Would skyrim be better suited with true level scaling?

Post » Thu Dec 15, 2011 3:56 pm

So im just trying to figure out who else thinks that Skyrim is far easier than it should be. I know that you can change the difficulty, right now im playing on the master setting, and it was very challenging, then I hit level twenty five. Maybe its the way that I play, but I usually always power level my smithing to 100 on all of my characters so I can upgrade my weapons and armor. Now obviously I have to do a lot of dungeon crawling and questing to accumulate enough money to make the four hundred or so iron daggers it takes to get my smithing to that point. I guess back to the topic at hand, it seemed as if the moment I hit level twenty five things started to become easier, by the time I was level thirty five nothing could stand in my way. It was easy as pie to just walk around with my full deadric set with my warhammer and smash things until my hands got soar. Now I understand there are level caps for different areas, but I have yet to find an area that has made me even have to drink a health potion. Elder dragons dont do it, now ancient dragons don't it. Oblivion was a far less quality game but the level scaling was definitely much better. I understand most felt like there character wasnt getting any stronger but IMO you did, instead of killing a wolf, you would kill minotaurs. In skyrim its just far to easy, if anyone has any tips for me to keep the game fun because at this point the only fun part is making a new character it would be greatly appreciated. Also leave your opinions i'd appreciate some feedback to see who else feels the way I do.
User avatar
Janine Rose
 
Posts: 3428
Joined: Wed Feb 14, 2007 6:59 pm

Post » Thu Dec 15, 2011 1:09 pm

Um, it's an RPG. It's supposed to get easier as you level up. Oblivion's scaling was terrible.
User avatar
El Goose
 
Posts: 3368
Joined: Sun Dec 02, 2007 12:02 am

Post » Thu Dec 15, 2011 7:03 am

Level scaling is NOT the freaking solution to challenge or anything else.

It's just a convenient and lazy means of making the game statically difficult.
User avatar
Bethany Watkin
 
Posts: 3445
Joined: Sun Jul 23, 2006 4:13 pm

Post » Thu Dec 15, 2011 11:31 am

I power leveled and now the game is too easy = your own fault.
User avatar
jesse villaneda
 
Posts: 3359
Joined: Wed Aug 08, 2007 1:37 pm

Post » Thu Dec 15, 2011 3:39 pm

Oh God, no. If I had to make every character a master smith to keep pace with scaling I would be furious. It's bad enough that smithing is ridiculously overpowered as it is, and that no other blacksmith in the game can make legendary steel armor save for you, which is totally illogical. It ruins roleplaying enough as it is, and besides, common badnits should not continue to get exponentially more powerful. I've no problem with scaling per se, but give it some kind of reasonable cap. Bandits scaling beyond level 20 or so is just not realistic.

I suggest genuinely trying to limit yourself to just one or even no crafting skills. That will instantly make your game more challenging.
User avatar
Brooks Hardison
 
Posts: 3410
Joined: Fri Sep 07, 2007 3:14 am

Post » Thu Dec 15, 2011 5:11 pm

Level scaling is NOT the freaking solution to challenge or anything else.

It's just a convenient and lazy means of making the game statically difficult.

This. I'd be happiest with no level scaling at all.
User avatar
Alexxxxxx
 
Posts: 3417
Joined: Mon Jul 31, 2006 10:55 am

Post » Thu Dec 15, 2011 12:36 pm

People don't get it. Try playing the game while hoarding your perk points. You will find yourself having a much more difficult time. I know this from experience. Placing a perk point in the base of 1-handed, for example, is a quick and easy way of making your blade 25% stronger without enchanting. That's it. Nobody ever said you had to take it. I've been playing this way for quite some time and currently have 18 perk points not spent. If I were to use them, I'd have a far easier time. Eventually, I will use them. I'm not into the whole "role-playing" aspect of it. I'm just playing a game.
User avatar
Destinyscharm
 
Posts: 3404
Joined: Sun Jul 23, 2006 6:06 pm

Post » Thu Dec 15, 2011 10:05 pm

I don't think people understand that scaling is needed for a sandbox game. If everything was static...when you start a new character your journey would basically be the same every time. With some type of scaling, in a sandbox game anyway, you can go anywhere you want anytime. This allows you to create your own story from character to character. This is what TES is aiming for. You add static areas you remove that. So it'll turn into:

Riverwood>Windhelm>Solitude>Dawnstar...every...single...time.

