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tprime76 wrote:For me, it can be summed up with 1 word (in Wasteland parlance): Scorpitron.
That thing kicked my ass FOREVER whenever I happened to be stupid enough to wander close enough for it to start beating on me. Hell, I was frequently happy when I was able to successfully RUN from it when engaged. Over time, I ended up spending enough points on RPGs and Energy weapons so that I could arm a few of my party members with RPGs and a Laser Weapons. My friend and I were practically crying when we finally destroyed that damned thing. Here is my vote: no level scaling. Region scaling works perfect and adds to the feeling of character growth as you level up.
By the same token on floor leveling, one of the things that I have seen implemented well (don't remember which game) are that, if you wander into an area where you started the game, your chance to encounter VERY low level enemies diminished proportionally to how far your levels were. It is just annoying to go back to an early part of the game and constantly get cave rat encounters every three steps. The storyline logic they used to explain the low encounters in those areas was that you were such a badass that the enemies AVOIDED you.
you can go anywhere, and do anything, and if you stumble across a bad guy or creature who’s tougher than you… well, tough

Fuzi0n wrote:http://www.gamestm.co.uk/discuss/can-wasteland-2-match-fallout/you can go anywhere, and do anything, and if you stumble across a bad guy or creature who’s tougher than you… well, tough
Perkel wrote:Level scalling is cancer of current RPGs. If i see some brute with gun which look like death itself i know i shouldn't try to shoot him. If i go somewhere off main road i should know that it isn't safe or predictable.
This dynamic leveling should be combined with some kind of level-locking, meaning that once you visit an area, the enemies there stay at the level you first found them. This allows players to experience the satisfaction of demolishing baddies that they formerly couldn’t even scratch. It also keeps the dynamic level balancing described above comfortably behind the scenes – it would look pretty silly if every time you returned to an area, it was populated by totally different enemies.
Jaws4096 wrote:Wasteland was a sandbox game, meaning that that you could go anywhere at any time. However, the game’s difficulty didn’t scale, so if you wandered into an area for which you weren’t prepared, you would die fast and know that you were supposed to come back later. The result was, effectively, a linear sequence of events.
If players are allowed to choose a difficulty level, there should be a reward for choosing the more difficult ones. For example, the game could provide an XP bonus per kill to players choosing a higher difficulty level.
Hasenklein wrote:If players are allowed to choose a difficulty level, there should be a reward for choosing the more difficult ones. For example, the game could provide an XP bonus per kill to players choosing a higher difficulty level.
I'm undecided on this issue. On the hand I believe that players shouldn't be punished for choosing a lower difficulty by being excluded from access to certain contents. On the other hand I agree that there should be some kind of "reward".
If anything, however, the player should get less EXP, simply to force him to make better decisions, rather than partly offsetting the higher difficulty by "brute" EXP.
happy04 wrote:I don't mind some moderate level scaling as long as it only applies to re spawns, not initial placement of mobs.
I only say this because I hate getting the pokemon effect in games, where if you come back to an area you are faced with tons of stuipidly easy fights that were once hella tough. Make the mobs when you return worth killing, not a huge challenge. Just to avoid that pokemon effect.
Tuco wrote:"But but bur... If there's no scaling it means you're forced to follow a linear path or progression, You aren't free to explore the game's world".
Well, that's bullshit.
All you need is a world that isn't entirely built around the idea of progressing linearly through it.
You need a world where there's plenty of areas and safe paths where you can travel/explore pretty much at any level, and then, the more you leave the safe paths, the more dangerous it becomes.
rokahef wrote:Korrvin wrote:It's much harder for developers to design (good) game without level scaling. Reasons are many but in a nutshell, they (devs) need to predict every "state" of your PC and make (almost always, which is sad) combat challenging or meaningful in some sense.
In ideal gameworld, we all would like to have every single NPC unique in some way, but that is hard to do with limited resources (but not impossible). For the sake of game development and time spent on designing, I think some kind of level scaling should be in place. I know that most of us are traumatized by Bethesda level scaling system (among other things), and for a reason, but level scaling algorithm has its usefulness if applied in the right way. What that way is, that's different question, but point of my post is just to remind you not to discard level scaling as something by default evil. It could be usefull tool if used correctly and it could free some resources to be used in some more important areas of game development.
And that's exactly why you have region-scaling. Different-leveled enemies (or types of enemies) exist in different portions of the map/world. If you're dumb enough to wander into the endzone part of the map at low level, then be ready to face the consequences.
But, at the same time, you should also benefit from it. I remember one replay of Fallout 2 where I sneaked down to San Francisco early on in the game, running away from encounters whenever they occured. I then looted a bunch of hi-tech gear from 'Frisco and steam-rolled New Reno. Sure, it broke the difficult of the game, but it was a ton of fun.
The point is, the enemies didn't level-scale - i simply wasn't ready to take on that particular region.
Perkel wrote:Level scalling is cancer of current RPGs. If i see some brute with gun which look like death itself i know i shouldn't try to shoot him. If i go somewhere off main road i should know that it isn't safe or predictable.
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