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Scaling Gone Wrong?


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4 réponses à ce sujet

#1
The Serge777

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So, when I first heard about the game's difficulty not scaling with you, I was thrilled.  Knowing that certain locations were more dangerous and that you had to consider the risk relative to the rewards was awesome, especially with the overhaul to health and healing.  However, I was dismayed when, upon attempting to close the Breach the first time, the boss that emerged was a pride demon. Based upon the lore, Pride Demons are supposed to be incredibly powerful and, in my mind, something like that should be tough to a 17th level or higher character, not a what..?  3rd level character.  It was then that it dawned on me that the scaling was based upon location, not necessarily upon creature type.

 

I'm not sure this was the best approach. Don't get me wrong, I think that what we have in DAI is better than what we had in DAO and DA2, but I was envisioning something a little closer to what we have in say, D&D in which monster HD (for older editions) and/or CR (for 3ed forward) influence difficulty.  (Of course, other things influence difficulty like the lethality of traps, the nature of terrain, and so forth, but those are issues for another thread.)  So, dragonlings, for example, wouldn't scale based upon location -- as we have in DAI -- but would always be around level 5 or so across the game. 

 

Given the number of monsters we now have, it would have made more sense for monsters (and certain NPC type characters, like behemoths) to have a certain level range. For example, we know that pride demons become ubiquitous in areas like the Hissing Wastes, which is a level 18 or so area.  Fine, then they're level 17 to level 20 monsters no matter where or when you encounter them.  Wraiths (or whatever those little weakness causing bastards are called), being little more than malevolent wisps, should always be relatively low level, like 1 to 5; what could make them dangerous would be their numbers and perhaps the ability of more powerful foes to use combo effects with their weakness causing ability.  The "boss" that emerged during the first attempt to close the Breach would have been a superior shade or something, around level 5.

 

Dragons in particular offer a great range of levels and scaling by type.  High Dragons would always be 15 to 25 and their sizes would more clearly indicate her relative age.  So, instead of the Ferelden Frostback as a high dragon at level 13, you'd encounter her as a mature dragon (from DA2).  By the time you reach the Highland Ravager, you're dealing with a level 25 high dragon, one or two drakes (which unfortunately didn't make yet another return, but would have been great level 13 or so monsters that appear when their mate screams for aid), four or five "regular" dragons (level 10), and then a group of the dragonlings (again, level 5 or so).

 

 



#2
katerinafm

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I do like enemies that are a higher level than me (feels more cool when you kill them) but I'd rather have auto-scale than what we got. Due to the large amount of areas and enemies, there's a good chance you will outlevel an area if you're not extremely careful with the order you go into areas, and then enemies that are too low a level for you don't give you XP anymore, which makes the battles unrewarding and a hassle to go through since there are so many enemies in the maps that just keep respawning constantly. You have no idea how much more pleasant it is to play with the auto-scale mod because now I don't have to worry about hitting the level range or overleveling that make going through an outleveled area a complete bore.

 

We also need more dragons.


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#3
The Serge777

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Sure, there's nothing wrong with encountering stronger enemies.  Indeed, I think having stronger enemies that are stronger due to their nature is the better option than stronger enemies due to their location.  The latter is the kind of scaling we have here, and while it's not as bad as the scaling in DA2 or DAO, it still circumvents/ignores lore since a creature's power is relative based upon location.  This is a variation of gameplay and lore divergence, sort of like mages running around in Kirkwall and casting spells, except in this case, there are more than enough monsters (especially if you draw them from across all three games and DLCs) to justify having enough variety BY LEVEL, rather than BY LOCATION.

 

The problem I have with auto-scaling is that further diverges lore and gameplay since enemies always keep up with you regardless of location.  At least in DAI, you are fairly likely to not encounter nightmare or pride demons until the more expensive (and therefore accessible later) areas of the game.  

 

As for "overleveling," it happened to me only once or twice in multiple playthroughs (assuming you mean being four or more levels higher than the suggested level range of the area), so I'm not really in a position to understand your concern.  Nevertheless, I think by having monsters being a certain level (or range of levels) regardless of character strength is the way to go.  Indeed, that's one of the (many) things I like about high dragons: they were always a certain level regardless of when you encountered them, and that should have been the model used for all creatures regardless of when -- or where -- they were encountered. 



#4
berelinde

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This was their first attempt at this system, so it's only natural that it would need a little tweaking.

 

If I were king, as it were, I'd leave the minimum level alone. Yeah, if you're 8th level and go to the Emprise du Lion, you should get your butt handed to you. But do away with the upper limit, OK? As fun as it is to faceroll through the Emerald Graves exploding Freemen like grapes in the microwave, it would be more fun if there was an actual challenge in going back there post-game.



#5
PsychoBlonde

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I don't like having level 4 pride demons either.  If you're going to have an enemy appear at multiple different levels, slap a color change on it and call the advanced version a "corrupted Behemoth" or something.  That'll at least make it look like a new enemy.  Maybe take 1 or 2 of the abilities away from the lower-level versions so the new attacks are a horrible surprise.  You know what would have been cool for that fight?  If the Breach opened and you could see a Pride demon about to come through, so you had to fight a ton of smaller critters WHILE trying to close the Breach . . . on a time limit.  If you failed, the big demon came through and one-shot everyone and you got a "game over" epilogue screen.  That would have been scary!  And it would have made it feel much cooler later on when you're fighting the Pride Demons for realz.

 

The past two games in this series I've really disliked the intro section because they've focused too damn much on doing a big impressive spectacle and not enough on establishing motivations, introducing the world and characters, etc.  The very first thing does not need to be a friggin combat tutorial.  And if someone IS unfamiliar with the series, you're setting an expectation that WILL NOT be maintained for the rest of the game.  If the intro is super-frenzied in pacing and full of beautiful cinematics, the simple conversations and wandering the countryside afterward will feel like a LETDOWN.  SAVE THAT STUFF FOR THE END.

 

You know why they do it?  Because that way they have a nice focused low-level section that they can demo to the press for the hype machine.  When all people were seeing was the demo sections, everybody was delighted!  Then you get into the game at large and almost everything that made the demo section cool evaporates.