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Leveling and pacing seems off


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#26
Kantr

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You could do it like skyrim have them level with you. Problem was you could then do all dungeons on a low level. So maybe a hybrid system where they start above you and then level to keep slightly ahead.



#27
Razir-Samus

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You could do it like skyrim have them level with you. Problem was you could then do all dungeons on a low level. So maybe a hybrid system where they start above you and then level to keep slightly ahead.

in skyrim you couldn't just hobble off to some of the higher dungeons despite the scaling, you simply weren't kitted out for it (gear and skill-wise) and plenty of the mobs could 1 shot you easily



#28
Kantr

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in skyrim you couldn't just hobble off to some of the higher dungeons despite the scaling, you simply weren't kitted out for it (gear and skill-wise) and plenty of the mobs could 1 shot you easily

So many reloads...



#29
Sidney

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The problem is things are either too strong or too weak

 

1. Too Strong. The game needs more warning things are above your level - outside of tac cam. Visually monsters are the same so I'm sure that Farm Rift over the river caused a ton of thrown controllers. They mix level appropriate with non-appropriate apparently at random. It would help even if certain parts of the map were too tough and there was some way of knowing that. Dying isn't a good indicator since it is after the fact.

 

2. Too weak. Especially in the story things should level scale to you. I skipped 2 whole areas and was way, way overpowered for the final fight.

 

I appreciate feeling like i am getting stronger relative to the world and the bandits don't have super powered armor (looking at you Oblivion) but not doing level scaling requires a lot more cuing for the players and the lower end should always scale within reason.



#30
Dagolar

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Level-based tweaks are cheesy ways of increasing the difficulty. Truthfully, the solution is to work on AI and make different mobs present different AI sets and some of them even be immune to aggro skills, emulating "display of behaviour and intelligence". For example, while a bandit can overlook the importance and squishiness of your mage in the party due to warcries of your warrior, a well-seasoned group of templars should effectively neutralize and decimate your mage as quick as possible. Enemies should use the similar combos (cross-class, spell etc) a player can do and they could also use threaten and divert the attention of your fighters (but people would dislike that they lose control on targeting even for a brief moment, so it could be a boss/high-level mob skill only effective on non-Inquisitor characters)

 

As long as the enemies provide you a variety of different tactics each time depending on their level, type/background and composition of your party the level disparity will not be that much of a noticeable effect if you are above their level. 


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#31
Ymirr

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The problem is things are either too strong or too weak

 

1. Too Strong. The game needs more warning things are above your level - outside of tac cam. Visually monsters are the same so I'm sure that Farm Rift over the river caused a ton of thrown controllers. 

You also have the option to press the sticks, it selects an enemy and shows it's health and lvl without tac cam. I also think I've seen red skulls on them walking by?