Any point in levelling up?
#1
Posté 02 janvier 2010 - 02:59
#2
Posté 02 janvier 2010 - 03:10
#3
Posté 02 janvier 2010 - 07:00
Typically saying, if you have a good agro tank with you(Alistar or a AW mage), you will never lose a battle.
For example: my mage does decent damage and kills enemies quickly(damage=56-93, cold) however, there are some cold resistant monsters that ****** me off so i would do 7-16 damage on them which is weak.
#4
Posté 02 janvier 2010 - 09:48
#5
Posté 03 janvier 2010 - 10:27
#6
Posté 03 janvier 2010 - 10:30
#7
Posté 04 janvier 2010 - 08:07
#8
Posté 05 janvier 2010 - 05:18
#9
Posté 05 janvier 2010 - 05:23
#10
Posté 05 janvier 2010 - 05:51
That said, the game does get noticeably easier at higher levels, provided you have allocated your points correctly and you have acquired decent gear. Level scaling doesn't take gear into account.
#11
Posté 05 janvier 2010 - 09:42
Well it's called level scaling, not level+party+gear scaling.stillnotking wrote...
Most encounters actually do scale, there are only a few that don't. Areas do have minimum and maximum levels for scaling purposes, but the minimum is usually pretty low and the maximum is almost always very high. Redcliffe and the Circle Tower are the two big exceptions: those areas will be trivial if you are high level. The Deep Roads/Anvil of the Void are extremely difficult below level 10, but it's actually pretty hard to get there before level 10, unless you make a beeline from Lothering and do no side quests at all.
That said, the game does get noticeably easier at higher levels, provided you have allocated your points correctly and you have acquired decent gear. Level scaling doesn't take gear into account.
#12
Posté 05 janvier 2010 - 11:40
#13
Posté 06 janvier 2010 - 12:31
#14
Posté 06 janvier 2010 - 12:52
When I just got the game, I went to Balmora (where the main quest starts) and decided "to hell with this, I'm doing the main quest later". I looked at the paper map and saw something called Ghostgate. Sounded spooky, so on my way I went. It was quite a long trip, and I had to dodge increasingly scary mobs and ominous-looking ruins (well, I took a look inside one and had to reload the game
With level scaling, I could have beaten it. Or alternatively I wouldn't be able to access the area yet. But what developers fail to realize is that I actually had fun being chased out, only to come back later and teach that ghoul a lesson. It reinforced the feeling that Ghostgate was a scary place, not meant for a weak outlander like me. As a lowly player, I am perfectly capable of grasping the idea of "not powerful enough yet, come back later".
Then along came Oblivion, and suddenly everything would just be your level. Not only that, if you didn't pick optimal choices while leveling, mobs would start outscaling you and even bandits would gradually become tougher.
I don't much like level scaling, but I think so far in the hands of Bioware it hasn't been too bad. In Mass Effect even non-combat skills were merged with combat skills so you didn't have "wasted" levels like in Oblivion (by the way, brilliant move in Mass Effect, I'm surprised I've not heard anyone else praise this yet), and in Dragon Age you just generally outscale the mobs.
Oh, anyway, rambling aside. Morrowind is just about the LEAST linear game out there, and it doesn't scale everything to your level.
Modifié par termokanden, 06 janvier 2010 - 12:53 .
#15
Posté 06 janvier 2010 - 02:17
#16
Posté 06 janvier 2010 - 02:57
In Oblivion, the scaling was so direct, you gained little from leveling up. In fact, the very strongest builds often halted leveling altogether at a fairly early stage. I ended up using an Excel sheet to plan exactly when and how to level; so much for roleplaying.
In DAO, there's a level 'range' for each area, so your advancement can make you relatively stronger, plus the addition of more Spells, Talents, and Attribute points makes a big difference.
I'm quite happy with the DAO level scaling, which kept fights appropriately but not overwhelmingly challenging.
#17
Posté 06 janvier 2010 - 03:06
Furthermore, it forces all characters to optimize for combat or get overwhelmed as they level up, which is very limiting. This really annoyed me in a NWN2 Persistent World I used to play. My character concept was essentially of a bard who thought of himself primarily as a musician and focused on socializing and storytelling in the bar, only occasionally getting swept up into adventures--but as he got higher and higher level he became less and less effective. The problem was exacerbated because he gained most of his experience through roleplay and DM-driven adventures rather than solo grinding, so his equipment was extremely sub-par for his level. I had a second character who was half his level who could solo in areas where he would get slaughtered.
I also dislike it from a more practical standpoint. It tends to make side quests a waste of time. Oblivion was particularly bad for this...they built this huge world with lots of areas but there was really no reason to explore them. At any given level, they all had pretty much the same loot and enemies, so you might as well just finish the game.
Finally, in a game that doesn't scale if you attempt a quest before your characters are ready and get clobbered, you can always come back when you're stronger. If levelling up isn't going to make things any easier, a difficult encounter is much more discouraging.
#18
Posté 06 janvier 2010 - 11:53
bull****. lazy design promoting lazy thinking. there's already linearity in that you're much more likely to get your ass kicked trying to go to orzammar right out of lothering. check how many guides practically require doing the mage circle first or that recommend denerim before every archer there gets scattershot. the game catapults you to your first specialization before you've even made a real quest path choice, so the first three areas (origin, ostagar, lothering) are absolutely linear. with no respawning enemies they knew nearly exactly how much XP you'd have before the only Real Level Scaling Decision you get to make: difficult quests first and easy ones last or perfectly scaled quests first and slightly difficult quests last.MikeCheck1212 wrote...
