Kimberly Shaw wrote...
I dare you to try to make an RPG with exploration and freedom without level scaling. Without any level scaling at all players are forced to complete areas in a certain order, and people will definitely complain about that....a lot. It's a tradeoff that we have to live with until someone comes up with a better way to handle it.
How can you say that you're not forced to complete areas in a certain order in DA? The ONLY freedom you have is which order to conscript your help from. Games existed without scaling for a long time, and they were great and people didn't complain. DA is linear in my opinion, except for the conscription quest order. So you have scaling and a linear order, which is the worst of both worlds.
I don't think I am saying that you aren't limited to certain sections of the game before being allowed to advance to a new area. I do think you're exaggerating the lack of freedom a bit, though. Even allowing freedom to complete the conscription quests and all of the side-quests (there are a lot of them) in the middle of the game is enough to warrant
some small amount of level scaling, IMO.
There is enough content there to allow some of the quests to be easy to the point of being boring. If you decided to do the Brecilian Forest last and it was designed to be done first you'd end up with a pretty large chunk of content that would be full of battles that were a yawnfest and loot that was barely worth selling.
There's also little enough content there to end up essentially forcing more linearity on the game by making the player do those quests in a set order. If you're going to do that you're better off making the game 100% linear and save the player the trial-and-error tedium of figuring out what that order should be. Older games like the Ultima and Might & Magic series masked this by having large free-roam areas.
Admittedly, I was also a lot younger when I played those games and had more time on my hands. I simply don't want to spend 5 of my precious gaming hours (I get maybe 5-15 hours a week to game nowadays) accomplishing nothing but being destroyed and reloading while I'm trying to figure out where I'm powerful enough to go next. My days of being that "hardcore" ended when I got old enough to have concerns beyond the video game I'm currently playing.
Kimberly Shaw wrote...
I guess their are people that would complain that they are forced to level up before they can enter certain areas or be killed, but to me that is the whole point of RPGs, some areas are very difficult until you're powerful. Some areas are easy if you're powerful. Let me try to go to the difficult places and beat them early if I have mad skills, and reap the rewards for my difficulty. Let me go back to easy places when I'm powerful and flex my muscles a bit by making cannon fodder.
I agree with this, but again, the issue simply isn't as black and white as you're trying to make it. It's important for the game to make your character(s)'s progression noticeable, and Oblivion failed miserably at this. Believe me, I had this same argument many times with people after Oblivion was released...only I was on the other (anti-scaling) side of it. There are ways to keep a game from becoming level-unbalanced without completely removing all scaling and leaving the difficulty of every area and enemy static.
Kimberly Shaw wrote...
I guess that's the kind of RPGer I am. A pity designers are catering to 14 year old console players who cry to mommy that they get killed everytime they play the game and need the game to dumb down to their level so its always the same difficulty no matter if they just start out or are the most powerful person on the planet. Drives me crazy!!!!
Now, this just makes you sound short-sighted and elitist.

I agree with the sentiment, though. I don't, however, agree that the solution to this problem is to never, ever use level scaling of any kind. Sometimes scaling is necessary and can be done in a way that doesn't take away the sense of satisfaction that you're worried about losing.
Kimberly Shaw wrote...
Don't get me started on the loot scaling in Oblivion, though...to me that was the worst aspect of the entire game.
Also
agree with you on that with Oblivion, but I do find item scaling in
DA:O to be its worst feature too. Eg if you do the Shale quest early
on, your helmet of honnleath is Gray Steel (Tier 1). This is one of the
best helmets in the game, and yet its Tier 1 because you did the Shale
quest early. If you waited until level 15 to do it, it would be Tier 7.
There is no way to get the helmet to gear up (vendor tricks don't
work). I cannot STAND being punished for doing a quest early, it drives
me kookoo banana crackers. Items like that should either always drop at
their intended level (Codex items should be Tier 6 or higher IMO
always) or level up with the player. Items in DA:O fall under 3 scaling
methods:
1) Drops at a set level regardless of your level, cannot be increased by vendor sell/buy back (eg warden keep armor).
2) Drops at your level (scaling), can be increased by vendor sell/buy back (most items).
3) Drops at your level (scaling), cannot be increased by vendor sell/buy back (helmets).
Why the game has THREE different codes for item scaling is beyond me, and needs to be fixed.
Would you rather the items in the Stone Prisoner content be Tier 1 (or Tier 2, 3, 4, etc.) and stay that way regardless of you level when you decide to tackle it? To me that's the only alternative. They could just make it static, but then if they wanted to set that quest to a lower level so you could have Shale longer you'd get equipment that wouldn't be useful at all if you were over a certain level. Alternatively, they could make it a high-level quest, but then people would complain that they couldn't get Shale until toward the end of the game. They could make the enemies scale and the equipment static, but then you'd run the risk of getting uber equipment too early in the game.
I dunno. I totally understand your frustration, but I also understand why Bioware did what they did.
Modifié par Dex1701, 04 décembre 2009 - 01:28 .