, and no one could say that it is a cheat.
When a quest leads you to higher level areas, you might have to wait for a bit to become more prepared to be able to complete the quest, and those quests should yield to rewards in proportion to the danger level of the areas that they are set.
As for character development, the level of experience you gain in any skill, should be in proportion to the difficulty of the task, so if you are a character with a high skill level of sword play, and you kill a low level bandit with a blunt low level knife, you should gain little experience in sword play, because your opponent caused you little trouble, and added nothing to your knowledge of swordplay.
But a higher level opponent would be a better chance if you want to advance your skills, so the players would automatically chose the areas that would give them a moderate challenge in their tasks, and would not linger in lower level areas to power game and advance in levels, because it would take a really long time that way.
Also the level of experience that a player gains while hitting a monster with a weapon should be in proportion to the damage dealt, not the number of times that you hit an opponent, so power gaming with low level weapons would be out, as it would not be different if you kill a monster with a low damage weapon or high damage weapon, but the amount of damage you dealt in total, so you chose your best weapon for each fight and the fights would end sooner and would not bore you.
This also applies to non-combat skills, like mercantile, so you do not sell your loot one by one to the merchant, but sell them all at once and gain level by the total value of the loot, not the number of items.
The spells should follow this rule and give experience with the total power of the spell effects not the total number of casts.
This would result in a streamlined game, with no need for power gaming and doing things repeatedly with low level items or spells in order to gain experience in repeating minimal actions.
In another note, low level foes should be more interested in saving their own hide and keeping their distance from higher level players, but as they would give relatively low level of skill experience and loot, then it would be no problem, but maybe some players enjoy chasing those poor bastards, and finishing them off with one blow, or spell.
I posted this here as I thought it showed my opinion on the subject perfectly, so no level scaling for anything, and with a suitable setting, you can have a game that gives you immense sense of progression and accomplishment.