Enemy level scaling
#1
Posté 27 octobre 2009 - 04:27
#2
Posté 27 octobre 2009 - 04:28
#3
Posté 27 octobre 2009 - 04:31
#4
Posté 27 octobre 2009 - 04:31
#5
Posté 27 octobre 2009 - 04:32
Fleepster wrote...
hmm, not sure if U care for that...
What?
#6
Posté 27 octobre 2009 - 04:32
Herr Uhl wrote...
Fleepster wrote...
hmm, not sure if U care for that...
What?
He was just concerned about my needs is all.
#7
Posté 27 octobre 2009 - 04:35
Herr Uhl wrote...
What?
It's like in Oblivion, you can dink around doing a bunch of side quests and level your character up and then when you go to take on the main quest, you're all of a sudden fighting end-game mobs. Not my cup of tea, that's all.
#8
Posté 27 octobre 2009 - 04:36
#9
Posté 27 octobre 2009 - 04:37
Edit: Aw, heck, this thread is getting serious. Well, level scaling is in but it's set for many areas once you enter the area, so if you come back later the enemies will be easier. In other areas the enemy levels are set and do not scale. There will be no random darkspawn encounters where they're wearing the best armor in the game a la Oblivion's ridiculously appointed bandits.
Modifié par MrGOH, 27 octobre 2009 - 04:39 .
#10
Posté 27 octobre 2009 - 04:37
Fleepster wrote...
Herr Uhl wrote...
What?
It's like in Oblivion, you can dink around doing a bunch of side quests and level your character up and then when you go to take on the main quest, you're all of a sudden fighting end-game mobs. Not my cup of tea, that's all.
No, it's not like Oblivion. That kind of ridiculous scaling is exactly what they're avoiding.
#11
Posté 27 octobre 2009 - 04:40
Herr Uhl wrote...
No, it's not like Oblivion, the scaling is area-bound. Think between 12 and 16 in level. There is a roof and a floor.
Yes, each level has a roof and a floor in terms of levels, and on top of that the level gets frozen when you first enter the area.
#12
Posté 27 octobre 2009 - 04:40
Herr Uhl wrote...
No, it's not like Oblivion, the scaling is area-bound. Think between 12 and 16 in level. There is a roof and a floor.
Ah, like what they did in Fallout 3. That makes more sense, thanks for the info.
#13
Posté 27 octobre 2009 - 04:42
MrGOH wrote...
No, he was talking about U Thant, the 3rd Secretary General of the United Nations. Apparently U Thant's ghost does not like limited level scaling.
Edit: Aw, heck, this thread is getting serious. Well, level scaling is in but it's set for many areas once you enter the area, so if you come back later the enemies will be easier. In other areas the enemy levels are set and do not scale. There will be no random darkspawn encounters where they're wearing the best armor in the game a la Oblivion's ridiculously appointed bandits.
Perfect! that rediculous notion of level scaling in Oblivion ruined the game for me.
#14
Posté 27 octobre 2009 - 04:57
#15
Posté 27 octobre 2009 - 05:16
Modifié par SheffSteel, 27 octobre 2009 - 05:16 .
#16
Posté 27 octobre 2009 - 05:25
#17
Posté 01 décembre 2009 - 11:57
#18
Posté 07 décembre 2009 - 04:25
#19
Posté 07 décembre 2009 - 09:05
intrepidemise wrote...
There's still no excuse for level-scaling at all IMHO. The entire point of leveling is to become stronger. If everyone else levels up with you, what's the point? Level-scaling seems to be focused on loot for the risk/reward. But if you're still dealing the same damage with new weapons and taking the same damage with new armor because all the other enemies leveled up with you and are using better gear as well...can someone explain why this is becoming MORE popular rather than less so? I don't remember Neverwinter Nights 2 having level scaling. Or Mass Effect. Or, hell, Final Fantasy, for that matter. A good RPG rewards time and hard work with a powerful character. Keep boss fights hard, but make thug fights easier. It shows how your character has GROWN.
