Ahzrei wrote...
You are a hero, your strength is supposed to be exceptional. The common soldier should not rival your power. There are elite mobs within many of the packs of normal monsters that are significantly tougher than the fodder that surrounds them. Many of the monsters in the world are dangerous, Dragon Age was not a ridiculously easy game for me. I had no problems with immersion, I'm sorry you did.
Well, the fact that you are a hero and above the power of the common soldier, is supposed to be reflected by the fact that you have a higher level (that's the very concpet and point of level, isn't it ?), which, due to level scaling, is not the case.
Also, the problem is not just about the common soldier compared to the player, but about the fact that the common soldier could be much tougher than the elite guard, only because you encountered him later. Which doesn't make any sense.
It's not a point of DAO being easy or hard (this is the difficulty setting's job, not the level scaling part), it's a point about the game not being consistent because of scaling. Scaling isn't consistent by its very definition.
What comes out automatically? I choose a new skill myself at every level, none of it is automatic. I think I'm misunderstanding you here.
I meant that every foe is automatically adjusted to my level. So once I've put my points, the rest still is the same.
Progression isn't more "natural," it's more common. Humans are by nature creatures of habit, so I can understand why you feel that way, and your argument makes more sense to me now. I like the idea that I'm the right level for every encounter I come across because I know that if I fail it's because I'm doing something wrong, not because I'm too low level or undergeared. Tactics have always meant more to me than raw power, so it suits me.
Yes, progression is more natural. Someone who train in a certain field progresses and becomes better. That's normal, natural, logical - some would say that the AMOUNT of power gained is completely off-scale, and I wouldn't deny, but the general principle of improving oneself through training and experience is still sound.
Scaling isn't logical, normal or natural. Scaling means that because I went adventuring and got experience and trained, everyone everywhere just became better too. That makes absolutely no sense.
I agree with you that tactics are important and fun. But they are not exclusive to progression. Not scaling just means that a foe stay at a more or less fixed level. If you fight him at the same level, it's just the same. But you have the OPTION to fight him sooner or later. And this unlock the whole "make the world sensical" marvel, as you no longer have nonsensical power comparisons, with elite guards weaker than militia, and wolves stronger than treants.
Based soley on the words you use here, I'd agree. Twice the damage on twice the health bar is pointless. But with a better character build, and the time it takes to level to it's full potential, let's say you can do 2.5x the damage on a health bar that's twice as large. A smarter build can make that kind of a difference for you, and that's when it starts to matter.
I still don't see the point of increasing your power by 2,5 if it increases the power of the whole rest of the world by 2.
In this case, just increase the power of the character by 0,25 which is the same in the end, and allows to preserve the logical difference between the rest of the NPC.
I agree that level scaling may not be the best way to go about it. But I do think it is a good way. I also think it's unfair to call the Dev's lazy. A lot of work went into this game, that much is apparent and it's good for a hell of a lot more than just it's combat systems (which is what we're conversing about).
It's not a "good way", it's THE WORST IMAGINABLE.
I can not repeat it enough : it makes absolutely no sense to have elite guards weaker than militia. It makes absolutely no sense that an archmage is weaker than an apprentice, just because you saw him sooner. It makes no sense that everyone is the same everywhere.
And it robs you of the actual possibility to make a choice, as all choices are the same.
And I agree that a lot of work went into this game. But certainly not when it came to the whole level scaling crap. The very idea to put level scaling in a game is already giving in to lazyness - and the very fact it is seen as needed shows underlying flaws that should be corrected, rather than (badly) camouflaged via level scaling.
Level scaling is, by its very definition, a band-aid. You need it because you screwed something somewhere. If you need to scale, it means you made a mistake.
Suprez30 wrote...
Sight.Op think this game's a mmorpg or
God of War.
Actually that's the complete opposite, as action games and MMO are precisely wholly scaled, but then you obviously didn't even attempted to think, so it's not surprising that you so completely fail.
Modifié par Akka le Vil, 04 mars 2010 - 03:01 .