Level scaling....
Posted: Sat Jan 08, 2011 2:33 am
They brought back level scaling............... Do the devs not know that, i dunno, EVERYONE HATES LEVEL SCALING?!?!? /facepalm
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Dlarsh wrote:If they implement scaling in a similar manner to Fallout 3/NV (enemies scale to a degree, but equipment/rewards remain more-or-less static), I won't mind, but if they paste Oblivion style level lists into Skyrim... ah, who am I kidding, even with that against it, it still looks like it'll blow my freaking mind
Thank you, I'm rather fond of it myselfBlackfire wrote:Dlarsh wrote:If they implement scaling in a similar manner to Fallout 3/NV (enemies scale to a degree, but equipment/rewards remain more-or-less static), I won't mind, but if they paste Oblivion style level lists into Skyrim... ah, who am I kidding, even with that against it, it still looks like it'll blow my freaking mind
ok, i know this is extremely off topic, but I love your username and I dont know why
Completely agreed. Generated quests is something I really hoped to see (I'm still surprised they're pulling it off considering voice acting) and I don't see it done without level scaling. I mean, if all you get are high-level quests... it would suck if you're not able to do any generated quest at any level. Otherwise it's limited as possible.Mr. Mischief wrote:The way someone put it was that some side quests (more specifically randomly generated ones) will be scaled to your level. Called it something like "dynamic story telling" ... so hopefully that means there are still dangerous areas low level while traveling. I literally want a place that I can't step foot in until I'm level 25.
But I agree with making it more like Morrowind. There was level scaling, but it didn't stick out as much. I mostly noticed it while the Dark Brotherhood attacks you after you rest. Their gear would gradually increase and when you hit the low 20's two of them would appear.
That makes a bit more sense with the removal of classes and everything. But still, some people aren't going to be very happy about that if it involves XP and Perks.tobascodagama wrote:They've officially stated in the Beth forums that level scaling will be "more like Fallout" than like Oblivion. Definitely a move in the right direction.
I haven't played Fallout 3 or NV. Is it more like Morrowinds? Or somewhere in between Morrowind and Oblivion.tobascodagama wrote:They've officially stated in the Beth forums that level scaling will be "more like Fallout" than like Oblivion. Definitely a move in the right direction.
If that's how it is I will be more than happy with it. I do like the challenge, but I don't want to have to fight for my life every time I encounter a wolf.Ratwar wrote:The Recent history of Bethesda's attempts at Leveling:
Morrowind: Level Scaling was mainly non-existant. Was you were level 20, you became an unkillable God. In fact, you could kill 'unkillable' Gods.
Oblivion: Level Scaling was everywhere. Everything was leveled, and there was really no use in leveling up.
Fallout 3: Level Scaling was present, but on a much smaller scale. Fights could still be a challenge at any level, but high level characters certainly had an advantage.
In my opinion it has gotten better with each attempt. I think the idea of 'Randomlishly' Generated Quests is really cool, if they pull it off, and they can't pull it off without level scaling. For the rest of the game though, I think it'll be closer to Fallout 3 than Oblivion.
Creatures should have specific level caps. I'm not sure if this was implemented in Oblivion (if it was, i didn't notice), but say wolves should only be able to go up to level 8 or so. That way, you won't find any god-like wolves that can maul your face when you just chopped off a dragon's head with your teeth (just going for a hyperbole here, not saying this would happen...although how cool would that be?Mr. Mischief wrote:If that's how it is I will be more than happy with it. I do like the challenge, but I don't want to have to fight for my life every time I encounter a wolf.Ratwar wrote:The Recent history of Bethesda's attempts at Leveling:
Morrowind: Level Scaling was mainly non-existant. Was you were level 20, you became an unkillable God. In fact, you could kill 'unkillable' Gods.
Oblivion: Level Scaling was everywhere. Everything was leveled, and there was really no use in leveling up.
Fallout 3: Level Scaling was present, but on a much smaller scale. Fights could still be a challenge at any level, but high level characters certainly had an advantage.
In my opinion it has gotten better with each attempt. I think the idea of 'Randomlishly' Generated Quests is really cool, if they pull it off, and they can't pull it off without level scaling. For the rest of the game though, I think it'll be closer to Fallout 3 than Oblivion.
There is a difference between a leveling system and a scaling system. Bethesda will probably stick with the standard TES skill-based leveling system, rather than relying on Fallout's XP system, and instead implement just the more balanced scaling system from Fallout.Veck wrote:Fallout uses an experience system whenever you make a kill, pass a speech check etc. When you get enough to level up, you can allocate points to the skills that you want to. It lets you build a character tailored to you without constantly repeating tasks like in Oblivion. Like I said, it'll be very different and possibly too much, but if Bethesda can pull it off, it'll be a lot better.
In the Bethesda Podcast featuring Todd Howard, he said that the learn-by-doing aspect is core to the Elder Scrolls experience. So, yeah, it's really unlikely we'll get XP-based leveling in Skyrim. (Although the Oblivion system could use an overhaul in other regards anyway. Being forced to do Efficient Leveling kinda sucks.)Dlarsh wrote:There is a difference between a leveling system and a scaling system. Bethesda will probably stick with the standard TES skill-based leveling system, rather than relying on Fallout's XP system, and instead implement just the more balanced scaling system from Fallout.
In Morrowind, level scaling is more frequent than you might think. The random encounter tables cap the "wandering monster" power level to a level appropriate to the player (so no random encounters with Ascended Sleepers at level 1). Fixed encounters (such as quest goals) are usually non-levelled. I think that this method is absolutely the right way to go - the game should not make major endboss enemies a "balanced encounter" at low levels. Oblivion's level scaling is also what creates the levelling problem, where levelling up with non-combat skills makes you weaker relative to the world around you; Morrowind has almost exactly the same levelling system, but with less level-scaling, levelling up is always a benefit for the player - as it should be (you're supposed to be rewarded with a level for using your class skills, not made to struggle to survive). What adds insult to injury in Oblivion is that at the very highest levels, levelled-up enemies are just hit point sponges anyway, so the scaling system sacrifices believability just to make more boring fights! I think that Oblivion's scaling is inferior to Morrowind's in almost every possible way.Ratwar wrote:The Recent history of Bethesda's attempts at Leveling:
Morrowind: Level Scaling was mainly non-existant. Was you were level 20, you became an unkillable God. In fact, you could kill 'unkillable' Gods.
Oblivion: Level Scaling was everywhere. Everything was leveled, and there was really no use in leveling up.
Fallout 3: Level Scaling was present, but on a much smaller scale. Fights could still be a challenge at any level, but high level characters certainly had an advantage.
In my opinion it has gotten better with each attempt. I think the idea of 'Randomlishly' Generated Quests is really cool, if they pull it off, and they can't pull it off without level scaling. For the rest of the game though, I think it'll be closer to Fallout 3 than Oblivion.