The problem with not having level scaling is that the game would have to be much linear.
Modifié par phordicus, 06 janvier 2010 - 11:54 .
#19
Posté 06 janvier 2010 - 12:42
#20
Posté 06 janvier 2010 - 12:57
Sorry for off topic, but had to say that now.
#21
Posté 06 janvier 2010 - 01:36
maxernst wrote...
Hmm...I haven't been playing long enough to see the effects of level scaling so I can't say how it impacts this game, but in general, I hate it. For one thing it breaks the sense of immersion for me to find the entire world becoming more dangerous over time...why have the thieves in this city become so much more skilled? How do ordinary people survive when cities and farmlands are just as dangerous as the wilderness? Where is all this treasure coming from that wasn't here before? It just isn't logical--and before you break in with the "it's fantasy, magic isn't logical" argument, the mere fact that magic exists doesn't mean a world shouldn't operate in an internally consistent fashion.
Furthermore, it forces all characters to optimize for combat or get overwhelmed as they level up, which is very limiting. This really annoyed me in a NWN2 Persistent World I used to play. My character concept was essentially of a bard who thought of himself primarily as a musician and focused on socializing and storytelling in the bar, only occasionally getting swept up into adventures--but as he got higher and higher level he became less and less effective. The problem was exacerbated because he gained most of his experience through roleplay and DM-driven adventures rather than solo grinding, so his equipment was extremely sub-par for his level. I had a second character who was half his level who could solo in areas where he would get slaughtered.
I also dislike it from a more practical standpoint. It tends to make side quests a waste of time. Oblivion was particularly bad for this...they built this huge world with lots of areas but there was really no reason to explore them. At any given level, they all had pretty much the same loot and enemies, so you might as well just finish the game.
Finally, in a game that doesn't scale if you attempt a quest before your characters are ready and get clobbered, you can always come back when you're stronger. If levelling up isn't going to make things any easier, a difficult encounter is much more discouraging.
I found DA:O has a nice balance of level scaling vs your gear/skill level. Even though the bad guys gain levels they apparently do not gain all the same talent point potential you do. Just because you are fighting level 20 archers they don't bombard you with Arrow of Slaying for example. You can two shot a genlock with a 2h weapon at level 4, 15, 20, etc... as long as you build for doing damage.
Another thing too about immersion in this game... Bandits are a threat, and common people do fear them. This is pretty apparent in Lothering. Blood Mages are a threat, and should be taken seriously. Darkspawn are no joke for the commoner. All of these types tend to come at you in large groups, and that is what tends to make them dangerous.
At least in this game once you have killed off the bandits/mages etc... that are a threat to the lands they stay dead. You won't wander around the country and randomly encounter level 22 bandits. Usually by then you have scourged the land, and the game tends to focus more on the darkspawn. The darkspawn gaining in strength made sense to me in the late game because the bulk of the horde is now falling on Ferelden. By the time you are going into the final battle you are facing alpha's, and generals. Maybe in some games this sort of scaling system seems silly, but I felt it works in this one. Also you'll hardly notice most of the time since most of the bad guys don't gain new abilities, and a lot of the time they are as easy/easier to defeat due to your expanded options. It feels a lot more fluid in this game than others.
#22
Posté 06 janvier 2010 - 02:07
Tirigon wrote...
I don´t understand all the Hate for levelscaling in Oblivion. You got stronger by leveling up. On lv 1 I had trouble fighting a single bandit, On lv 42 I could easily fight a dozen highend enemies at once and kill even the strongest bosses within seconds. If you don´t believe, murder someone on lv 1 and fight the guards. After dying, load an lv 40 char and do the same. You will see you can one-hit most of them, and easily fight 20 or more at once. While being practically invulnerable. (85 % armor, 100%magic resistance, 50% damage reflection, incredible spell absorb / reflect and a selfheal for 300, in my case for example - with mods I actually got to 200!!!!! % damage reflection, 100% spell reflect and 100% spell absorption once. I could just go afk in a fight and come back when they killed themselves)
Sorry for off topic, but had to say that now.
That's because you're not supposed to fight the guards, at least you're not supposed to be able to at the beginning.
So they don't scale much, if at all. They just start at a high level and with solid equipment.
I'm really amazed I have to explain such basic things. Try fighting a goblin or whatever you have been fighting since the beginning of the game with a char who uses mainly a skill that is not that great in combat and made it a major skill...
Sure you can exploit the system and choose the skills that you're never gonna use as "Major". Then you max the skills that are actually usefull without gaining levels and the game becomes gradually easier. But choosing "Major" skills that you dislike and don't want to raise much/fast seems kinda counter-intuitive, doesn't it?
Actually I'm not sure if it's possible to design a more silly system then this...
#23
Posté 06 janvier 2010 - 02:13
I'm in the second and third categories so I think scaling is just peachy, but those who incline toward the first category might not enjoy DA:O.
#24
Posté 06 janvier 2010 - 02:15
#25
Posté 06 janvier 2010 - 02:30
Your best bet is not to worry that you have picked the skills you like and just forget about the levelling system. Your being looked after, protected, hand-held, cuddled by the system (you big bad warden you) so you won't get weak. Or you could go get yourself smacked around the head a few times with a stick until you start to dribble and slur your words and then you come back to DAO, you will then find the levelling system interesting.





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