» Thu Aug 19, 2010 3:08 am
An incarnation of Level Scaling is in, and with good reason. The trick isn't removing Level Scaling like some lame JRPG, the trick is making it more intelligent. Different types of scales. Oblivion is an example of the worst kind of Level Scaling, Fallout 3 is a little more friendly, and New Vegas is a little more Morrowind-Like, but with the level cap, it seems a lot better since you can't get 2,000 HP and max all stats twice over.
Early, or frequented parts of the game, should be dynamic and scaling, with attention to things like, NPC's at a town, and making sure something like a Deathclaw/Dragon doesn't spawn twenty levels later wiping out the town. In situations where it's not appropriate to put a level 20 monster in a formerly level 5 area, increase the numerical value of the weaker enemies.
Certain "Trigger" events to cause some scaling would be a good solution too. Just as a theoretical example, in NV, when you Kill the Deathclaw pack leaders (Alpha male and Mother) Deathclaws begin spawning in the wasteland. This works in two ways, first from a mechanical sense, the player killed two powerful deathclaws, so the developer can logically assume that Deathclaws can now spawn around the wasteland, the second, and probably more important way this works, is from an immersive point, explained through the Dialog with Chomps Lewis, the "Pack will scatter", so the player doesn't have to suspend more disbelief, as to why deathclaws "Suddenly" started appearing.
Another good form of scaling, is Base Level + (Player Level x Ls) Where Ls is a % value of the player's level. So that an Area intended to protect powerful Items will always spawn at a certain level (let's say 10) but also scales at a rate of 1 level for every 2 the player is. Preserving progression and challenge, depending on how you want to play. This can be used in many ways, including making dynamically challenging Dungeons/enemies designed to always spawn higher than the player's level (Within Reason). For Example, a Dragon might always spawn Lvl25 + Player Level x 1.10. (so Level 28 if the player fights it at level 25)
Anyway, This isn't a suggestion thread, so.. TL;DR, Some form of Scaling is in, but won't be as bad as the terrible system used in Oblivion. I think a Mix of Fallout 3's dynamic scale, with some of how NV handles it (Static areas such as Nightstalker Caves, Deathclaw packs, ect) is what they're aiming for.