Paromlin wrote...
AmstradHero wrote...
Consistently != constantly. The former implies some "easy" battles, but that overall, there will be a tendency towards increasingly harder battles - which makes sense because your character is growing in power.
I've not seen anything in this thread suggesting how to fix it apart from "use AI director" which (a) won't work; and (
is simply scaling by number instead of level.
You also mentioned "gating" (which is putting the static level enemies in), but the thing is... you're still scaling! Once you get past that "gate", the monsters are more difficult... which is exactly what scaling does!
So you don't want to move on, ok.
If you need to nitpick to prove a point you're already half-wrong. But since we're at it.. I've not said it's the same thing. I also don't know what "consistently challenging encounters" means to you, because it means different things to different people. Does DAO (a game in which everything scales) have consistently challenging encounters? Who can say that for sure? You?
Again, "you haven't seen" =/= "isn't there".
No, that's not what scaling does, sweetheart. Level scaling does something else completely. Don't try to blur the lines, because it won't work.
Snide attempted insults aren't becoming. I'm putting a reasoned argument here, not attacking you. Is it too much to expect the same from you?
If it appears I'm nit picking, it is because your posts did not appear to be consistent on the issue (note that I'm referring to
your posts, not you personally - there's the nuance of language once again) Furthermore, I explicitly defined what I meant by the term consistent in the above post, but you immediately question it. Why ask a question to which I've already provided the answer? If you're talking about what a "defines a challenging encounter", then you're talking a whole different kettle of fish that has nothing to do with level scaling and hence is irrelevant to the discussion at hand. What's easy for one player is hard for another, and so on. That's not the point being debated.
I take your point regarding suggestions within this thread. My apologies, there are some here. I did read the thread, but by the time I got all the way through I'd forgotten some of the posts. So now I've gone back through again. However, the majority of suggestions to "fix it" are either not suitable or will make the game boring/linear. There are two that aren't:
* Changing enemy groups in number/composition - which is a good suggestion. It fits the bill nicely. Unfortunately it's not easy to do in DA as it stands currently.
* Making increasingly smarter AI - which is a nightmare. AI is hard to code at the best of times, and besides, having "increasingly intelligent" enemies is just as ridiculous as having them becoming increasingly powerful.
In every RPG you've ever played, the monsters get more difficult as your character grows in power. They
have to. I hate to break it to you, but
that is level scaling. The monsters are scaled in difficulty according to your character's progression in the plot and their commensurate level of power. Sure, there's circumstances where you can go off the beaten track a little and get squashed (see basilisks and ankhegs in BG1), but on the whole, the overall difficulty and power of enemies increases in a linear fashion.
You're defining level scaling as the limited case in which the same monsters are adjusted in level to match your character's level. Unfortunately in that case, your complaint in many cases boils down to: "there's not enough different monsters". Or perhaps what the player should be forced to do is run around, doing the first phase of each of the major quest lines.. then return and do a second phase once they've levelled up from all that work... then when they're getting more powerful, return again and finish them off... uh, no thanks. Yes, I'm exaggerating to make a point - but you get the picture.
For the sake of argument, let's take your definition and run with it. You're now simply complaining because you can pick the order in which you progress the plot and now the darkspawn enemies also get progressively tougher to match that character. You're taking issue because those same monsters you've seen previously are now tougher to match your character's increase in power. Is it a bit silly in terms of the world dynamic, yes. I don't argue that for a second. But is it necessary? You're damn right it is.
Now, I'm not saying that I expect every Joe-Average-Bandit to scale in line with my character. If that's the case, then you end up with ridiculous scenarios a la Oblivion with hordes of bandits going around in glass armour. I concur that I don't want that. But scaling does need to be implemented to some degree otherwise the game is boring.
I get that your issue is that you find it unrealistic that the monsters are always around the same level as the player. I really do. Heck,
I even agree with you that it is stupid. But the problem is that you're failing to see the other side of the equation. Yes, I'd love some encounters where we get to romp through a group of weakling darkspawn before we meet up with their more potent bretheren every now and then. I'd like for that sloth demon that was able to bring an entire army of mages to its knees to be less powerful than a lone Hurlock Alpha in the Deep Roads. The problem is that
it doesn't make for a fun game.
Realism in games is not necessarily achievable, nor should be desirable when it gets in the way of the game being fun, interesting and challenging to play. Ultimately, players play a computer game for fun - not for perfect realism. I dislike inconsistencies in gameworlds as much as anyone else (I wouldn't blog about game design issues so much if I didn't!), but there are points where you have to suck it up for the sake of fun.
There are issues with Dragon Age's level scaling engine - each area has a set level range in which the monsters spawn - it appears to be a non-trivial matter to have one group of monsters significantly weaker than the majorityt of those in the level apart from the very dull one-hit-kill variety. Yes, I'd love to see some changes implemented and perhaps get a system where we get monsters of varying difficulty within a particular area. I'd like to see those inconsistencies with the power of "grunt troops" removed - but I am adamant that scaling of encounters needs to occur to at least some extent. If we've got a non-linear plot, in most cases that means the game requires level scaling given the mechanics of most CRPG combat systems. Possibly unfortunate, but it's an easier win for the developers in that it is reduced effort that can be spent elsewhere.
Have you ever tried to tweak an encounter manually based on the number of enemies and enemy power to make it challenging across a range of character levels? I have, and across four consecutive releases of a mod in which I tweaked the encounter each time, I had players both decrying the encounter as "way too easy" or "impossibly difficult." A level scaling system helps to reduce the "user error" in encounter scaling, not to mention the high cost of repeated cycles of setup, testing, and refinement. In terms of cost effectiveness and overall enjoyment for the player base, level scaling is the current winner for RPGs.
In essence, all your arguments indicate that you value realism over player choice of plot progression combined with combat that consistently increases in difficulty to accomodate the player's increasing level of power throughout their adventure. I don't, so we may just have to agree to disagree.
Modifié par AmstradHero, 19 juillet 2010 - 09:16 .