The overleveled trash mobs are what I hate most

CT Phipps

Carbon Dated and Proud
This is a game breaking bug.

You being 13th level or so and suddenly mobbed by Level 53, 21, 76, and 8th level Super Mutants.

You can't do anything about them either.

Usually, they'll chase you all over the goddamn map.
 
Did some high level player lured those at you, possibly without you noticing?

I guess Fallout 76 is trying un-leveled enemies for a change :lmao:.
 
Did some high level player lured those at you, possibly without you noticing?

I guess Fallout 76 is trying un-leveled enemies for a change :lmao:.

No, they spawn as soon as someone passes by.

So you can wander into these even if the guys have been gone for an hour.
 
What's wrong with that? In Fallout 1 you can randomly encounter a Super Mutant patrol that will absolutely melt you if you venture into the wrong area of the map.

Your character may be level 13 but are you in a level 13 area?
 
Sounds like good game design to me. Enemies scaling to your level is something that needs to burn in the deepest pits of hell. I'm surprised Bethesda didn't used level scaling, so kudos to them on that.
 
Except guys, the enemies Level scale with the player... Except they level scale to the highest level player in the area. Which is hilariously bad design, specially on an online game.
 
When i try to give them credit for not using their usual bullshit, they somehow were using a different version of that bullshit.
 
Obviously the solution is to bring back Oblivion level scaling. Can't have a place that is too dangerous to go yet.

Oblivion's level scaling made the game unplayable for me. The level up system was so convoluted that the enemies were becoming steadily more powerful than me the more I leveled up, because I wasn't optimizing my character's stats or whatever. Don't know, don't care, I downloaded a mod to overhaul the whole thing and remove level scaling.

Except guys, the enemies Level scale with the player... Except they level scale to the highest level player in the area. Which is hilariously bad design, specially on an online game.

I've gone into areas that I shouldn't have been in yet and been killed by significantly higher leveled enemies. Came back later a few days later at a higher level and the enemies that killed me before hadn't gotten any stronger. There seems to be a limit to the amount of scaling that takes place in both directions, as well as what areas the scaling happens in.

When i try to give them credit for not using their usual bullshit, they somehow were using a different version of that bullshit.

fallout_76_level_zones_map.jpg
 
Why not send Higher level players to another instance of the server so they don't bork the entire map for newbies?
 
Why not send Higher level players to another instance of the server so they don't bork the entire map for newbies?

Newbies should not be wandering into a 99 capped area - see map above - also there are ways to avoid and escape from enemies

I don't think a higher leveled player makes every single enemy on the map scale to their level, only the mobs that they directly encounter, and only within the specified range.
 
Except there is no way for newbies to tell there is even a Level cap system in place and it doesn't even seem to be that consistent or reliable.
In New Vegas you got the Deathclaws next to the starting area, but after a few tries even the most stubborn newbies would understand that area is for adavanced players only, be it by level or by personal skill. Here it just seems like the starting area is next to two areas where they can randomly find low level spawns or Endgame level enemies for factors beyond their control. That's bad design.

It's like how poorly the map in FO4 is designed, by placing you right next to the Invisible wall on the map, which you can find not 10 minutes after leaving the Vault.

Phasing higher level players and making the level scaling of each area more consistent and dependant on the player's actual progress would be a better system.
 
Here it just seems like the starting area is next to two areas where they can randomly find low level spawns or Endgame level enemies for factors beyond their control. That's bad design.

Actually the starting area, The Forest, is quite large and is next to two areas that have strict level scaling in place as well (Ash Heap and Toxic Valley). If they go east into Savage Divide then you can encounter anything between 15-99. This is an intentional design choice to..."Divide" the western and eastern parts of the game. If a player wanders through Savage Divide, pushes even farther east and dies, that's on them...
 
So if the player is traversing an area, while level 30, and a level 99 player wanders in a sets the spawns to 99 on the rest of the area that's on them? Sounds like a really unbalanced system.
 
But high level players are gonna move around the map and setting the encounter rates much higher compared to other player in the area, forcing them to abandon the instance ubtil they find one that doesn't have high level players, and low level players being newbies they probably won't even be aware of what is going on.
 
But high level players are gonna move around the map and setting the encounter rates much higher compared to other player in the area, forcing them to abandon the instance ubtil they find one that doesn't have high level players, and low level players being newbies they probably won't even be aware of what is going on.

I haven't played enough of the game to confirm or refute this but I will keep an eye out for this type of thing and keep track of how many times I'm forced to abandon an instance or otherwise have my gameplay session interrupted by a high level player.

It's a beth game. So it's a feature.

Thank you for your valuable contribution to the thread. The world is a brighter place and better place now that you've let everyone know your opinion on a game company.
 
Thank you for your valuable contribution to the thread. The world is a brighter place and better place now that you've let everyone know your opinion on a game company.

I don't wish to defend Crni, he is well capable of defending himself, and often does to his credit but come on. Level scaling is a feature of Bethesda games since Oblivion except for Fallout 3 (which had almost everything scaled to level one.) This is thus a feature of Bethesda games.

Given this is almost universally realised as bad design among RPG fans, I'm assuming Crni was preaching to the choir here. We all do not like Bethesda and what they have done to the franchise, that is the opinion (among others) that this forum provides a voice to.
 
Thank you for your valuable contribution to the thread. The world is a brighter place and better place now that you've let everyone know your opinion on a game company.
Thank you for the compliment I guess, but to be fair it's not my opinion it's what Bethesda said, more accurately Todd Howard when he was asked "Is it a bug or a feature?" and he said "yes".
 
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