I think they almost nailed it with Skyrim. It's worlds better than Oblivion. And I, personally, like it better than Morrowinds as well. A few more tweaks and I think they'll have the perfect system.
User avatar
Abi Emily
 
Posts: 3435
Joined: Wed Aug 09, 2006 7:59 am

Post » Thu Dec 15, 2011 8:29 am

I power leveled and now the game is too easy = your own fault.


Yep pretty much...

When you're walking around in a full set of max stated Deadric armor and weapons at level 20-30 it's your own fault for ruining the game. Is it good design? No, not in the slightest. Is it your fault for knowing this and gaming the system anyways? Yes.

Next character you roll don't even bother with smithing. Or only raise it proportionally to your level, as in, when you start seeing a type of armor laying around, only level your smithing that high.
User avatar
Cagla Cali
 
Posts: 3431
Joined: Tue Apr 10, 2007 8:36 am

Post » Thu Dec 15, 2011 7:48 am

I don't think people understand that scaling is needed for a sandbox game. If everything was static...when you start a new character your journey would basically be the same every time. With some type of scaling, in a sandbox game anyway, you can go anywhere you want anytime. This allows you to create your own story from character to character. This is what TES is aiming for. You add static areas you remove that. So it'll turn into:

Riverwood>Windhelm>Solitude>Dawnstar...every...single...time.

I think they almost nailed it with Skyrim. It's worlds better than Oblivion. And I, personally, like it better than Morrowinds as well. A few more tweaks and I think they'll have the perfect system.


Cba to explain for the 1000th time why it is not like that. People were saying the same things for Oblivion when it came out. Skyrim has made an improvement - level scaling can be improved a lot more and be even more cleverer.
Also check gothic 3.
User avatar
Umpyre Records
 
Posts: 3436
Joined: Tue Nov 13, 2007 4:19 pm

Post » Thu Dec 15, 2011 10:44 pm

Cba to explain for the 1000th time why it is not like that. People were saying the same things for Oblivion when it came out. Skyrim has made an improvement - level scaling can be improved a lot more and be even more cleverer.
Also check gothic 3.


Yea. I have played that game. There's a reason I didn't continue to play it. And the game is very much much more linear than this game. For a game as open as Skyrim...How do you purpose they do static leveling. That is of course they just start closing off areas. Then that would open a whole can of other worms. There are already people complaining that the game is to cramped as it is.
User avatar
Jeffrey Lawson
 
Posts: 3485
Joined: Tue Oct 16, 2007 5:36 pm

Post » Thu Dec 15, 2011 9:37 pm

Skyrim does have good level scaling, despite some flaws. Oblivion was terrible because you would have bandits with daedric gear.
It was bad because:
a ) it prevented people from having power. People want a sense of progression, where at higher levels they can steamroll some enemies like bandits, yet also face challenging foes like vampires. If even mudcrabs can challenge you at level 50, what's the point?
b ) it was very unrealistic. How can lowly bandits have daedric gear? They don't have the money, because if they did, they would cease to be bandits, see? They also do not have the strength to raid dungeons for them.

The problem with Skyrim is that blacksmithing and enchanting are too easy to level.

Alchemy was actually done right because it was hard to level. I could only level it to 90+ once I am around level 40 or so, because ingredients are scarce and expensive. I even had to buy expensive training because it was too tedious to level it by myself.
If blacksmithing were scaled to be as hard as alchemy, where you could only reach level 90+ at level 40, it would be balanced. I get ebony gear around that level, so it's perfectly fine if people can craft daedric gear due to concentrating on blacksmithing.

Another problem is that blacksmithing and enchanting are too powerful.
Using exploits, your gear would be insanely powerful. But there are people that claim that your gear is still powerful despite NOT using exploits. How can you craft gear that is more powerful than legendary artifacts? In the eons since Tamriel existed, no one can craft gear that even equals the artifacts. How can YOU do it? You should only be able to craft gear that is on par with the best gear you can find in dungeons, shops, etc.

So blacksmithing should be scaled, so that you can only craft gear roughly equal to what you can find.
If ebony gear start appearing at level 40, then the speed of leveling blacksmithing should be scaled so that you can just craft ebony gear at that level.
You should be able to craft and enchant gear roughly equal that what you can find, but never better than the fabled artifacts.

