Where will it take us?
In DA:O, I accept the fact and continue playing.
In Oblivon, it was just ridiculous.
Fallout 3 kind of sorted out some problems, but it was still level to level.
Then I remember Morrowind, where you could easily slay some foes on the road for small xp and loot, and sometimes you just had to gun it to be able to flee against a strong opponent.
Or trying that cave to find some loot, and you were so deep in sh!t so all you could do to save yourself, was to run.
I don't like scaling, I think mobs should be diversified all over the place outside the main story, where they could be scaled inside the story.
What's your ideas?
Level scaling
Débuté par
Bluto_Longneck
, déc. 12 2009 01:11
#1
Posté 12 décembre 2009 - 01:11
#2
Posté 12 décembre 2009 - 01:51
it's a game convention at this point. dao at least has min/max level ranges for areas. compared to bg2's under/over at level 12 (usually), it's not that bad.
Modifié par phordicus, 12 décembre 2009 - 01:57 .
#3
Posté 12 décembre 2009 - 01:56
Except against dragons I never had any problems because of the level of my characters. I like the scaling at DAO so far.
#4
Posté 12 décembre 2009 - 01:59
Think they have it almost right here. First time in, set the scale/level based upon a top and bottom possible limit. Lower limit too hard on initial encounter, run away and come back later as the level is now fixed.
#5
Posté 12 décembre 2009 - 02:59
I don't like scaling either but I think it is here to stay, unfortunately.
FPS has become the most dominant game genre and, AFAIK, all established game developers cater to what provides the largest market share, thus profit. What I mean by this is that games, nowadays, will be geared towards players that have a constant need for perpetuous pressure while demanding continuous progression of the game. Scaling enemies will provide this in the RPG genre and can therefore, potentially, attract the FPS gamers (the largest group of gamers out there).
At the same time, I think, it's much easier (quicker, more cost efficient (the dark side
)) for developers to create balance within a game through scaling, as opposed to level designed areas.
For the future this means that, perhaps, if we're extremely lucky, some independant developer (that creates a game for artistic value only, instead of profit) will cater to the needs of a minority. Perhaps 1 such game within the next 20 years.
FPS has become the most dominant game genre and, AFAIK, all established game developers cater to what provides the largest market share, thus profit. What I mean by this is that games, nowadays, will be geared towards players that have a constant need for perpetuous pressure while demanding continuous progression of the game. Scaling enemies will provide this in the RPG genre and can therefore, potentially, attract the FPS gamers (the largest group of gamers out there).
At the same time, I think, it's much easier (quicker, more cost efficient (the dark side
For the future this means that, perhaps, if we're extremely lucky, some independant developer (that creates a game for artistic value only, instead of profit) will cater to the needs of a minority. Perhaps 1 such game within the next 20 years.





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