You can still power up your character, just stop thinking of it as purely "levels" of power. By leveling up, you gain access to new talents and to new gear. The game only scales to your level, so your new gear (Veridium, Dragonbone, whatever it may be) will give you an advantage and so will an overabundance of talents.
Level scaling helps reduce the age old problem of players just grinding out areas to get tons of xp so they can just walkthrough the next few stages of the game. What's the fun in that?
Plus, the level scaling is what allows the player to have the freedom to do the major questlines in any order he or she chooses. It the enemies don't scale, then Bioware would have had to choose a specific progression route that would limit the player's freedom of choice.
Modifié par vigo810, 07 décembre 2009 - 09:07 .
#20
Posté 07 décembre 2009 - 09:09
There is no way to level up helmets in the game to your tier, so you will be punished for finding some items earlier on as they will not be as potent for end game use as if you had waited until you leveled up to find them. Annoying, but there's probably a mod to help this unless you're on a console.
But monster scaling isn't that bad. And I'm no fan of scaling as you can tell.
#22
Posté 08 décembre 2009 - 02:07
order to tackle some of the ennemies that you can't beat right now. It's enticing to get stronger because those stronger ennemies will guard important treasures or will guard the entrance to the next area of the map where you want to get to.
If you are strong enough to beat the guardians then you have become strong enough to tackle some of the ennemies in that new region which are very powerful. This new region will also contain some of the main creatures as the previous region so the fact that you are now much stronger will give you a feeling that leveling up was indeed worth it. Please note that this is only one way to design RPGs. I could name several other equally good ways of doing it.
So what I amsaying is that what makes the correctly designed RPGs fun to play is this sense, when you are leveling up, that you are indeed becoming someone who is stronger, better, faster, wiser, smarter etc etc. If you don't have that then the game loses much of it's appeal and It's simply not an RPG. Unfortunately that's the case with Dragon age. If this game was done properly it would become an instant classic. Anyway that's my opinion. No doubt some of you will not agree. I could recommend some real good RPGs but they are all several years old and, sadly the graphics, are rather primitive by modern standards but man were they fun to play !.
#23
Posté 08 décembre 2009 - 02:21
Also, Sloth of Doom, it isn't because we don't understand how level scaling works that we're annoyed and disappointed. It's because many of us disagree with the very premise of level scaling, regardless of how well (or not) it's implemented. Your arrogant "RTFM" comment is not welcome.
Modifié par intrepidemise, 08 décembre 2009 - 02:25 .
#24
Posté 08 décembre 2009 - 03:59
Predicted disagreement incoming:joshmaster wrote...
Anyway that's my opinion. No doubt some of you will not agree.
Indeed I find your whole approach to role playing a bit strange. To me it is about creating and playing a unique character in a (more or less) fantastic world. Sure, leveling is nice to get a sense of progression and to reward the player for his efforts, but essentially it has little to do with the actual role playing part.
Even in "proper" PnP RPGs you get enemy scaling. Sure, a life game master can do it better than a computer game. Giving you different enemies that you'd also expect to be stronger (or simply more enemies, if the system doesn't punish that too heavily). But that is still scaling. If your character only encounters the same lowly robbers throughout lvl 1-20 your game master is doing something wrong I belive.
And in a video game where you want to leave different paths open for the player I see only to alternatives to enemy scaling:
a) Make level progress minimal so it has practically no effect on gameplay at all (which would take away the feeling of progression and reward, which most players are rather fond of)
#25
Posté 09 décembre 2009 - 10:33
Actually, sorry but it's exactly that : the challenge never changes.JEBesh wrote...
It scales to a degree, but not so much that the challenge never changes.
They failed, then. DAO felt just like Oblivion.JEBesh wrote...
No, it's not like Oblivion. That kind of ridiculous scaling is exactly what they're avoiding.





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