Desslock explains level scaling

Bernard Bumner said:
Also, what are the chances of stumbling around the place exploring, only to find you've locked everything accessible at an unchallenging level of difficulty, whilst still being too weak to enter the more difficult areas.

While I'm sure a Bethesda game will never be too hard to complete, even while being blindfolded, this is a good point. If instead of going to one place to level up at a time and you travel to 10 different locations at level 5, you get to fight a bunch of level 5 car-differential wielding orcs in 10 different locations.

Level scaling is bad.
 
Makagulfazel said:
Bernard Bumner said:
Also, what are the chances of stumbling around the place exploring, only to find you've locked everything accessible at an unchallenging level of difficulty, whilst still being too weak to enter the more difficult areas.

While I'm sure a Bethesda game will never be too hard to complete, even while being blindfolded, this is a good point. If instead of going to one place to level up at a time and you travel to 10 different locations at level 5, you get to fight a bunch of level 5 car-differential wielding orcs in 10 different locations.

Level scaling is bad.
Level scaling isn't linear, so this is not as big of a problem as you make it seem.
 
Makagulfazel said:
While I'm sure a Bethesda game will never be too hard to complete, even while being blindfolded, this is a good point. If instead of going to one place to level up at a time and you travel to 10 different locations at level 5, you get to fight a bunch of level 5 car-differential wielding orcs in 10 different locations.

Level scaling is bad.

I think you missread the segment .. areas allready have pre-existant level markers - the endgame area probably is 20 or so from the start ...

the problem for me is that this effectively leads to all new areas being either difficult or the same level as you but never under -unless there is a cap for autoleveling - which i hope there is

so that if i miss the primitive village at the start of the game and first come across it at level 20 theyre not all wearing glass armour
 
Sander said:
This system still makes no sense when you think about the fact that there's a level cap in place. The player's power is already capped, so it's really easy to design the game world to be properly challenging. Scaling isn't needed whatsoever.

QFT

They just didn't need this. I don't understand why they would want to waste time building this completely useless system.
 
Yep. It sure sounds strange to use a system like that. While I understand the original idea with level scaling I don't really get why they are still using it with all the extra work. Planning every area and putting caps on everything and then balancing it sounds like a lot of work for no real reason. But yeah, it's their free roaming theory that comes into play (because running around instead of playing is fun fun fun!!1! but we'll have to balance that...).
 
Well, I love just exploring in games (it took me about two years before I finished either Fallout), so I don't see a problem with trying to reward that; they could just do it much easier by setting things at a reasonable level and forgetting about it.
 
A world that is fully level-scaling can be cool, if there's a background story wich justify it. Otherwise it's somehow stupid to see 'poor' bandits wearing expensive Glass-Thingies, i mean why are they now all wearing such things? Why are there now lions in the 'wolf-forest' ?
And it needs to be done good. Like giving you an edge over enemys but having no and then some more serious encounters,...

But i don't think Beth will have any reasoning for level-scalling enemys nor for doing it in a good way.
And therefore i don't think it matters if it's done badly in regions or in a whole world....
 
I think level scaling should only be done for games like Diablo II. But only when you finish the game once and wanna play again with the same character that is the only good way to use level scaling. This is why I still play Diablo II LOD every 4 months. I have a lvl 120 character from playing through four times.
 
I prefer level scaling that's tied to length of play/storyline in some way.
For example, after some time has passed or a boss is beaten or something a zone is invaded by higher level enemies. Not connected to your level so they could still be higher or lower.
 
I've always disliked games where you're the Most Important Person of the World right from the start.
Story-wise that doesn't seem to be a problem here - I mean, you're just a loser heading out of the vault looking for his daddy - but the fact that the entire world adapts to you one way or another as soon as you enter it kinda messes up that whole Little Me feelig that makes games truly immersive.
 
I meant like, Immersion.

But what the hell. Silent Hunter rocks. Das Boot did too.
 
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