spicymaguro wrote...
To OP: I've followed 75% of this thread and your posts are well informed (albeit angry in some cases) but I'm curious what exactly you think SHOULD happen.
Lets take a case where you are a Level 4 PC just leaving Lothering.
** i'm grossly oversimplifying just to illustrate here, pls don't comment about what mobs are what level in what zone **
1) You goto circle of magi, fight abominations and blood mages, you finish at level 7
2) You goto brecillian forest at Level 7 and wolves and genlocks there are tougher/higher level than the abominations and blood mages you fought at level 4-7
So the problem is here is that it doesnt make sense the wolves and genlock archers are tougher than blood mages and abominations.
How do we fix this?
1) Make the wolves more suitable to fight for level 4 and the blood mages for level 7. But this would make the circle harder than the forest.... which may or may not make sense? but also limit your options as to which you want to complete first. But you are proposing a non-linear, open world so this doesnt feel like what you are looking for.
2) Does it make a difference if it werent just a level 7 wolf but a level 7 Dire Demonic Wolf?
=> If I goto brecilian forest at level 4, I encounter a level 4 wolf. But if I show up at level 7 I encounter a Level 7 Dire Demonic Wolf. Still scaling, so I presume this is not what you would endorse.
3) Make the PC stay at level 4 after completing both areas -- that way the bloodmages at level 7 feel hard, and the wolves at level 4 feel relatively easy. This also suggests one area is supposed to be done before another. May be a matter of personal preference, but this doesnt feel as fun -- I want my character to progress, and I don't want to grind 3000 wolves and spiders to get there!
I also want to examine your example of why a street Commoner is Level 15 just cos you're level 15, vs. an Elite Guard was Level 3 b/c you were level 2 when you fought him.
- if commoner is supposed to just eat dirt cos you're powerful then Commoner might as well be just 1hp. In which case, whats the point of letting you fight him in the first place?
- why make Elite Guard level 3 just so he's fightable? If he's not meant to be fought then lets make him invicible.
=> To OP, is that what you are proposing the situation be in this case? And would that be more fun?
As a last comment, I enjoyed DAO combat as I think the combat system has an interesting tactical design. The level scaling may not make sense? but it makes every fight relevant (or almost...)
It has been fixed in previous games. Imagine a
single standard map of a country. Instead of the contours of the map
indicating hills and mountains they indicate increasingly dangerous areas with
more dangerous types of foes.
Deep in the depths of the earth, a mages tower full of abominations, a
darkspawn lair, and the centre of a wood where sunlight doesn't reach the
ground. I'm sure you can think of many other logically difficult points on the
map which could contain the darkest and deadliest foes.
The path between two towns known to be rich pickings for bandits, a
disease ridden swamp with disease ridden but sickly
twisted creatures, the outskirt farms which are beginning to be
raided by darkspawn. All possible areas that will be less likely to
contain the deadliest foes however they would likely contain foes who know
how to kill.
Then you have the local woods and valley where you used to hunt rabbits as
a child and deeper into the local wood your father hunts for dear. Areas that
have the odd fox and wolf but there would be little reason for a demon encounter.
Should you stay on the paths or keep to highest ground? You never know where
you will meet a wandering ogre.
You have freedom. You can walk the map where ever you want. However there is a
logical and reasonable reason why your new warden can cautiously scout a
darkspawn lair but cannot just march right in and slay the lot. A new recruit
has 100% of the world available to them. 10% would be beginner fodder land. 30%
would be I'm replaying it and I know how to look after myself land.
25% would be you know with a lot of preparation I think I could
take one of those down land. 25% would be what are you mad? You’re a new
recruit and they will lop your head off without breaking into a sweat land.
You have complete freedom to live cautiously or recklessly. To scout, to keep
to areas fit for your experience as a killer of foes or to run in like a
headless loon and accept your own stupidity. Freedom means more than standing
where you want or selecting a zone you want. There is complexity in world
design that has been completely bypassed in DAO.
The simple answer to your question is that it was never logical as a new
recruit to go into the mages tower and fight abominations
(IT WAS THE STUPIDEST THING TO EVER APPEAR IN A GAME). Think
about it. The most powerful mages in the tower were being destroyed. These
mages had spent decades upon decades aware of abominations and practicing
magic. The most powerful defenders in the land were being destroyed. Warriors
highly trained for years in dealing with magic were being destroyed! You. Who
are you again? Oh yes you are a new recruit who has so far killed a few
straggling darkspawn. You then clear the place out like you were hunting bunny
wabbits just like when you were a young boy or as you do wolves in the next
level or demons in the level after or little pink bunnies in the level
after??!? The people who let you in should have taken one look at you and
unless you had built a reputation as a killer of abominations told you
impolitely to go do one as there was serious strategies to consider. You should
have had the freedom to go in but you should have had the logical payback of
being humiliated in your pathetic defeat.
This type of design has proven past success. The game had zero tactics. It was
a simple case of skill selection. It was simpler than noughts and crosses. The
scaling made everything irrelevant, the plot look silly and contrived and
the world design has gone downhill after every Bioware creation. The answer to
your question is that you create a well thought out logical world.
Forget about the levels for a moment and simplify it down to thinking about the places where the most dangerous would be found and the places where the people who only ever kill a chicken would be found. Maybe a commoner should be able to take advantage of you and try to steal from you when you look like you have never picked a knife up in your life. Maybe they will be very polite when they see you months later striding back into town with an ogres head over your shoulder. You have powerful enemies and weak enemies. You have higher level enemies such as those in areas where fights occurs often and those that have risen to the top such as chieftans and you have low level enemies who have never killed more than chicken. You try to advance in the world by picking your battles and your environment appropriately. This game is simply walking down a long path with level scaling introduced so that you can randomise the chapters. It destroys the sense of what an enemy truly should be.