FitScotGaymer wrote...
I find myself agreeing with Sylvius.
They changed it cos they reckoned that the bombardment of information in DAO confused players which was true to a degree.
A lot of the information was presented in wall-o-text style and many folks dont like reading like that.
Unfortunately in typical Bioware style instead of improving it by communicating the needed information in a concise manner they took it completely out and replaced it with something that makes even less sense than the wall-o-text presentation.
It sucks.
This is it. Exactly.
And even beyond "confusing the players" we see 2 basic results manifesting in player feedback:
1) It really DOES feel like you're getting weaker when you level up (which is a horrible thing to do in an RPG)
2) The system itself lacks any semblance of creativity. There are many, MANY ways to implement level scaling that do not involve the STUPID notion of symetrically lowering the player's effective combat stats while raising the opponent's upon level up.
Off the top of my head:
a) introduce different enemies in an encounter point depending on the party's level. (BG2 did this. You're in a hallway in Firkraag's dungeon. At level 10, you'll face basic low level mobs.... Orcs, trolls, warewolves etc. But go in at level 18, and you'll be facing a pack of Golems instead.)

Increase the volume of enemies depending on party level. (BG1 did this. You're in a forest. At level 2, you'll encounter a pair of Kobolds or Xvarts. But go to that same forest at level 7 and you'll face an army of kobolds and Xvarts)
c) Increase enemy abilities depending on the party level. (DA:O did this. At level 8, Hurlock emassaries toss basic tier 1-3 spells at you (lightning, fireball, winter's grasp), but at 15th level, their arsenal includes the nastier stuff (Crushing Prison, Curse of Mortality, Glyph of Neutralization)
Edit: Evolving Gear isn't the solution either, since it takes away the fun of discovering new loot.
Modifié par Yrkoon, 12 octobre 2011 - 01:27 .