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Poll: RPG fans, do you like monster's level scaling or set ?

#31RaikouenPosted 7/20/2014 9:14:26 AM
I'm very unsure about this. I do like how in more modern RPG's you'll always have a challenge ahead of you, but I liked how in older games like Morrowind, you were heavily punished for trying to rush through.
#32Pal 080Posted 7/20/2014 9:18:32 AM(edited)
Level scaling is ass imo, it ruins the entire feel of a particular world/setting.

Also seems like a cop-out design decision so that developers don't really need to design the game with progression in mind... just let players run amok and suddenly monsters keep getting stronger as you do, Every area just ends up feeling the same after a while.
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#33DarkZV2BetaPosted 7/20/2014 9:20:28 AM
I prefer scaling when done right, but since every single game ever seems to think that means that the monster level should be based on your character level, which is just stupid, and makes it better to avoid any kind of leveling up at all, I'ma vote set.
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#34Bellum_SacrumPosted 7/20/2014 9:28:00 AM
Sacred did it best. Enemies would scale to be stronger than you but each area had an upper level limit, so you wouldn't be fighting goblins stronger than dragons outside your freaking hometown eventually.
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#35jake-sfPosted 7/20/2014 9:28:29 AM
Set.

I have seen some decent "scaling" but it generally wasn't really "scaling", just adapting a few things. It didn't magically make the same monsters more powerful.

Diablo 3 was getting better and it just had level scaling slapped on top of it.

Utterly ruins the entire game, and over there I seem to be the only one thinking it.

The poll would be the exact opposite over there, I'm not even kidding.

I despise level scaling. It does nothing good whatsoever, and it ruins every game that used it globally.
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#36BogePosted 7/20/2014 10:23:03 AM
The problem is, I don't know how you make an open world RPG with set enemy levels.
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#37Pal 080Posted 7/20/2014 10:23:39 AM
Boge posted...
The problem is, I don't know how you make an open world RPG with set enemy levels.


Is it really that hard...? Make things higher level the further from civilization you get...
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"If we can hit that bulls-eye, the rest of the dominoes will fall like a house of cards. Checkmate"
#38jake-sfPosted 7/20/2014 10:28:40 AM
Open world =/= sandbox.

Thats why I call Skyrim a "sandbox", level scaling alone kind of makes it that.

Instead, the point of an open world is -only- to be open.

And having a form of progression is necessary for a game to be worth a damn, anyway.
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#39ChromaticAngelPosted 7/20/2014 10:29:52 AM
Boge posted...
The problem is, I don't know how you make an open world RPG with set enemy levels.


any JRPG with a world map did it and FF8 was the only one to introduce a pseudo level-scaling system.

Arena, Daggerfall, Morrowind all did it

Kingdoms of Amalur did it (or did a hybrid of it, I should say, dungeons and DLC were scaled, the open world was not)

Divinity 2: Developer's Cut did it

The Eschalon (3) games did it

all of Spiderweb's (15) games did it

you mean to tell me you haven't played a single one of these games?
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#40SilentHawk29Posted 7/20/2014 10:30:59 AM(edited)
Pal 080 posted...

Is it really that hard...? Make things higher level the further from civilization you get...


That, and when you level up more, add a couple hire leveled enemies in with the fodder closer to town. Like for example, you normally fight looters and bandits until level 20. At level 20, a mage or healer appears with the band of looters.
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