Your advantage in crafting skills shouldn't make you craft the most powerful gear in the universe. Your advantage is that you can customize what enchants you want in a gear. That is power enough, you don't need to put up with "junk" enchants you find from random loot.
User avatar
Penny Flame
 
Posts: 3336
Joined: Sat Aug 12, 2006 1:53 am

Post » Thu Dec 15, 2011 7:17 am

Yep pretty much...

When you're walking around in a full set of max stated Deadric armor and weapons at level 20-30 it's your own fault for ruining the game. Is it good design? No, not in the slightest. Is it your fault for knowing this and gaming the system anyways? Yes.

Next character you roll don't even bother with smithing. Or only raise it proportionally to your level, as in, when you start seeing a type of armor laying around, only level your smithing that high.


People only know how OP blacksmithing is AFTER they have already crafted the gear.
User avatar
Hazel Sian ogden
 
Posts: 3425
Joined: Tue Jul 04, 2006 7:10 am

Post » Thu Dec 15, 2011 8:23 pm

I don't think people understand that scaling is needed for a sandbox game. If everything was static...when you start a new character your journey would basically be the same every time. With some type of scaling, in a sandbox game anyway, you can go anywhere you want anytime. This allows you to create your own story from character to character. This is what TES is aiming for. You add static areas you remove that. So it'll turn into:

Riverwood>Windhelm>Solitude>Dawnstar...every...single...time.

I think they almost nailed it with Skyrim. It's worlds better than Oblivion. And I, personally, like it better than Morrowinds as well. A few more tweaks and I think they'll have the perfect system.



Well, in most JRPG's the enemies are static but they are separated into zones. So what if the zones could be different with every new game? Your starting area would always have low level enemies but then let's say you go south and you are facing level 30 enemies but east your facing level 10 enemies and so on and that would change every new game. You would then be free to choose between easy enemies and hard enemies at any point in the game. It would only require some exploration to find the zones you want. Of course, the enemies you meet in story zone would have to be at a reasonable level.

I don't know but I know that one of the great joys of JRPG's was the freedom to go fight enemies that are a lot stronger than you so you can level faster. You cross that bridge knowing that the enemies on the other side could easily kill you but if you play smart and invest in healing supplies, you can gain some fast levels and wipe the floor with the next boss.
User avatar
Kat Stewart
 
Posts: 3355
Joined: Sun Feb 04, 2007 12:30 am

Post » Thu Dec 15, 2011 5:32 pm

I don't even see the point of leveling when there is level scaling. I really want it reduced actually, I miss the feeling of progression I got in Morrowind.
User avatar
Matt Gammond
 
Posts: 3410
Joined: Mon Jul 02, 2007 2:38 pm

Post » Thu Dec 15, 2011 8:11 pm

The level scaling is fine

Cheers
User avatar
joannARRGH
 
Posts: 3431
Joined: Mon Mar 05, 2007 6:09 am

Post » Thu Dec 15, 2011 10:31 pm

I'm not a fan of Skyrim's level scaling system at this stage, I find the combat boring and I can't find a difficultly level that I like.

I'd be interested to see how the game might play out if there was no level scaling at all, the sacrifice being that the player-character progression would need to be toned down a lot.
User avatar
lucile davignon
 
Posts: 3375
Joined: Thu Mar 22, 2007 10:40 pm

Post » Thu Dec 15, 2011 8:47 am

Hell freeking no, it's fine the way it is... If I wanted to play a damn grind fest I would go play one them damn Korean mmorpg f2ps. some of us have a life.
User avatar
Silvia Gil
 
Posts: 3433
Joined: Mon Nov 20, 2006 9:31 pm

Post » Thu Dec 15, 2011 6:33 pm

Well, in most JRPG's the enemies are static but they are separated into zones. So what if the zones could be different with every new game? Your starting area would always have low level enemies but then let's say you go south and you are facing level 30 enemies but east your facing level 10 enemies and so on and that would change every new game. You would then be free to choose between easy enemies and hard enemies at any point in the game. It would only require some exploration to find the zones you want. Of course, the enemies you meet in story zone would have to be at a reasonable level.

