asaiasai wrote...
I liked the level scaling in DAO because it allowed the player to do the quests in any order they chose. This gives the player a sense of control over the game and the story by allowing them to say, go to the tower first because thier warrior or rogue needs a heals mage. I do agree that the mobs SHOULD NOT be capped but should level with the player all the way up.
With out level scaling in DAO the player would be forced to go to the same path with every play through so you would have to do, The Tower, The Forest, Deep Roads, Redcliffe, Haven, etc etc everytime with NO deviation pretty much a linear path. It may be of little signifigance with the current setup of DAO but as a player i preffer the ability to do the areas in any order i choose gives this me the appearance of choice and will take that over none any day of the week. A crappy game with choices is still a crappy game, but a good game with choices, even small ones, is a better game for it. The issue is that there are so many games that go like this; point A to B to C to D, fight end boss, player trophy moment, roll credits. Sure with level scaling in DAO it is just a mix C to D to A to B, fight end boss, player trophy moment, roll credits but it is the nod to player choice that makes level scaling superior IMHO.
The problem with DA is that it puts so much into five paths but doesn’t flesh out the paths. Its simply lvls the paths to maintain difficulty and says have fun. That’s just too mechanical. Might be ok if the combat was great but it wasnt. Besides what choice is that? You can just flip a coin. How about this?
Remove the filler grind so there is less leveling. Make two of the five paths more difficult. It would only eliminate two choices but at least the choices would be meaningful. Make one choice really easy, the other two paths would be moderate.
Scatter some clues for the difficulty of each path. Make some of the paths better for certain tactics, and rewards too. So again less choice but better choices.
Next scale the weaker paths not with lvls but with tactics. Maybe the out matched NPCs could higher more help, attempt to bribe you or surrender outright. With less fodder battles you wouldn’t lose as much XP for peaceful solution. It would also make people feel powerful while giving the game more variety.
Give alternatives against tougher paths. Maybe the PC could simply loose but not be killed, or again solve the matter with a compromise, a bribe, or stealth and assassination, or with help kinda like the reverse of the enemy’s mercs where people come to help you.
Modifié par Dorian the Monk of Sune, 18 décembre 2010 - 06:03 .