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Enemy fights scale immediately?


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11 réponses à ce sujet

#1
sio

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Hi

Im working on a module to level characters and put them through some hoops. In a single area, i had a new character level up from 1 to 15, picked up some decent gear from a merchant, then I walked around a corner where i had dropped some enemies that i figured would have been a push over since they were generated in the area when i was lvl 1, entering.

But they actually put up a decent fight, and the hurlock alpha had a yellow name, which i assume is a live comparison to my own party (or in this case, single character). So do enemies scale immediately as one levels? Im a little confused with how that works?

Thanks,
Daniel

#2
Languard

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Well I can only answer the color part. Color in the names indicate rank, so the yellow just means the alpha is a mini-boss. I have no idea how scaling works.

#3
Axe_Murderer

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I know there is an autoscaling system in place, and that rank determines how tough they are, but I couldn't tell you when the scaling takes place. It might even happen on the fly during combat...


#4
Astorax

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I think there is some automatic scaling based on character level. I noticed the same thing in the Single Player game as I went through it different times...different areas will continue to put up roughly the same challenge regardless of what order you do things.

#5
sio

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@Astorax: yeah, bout the only way you can have the game open ended like that and work. I can dig it and love being able to choose-your-own-adventure but it does have its faults at times.



@Axe_Murderer: Yeah, im thinking it might happen on the fly, where all the math involved with the enemies is done abstractly, so instead of say dealing 200 points of dmg so far to an enemy, youve dealt 45% damage to an enemy so far. And what that 45% means is relative to the current power of your party. Id like to see some confirmation from someone who's dug into it or just knows though

#6
Axe_Murderer

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It would be simple enough to test. Just make a monster and have some script spit out its level when you attack it, then either raise or lower your level, then spit out the monster's level again. If it scales on the fly then you should see a difference when your level changes.


#7
Nodrak

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I remember reading that items and monster levels are set when they are spawned the first time. In the case of a triggered encounter, they would be adjusted when the trigger spawns them.

#8
sio

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thats what I would expect, I didn't setup a trigger though, i just stuck them around the corner in a room. Granted, im going on what I perceive. But I percieve a relatively tough fight after lvling my character to 15 when they would have been spawned on area creation and im lvl 1. So it should be a cake walk, my fighter dealing 50 damage a hit, shouldn't have to hit an enemy multiple times if it was generated for a lvl 1 character, unless they aren't spawned until your within a certain proximity of the placement of the creature in the area or it scales automagically on the fly

#9
Arkenor Oakshadow

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It may require some proximity. Try running your test again, but this time try to get close enough to spawn them (without them attacking you) before raising your level.

#10
FalloutBoy

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Try what Axe_Murderer said.


#11
sio

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yeah, ill try out axe_murderers idea soon enough and post the result

#12
daemon1129

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When I was in deep roads, my party is level 8, the monster I encounter are level 8, then I cheated to level 14, after saving and reloading, the next ecounters are still level 8. So I am guessing the leveling is set when you first enter the entire area, which in my case would be the whole Deep road area, from where I enter to where the Anvil is. Anyone got the same results?

EDIT: BTW the enemy name coding seems to only affect their stats and possbily talents / spells, since the Orges I fight are level 8 just as same as the Hulocks.

Modifié par daemon1129, 17 novembre 2009 - 04:12 .