Zem_ wrote...
Well and good but that's not what this thread is about. The original poster's argument is that level scaling is illogical and immersion breaking, not that it has anything to do with fixing difficulty.
My point was that we already have Level Scaling (which this thread is about) and it doesn't fix difficulty. It was a specific reply to a point someone else raised, I don't see why you have such a bee in your bonnet about it?
Indeed, if you freeze all the levels and then the player goes about things in the "wrong" order they will have half their battles be much harder and the other half be trivially easy.
Which is why I am suggesting you swop Level Scaling for Rank Scaling.
e.g. Lets say Hurlocks are a Level 8/Normal rank. When the players are between Level 6-10; the basic Hurlocks they face will be that level and rank. If the players are between levels 11-15, they can still face those same Hurlocks, but we downshift the rank and boost the level. So a Hurlock faced between Levels 11-15 would be a Level 13/Weak Normal rank. At levels 16-20 players might face Level 18/Critter rank Hurlocks (die with any hit). You would not face Hurlocks beyond Level 21 since there is no rank below Critter.
The benefits of this are that the hit/miss mechanics don't become irrelevant because of the higher level, but the dwindling rank gives us the imersion of progression.
So at the start of the game, a few Hurlocks (Level 3/Lieutenant rank) might be a tough encounter, but by the end of the game you could take on a hundred or more.
The reason I am suggesting a fixed level (with a jump of +/-5 per rank shift) is so that when we first encounter an opponent, they will seem slightly tougher (at the start of that 5 level span) than when we reach the end of that 5 level span. Its an extra little progression boost that is a bit like a rollercoaster.
Level 1 - Party seem weak against first crop of enemies
Level 3 - Party on even footing with first crop
Level 5 - Party dominating first crop
Level 6 - Hit'em with the second crop and downshift the rank of the first crop for comparisons
Level 8 - Party on even footing with second crop
Level 10 - Party dominating second crop
Level 11 - Hit'em with the third crop and downshift the first two crops for comparisons
etc.
Not sure I see that as much of an improvement but he seems to be saying this sort of thing amounts to "replay value". Sure, it's different... I guess. Yay?
The more I have thought about the OP's point the more I agree with him.