Wulfram wrote...
Did they climb Everest so that they'd get better at killing dragons?
No they climb Everest to become better climbers. Practise makes perfect.
Wulfram wrote...
Did they climb Everest so that they'd get better at killing dragons?
Modifié par Sylvianus, 16 août 2013 - 05:24 .
Modifié par Sylvianus, 16 août 2013 - 10:47 .
They should do it carefully as I said if they don't want to breake the relative feeling of freedom that should necessarily bring an open world or a semi open world. ( though we don't really know if DAI is going to be really an open world or something close... )
Modifié par Fast Jimmy, 16 août 2013 - 01:06 .
You don't end up with the same experience because an experience isn't solely defined by the amount of XP you end up with.fchopin wrote...
What use is exploring in an open world if you end up with the same experience if you explore or not.
Maria Caliban wrote...
You don't end up with the same experience because an experience isn't solely defined by the amount of XP you end up with.fchopin wrote...
What use is exploring in an open world if you end up with the same experience if you explore or not.
Haha, in this case, that would be interesting indeed.Fast Jimmy wrote...
They should do it carefully as I said if they don't want to breake the relative feeling of freedom that should necessarily bring an open world or a semi open world. ( though we don't really know if DAI is going to be really an open world or something close... )
I thought this was worth pointing out.
For all we know, the game could be divided up into her distinct geographic regions. Maybe you start out in Orlais, but after a certain point, you are moved to Tevinter, or Ferelden or what have you. You would be able to explore all the areas around your home base in these areas, but you wouldn't be able to fast travel from Tevinter to Orlais to go and explore that one cave you see scared out of earlier.
Just a thought. I think this might be more interesting, as it would gate the content you were able to explore a little, while also still giving you free reign to explore anywhere you wish.
Modifié par Sylvianus, 16 août 2013 - 01:51 .
Provi-dance wrote...
Maria Caliban wrote...
You don't end up with the same experience because an experience isn't solely defined by the amount of XP you end up with.fchopin wrote...
What use is exploring in an open world if you end up with the same experience if you explore or not.
You end up with the same experience, in the context of the topic about level scaling, because level scaling does precisely that; alters and bends enemies towards a similar combat experience for PCs at different levels.
Modifié par Fast Jimmy, 16 août 2013 - 02:04 .
Guest_EntropicAngel_*
Fast Jimmy wrote...
I'd disagree. The player's experience during the game is much different without level scaling, since you know that any fight you come across may be way out of your league. With level-scaling, you know you can beat anything you come across.
Sure, you may have a few companions fall or may even have to reload, but you never have the feeling of coming across something your character can't handle by stabbing it enough times. That feeling of nigh invulnerability is a shallow experience in many gamers' eyes.
I love the sense of accomplishment I get when major antagonists are no longer challenging.Maria Caliban wrote...
Yes. I'm okay with kicking the ass of random bandits when I'm level 35, but I'd rather important battles or major antagonists still be challenging.
Agreed.EntropicAngel wrote...
Fast Jimmy wrote...
I'd disagree. The player's experience during the game is much different without level scaling, since you know that any fight you come across may be way out of your league. With level-scaling, you know you can beat anything you come across.
Sure, you may have a few companions fall or may even have to reload, but you never have the feeling of coming across something your character can't handle by stabbing it enough times. That feeling of nigh invulnerability is a shallow experience in many gamers' eyes.
In my opinion this is where true "scary" moments arrive--in vulnerability. DA I doesn't need to have horror-themed enemies to be scary, just put in the possibilities of being very, very vulnerable.
Modifié par Fast Jimmy, 16 août 2013 - 05:23 .
Sylvius the Mad wrote...
I love the sense of accomplishment I get when major antagonists are no longer challenging.Maria Caliban wrote...
Yes. I'm okay with kicking the ass of random bandits when I'm level 35, but I'd rather important battles or major antagonists still be challenging.
This might bother me less because I tend to play mages. As such, becoming a god-killing abomination makes more sense than it would if I were a melee class.Wulfram wrote...
Whereas for me it just highlights the absurdity of the levelling system
Guest_EntropicAngel_*
Fast Jimmy wrote...
...well, let's not get ahead ourselves here.
Modifié par EntropicAngel, 16 août 2013 - 05:30 .
Guest_EntropicAngel_*
Wulfram wrote...
Whereas for me it just highlights the absurdity of the levelling system, and robs me of an interesting challenge.
Though to be fair, the final bosses have been oddly easy even with level scaling in the past two games.
Wulfram wrote...
Sylvius the Mad wrote...
I love the sense of accomplishment I get when major antagonists are no longer challenging.Maria Caliban wrote...
Yes. I'm okay with kicking the ass of random bandits when I'm level 35, but I'd rather important battles or major antagonists still be challenging.
Whereas for me it just highlights the absurdity of the levelling system, and robs me of an interesting challenge.
Though to be fair, the final bosses have been oddly easy even with level scaling in the past two games.
EntropicAngel wrote...
Fast Jimmy wrote...
...well, let's not get ahead ourselves here.
Hey, what are we here for but speculation?
Modifié par Fast Jimmy, 16 août 2013 - 05:35 .
Guest_EntropicAngel_*
Fast Jimmy wrote...
True.
I am interested in the capabilities a non-scaling, non-regen game with some type of "Exploration" set of skills specific to each class has. It certainly opens up doors in terms of the possibility of having to look at multiple solutions to problems instead of just "combat, combat, combat."
Guest_EntropicAngel_*
bmwcrazy wrote...
If it's done right, sure.
Just don't make it like Oblivion's.
Especially on higher levels, you got random bandits robbing you 20 gold when they were wearing Daedric or glass armor that cost thousands.
Good thing in Oblivion, there were always user made mods to fix such annoyance. Otherwise, I'd probably just cheat and make a sword that does a million damage, just so I could fully enjoy the game without fighting epic battles with random bandits or monsters every 5 minutes.
EntropicAngel wrote...
You may not have read through, crazy--as far as we know, there will NOT be level scaling (or little scaling--I don't recall the exact quote).
Guest_EntropicAngel_*
EntropicAngel wrote...
It's only absurd in the execution--the idea of it is based in reality.
Fast Jimmy wrote...
Then again, it is a bit of a conceit that the final boss must always be as powerful/more powerful than the party, isn't it?
In
war, for example, the final battle is often the point when the enemy is
the weakest after attacking them relentlessly through the course of the
entire conflict.
Modifié par Wulfram, 16 août 2013 - 06:02 .