I don't know but I know that one of the great joys of JRPG's was the freedom to go fight enemies that are a lot stronger than you so you can level faster. You cross that bridge knowing that the enemies on the other side could easily kill you but if you play smart and invest in healing supplies, you can gain some fast levels and wipe the floor with the next boss.


Take your typical Jrpg. Add that mechanic into your Skyrim, then imagine it. Now, your first game would be pretty niffty. But after your 4-5 character, this TES game wouldn't feel like a TES game. Having to follow the same path until your a high level every single character would defeat the purpose of what this game has been about since TES: I Arena. This game has to have some scaling so we can go where ever we want at any level...that's always been the appeal about these games. Why change it now?

EDIT: And just so you know, even Skyrim has areas you're not supposed to enter at a low level. The game has scaling, but it's not totally scaled to the point where it scaled to your level. I have bumped into level 20 monsters at level 5.
User avatar
Laura Mclean
 
Posts: 3471
Joined: Mon Oct 30, 2006 12:15 pm

Post » Thu Dec 15, 2011 5:02 pm

I have a better idea. MAKE THINGS STRONGER.
User avatar
k a t e
 
Posts: 3378
Joined: Fri Jan 19, 2007 9:00 am

Post » Thu Dec 15, 2011 2:58 pm

I have a better idea. MAKE THINGS STRONGER.


All TES games had this problem when you hit a high level. I think they should bring back the difficulty slider. Problem solved.
User avatar
Kit Marsden
 
Posts: 3467
Joined: Thu Jul 19, 2007 2:19 pm

Post » Thu Dec 15, 2011 6:00 pm

Take your typical Jrpg. Add that mechanic into your Skyrim, then imagine it. Now, your first game would be pretty niffty. But after your 4-5 character, this TES game wouldn't feel like a TES game. Having to follow the same path until your a high level every single character would defeat the purpose of what this game has been about since TES: I Arena. This game has to have some scaling so we can go where ever we want at any level...that's always been the appeal about these games. Why change it now?

EDIT: And just so you know, even Skyrim has areas you're not supposed to enter at a low level. The game has scaling, but it's not totally scaled to the point where it scaled to your level. I have bumped into level 20 monsters at level 5.


I guess you missed the part about the zones changing with every new game. That would mean that you would never have to take the same path.
User avatar
Benji
 
Posts: 3447
Joined: Tue May 15, 2007 11:58 pm

Post » Thu Dec 15, 2011 7:39 pm

I'm not even against linear games. I'd buy a great 2012 linear game if the guys didn't look like girls and they wore armor instead of street clothes. Unforunately western developers are always looking elsewhere and eastern developers lost their touch (with me at least).
User avatar
Scott
 
Posts: 3385
Joined: Fri Nov 30, 2007 2:59 am

Post » Thu Dec 15, 2011 10:57 am

In my playthrough, when I leveled smithing to 100 around level 20ish or so, and I found how game breaking it made it. I went from legendary two handers and heavy armor, to Dual wielding a dagger and a blades sword while wearing regular leather armor. The game got really hard at that point, On Adept and expert.

its a shame, that as a player you can unknowingly break the game by playing it, but.. As a player, its up to you, to keep breaking it. Breaking the game can be fun though, once you've gotten your fill of challenge. Morrowinds custom spells + insane Alchemy potions, was a lot of fun. Jumping clear across Vardenfel will always be memorable
User avatar
danni Marchant
 
Posts: 3420
Joined: Sat Oct 07, 2006 2:32 am

Post » Thu Dec 15, 2011 6:18 am

I'm not even against linear games. I'd buy a great 2012 linear game if the guys didn't look like girls and they wore armor instead of street clothes. Unforunately western developers are always looking elsewhere and eastern developers lost their touch (with me at least).


Eastern developers lost their touch because they decided that FMV's and linearity are more important than freedom. JRPG's have never had alot of freedom but back when they had world maps and towns instead of linear hallways and half hour cutscenes they were a lot more fun. JRPG's this generation have been horrible but people are still buying the old JRPG's as they come out on mobile phones, PSN and the Virtual Console. The audience is there for the more free JRPG's and I think something can be learned from them. Your game doesn't have to have level scaling.
User avatar
Scared humanity
 
Posts: 3470
Joined: Tue Oct 16, 2007 3:41 am

Next

Return to V - Skyrim