For the love of god, ban level scaling completely

Post » Fri May 11, 2012 5:51 am

Bleak. Don't play on master. I play master, do whatever non combat stuff I want and feel like the scaling is too generous for the player.

Mate, master level has a good level of challenge. It's not that i don't appreciate it's difficulty - i like it. But until now 1-30 for me was not progression as it was supposed to be. Instead i got progressively weaker. And that's how the game rewarded me for exploring every single corner, unlocking every single chest, for crafting and enchanting items and for preparing my potions before combat......
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Dan Stevens
 
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Post » Fri May 11, 2012 12:49 am

Hopefully this will be modded before long. I hope the construction set isn't too far off...
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Assumptah George
 
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Post » Thu May 10, 2012 9:02 pm

Didnt think to much there before you typed huh?

If they want lvl scaling then they need to make only combat skills raise your lvl. Not a hard concept. A game with a crafting system should not penalize you for using that system.

So many in here applauding lvl scaling so the world can be open and do whatever you want at the same time telling ppl not to do any lvling with non combat so the monsters dont outlvl you in power.

The hypocrisy is strong in this thread.
You miss what leveling non combat skills give you ... money, better equip, pots. You can't ignore it. Pots are very op in the game and can change difficult encounter into one sided slaughter. If you want to focus on non combat skills, get some combat advantage out of them or lower your difficulty.
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Trey Johnson
 
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Post » Thu May 10, 2012 9:27 pm

Mate, master level has a good level of challenge. It's not that i don't appreciate it's difficulty - i like it. But until now 1-30 for me was not progression as it was supposed to be. Instead i got progressively weaker. And that's how the game rewarded me for exploring every single corner, unlocking every single chest, for crafting and enchanting items and for preparing my potions before combat......
I can't really comment on this because I have completelly opposite experience. Just understand while your character build may be unsuited for master difficulty, there are a lot of other players who would welcome much weaker character scalling and you can always turn your difficulty down.
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Mrs shelly Sugarplum
 
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Post » Fri May 11, 2012 3:36 am

You miss what leveling non combat skills give you ... money, better equip, pots. You can't ignore it. Pots are very op in the game and can change difficult encounter into one sided slaughter. If you want to focus on non combat skills, get some combat advantage out of them or lower your difficulty.


Potions i am sorry to say alone will not change the game into a 1 sided slaughter. unless you are the one being slaughtered.

I should not have to lower game difficulty because I choose to play thier game how they made it.

They should not allow lvling off noncombat skills if they are gonna have lvl scaling. Its a very simple and logical solution to the problem that allows all to feel challenged.
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lacy lake
 
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Post » Fri May 11, 2012 11:23 am

I can't really comment on this because I have completelly opposite experience. Just understand while your character build may be unsuited for master difficulty, there are a lot of other players who would welcome much weaker character scalling and you can always turn your difficulty down.

You miss what leveling non combat skills give you ... money, better equip, pots. You can't ignore it. Pots are very op in the game and can change difficult encounter into one sided slaughter. If you want to focus on non combat skills, get some combat advantage out of them or lower your difficulty.

But... that's my point... I got all these equipment, plenty of potions etc but they are not nearly enough to compensate even if you have good combat skills. As you say i got money bought better gear, crafted other parts, enchanted it, made a bunch of pots etc but they don't give you a benefit. The levels they give you make you weaker against enemies eventually even if you have all these items/pots compared to when you had nothing. I tested this with 3 chars, highest being 30 level...

I don't see how lowering the difficulty will change progression. Personally i don't find it difficult. I find it unacceptable for the game to make me weaker for doing things that should - like in any rpg give me an extra edge as i mentioned in my previous post.
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RObert loVes MOmmy
 
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Post » Fri May 11, 2012 9:38 am

I don't see any level scaling, except maybe Dragons. Bandits still wear studded armor and now I can kill them with 1 hit. Wolves are killable with one hit too. They don't scale.
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Laura Mclean
 
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Post » Thu May 10, 2012 9:00 pm

I don't see any level scaling, except maybe Dragons. Bandits still wear studded armor and now I can kill them with 1 hit. Wolves are killable with one hit too. They don't scale.

Cleared whiterun area (5-6 bandit camps at least) a total of 3 times with different characters and levels and believe me, there is.
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Laura Cartwright
 
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Post » Fri May 11, 2012 1:24 am

But... that's my point... I got all these equipment, plenty of potions etc but they are not nearly enough to compensate even if you have good combat skills. As you say i got money bought better gear, crafted other parts, enchanted it, made a bunch of pots etc but they don't give you a benefit. The levels they give you make you weaker against enemies eventually even if you have all these items/pots compared to when you had nothing. I tested this with 3 chars, highest being 30 level...

I don't see how lowering the difficulty will change progression. Personally i don't find it difficult. I find it unacceptable for the game to make me weaker for doing things that should - like in any rpg give me an extra edge as i mentioned in my previous post.
Pots are like a god mode in this game. And if you don't find the game to be difficult on max difficulty ... I don't understand what we are arguing about here. Removing mob scalling would make the game even easier.
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Travis
 
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Post » Fri May 11, 2012 1:22 am

Pots are like a god mode in this game. And if you don't find the game to be difficult on max difficulty ... I don't understand what we are arguing about here. Removing mob scalling would make the game even easier.
Interesting. They most certainly were in morrowind, that I can say. :)
I'm now thinking of making a stealthy assassin archtype. I'm stuck between heavy armor perks and magicka bonuses.
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Solina971
 
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Post » Thu May 10, 2012 8:10 pm

Pots are like a god mode in this game. And if you don't find the game to be difficult on max difficulty ... I don't understand what we are arguing about here. Removing mob scalling would make the game even easier.

Using all these non-combat skills such as picklock, smithing, alchemy etc etc gives you more of a disadvantage than an advantage in the battle ahead. For example i used them a lot to get benefits and instead my character got weaker and the benefits were nothing compared to the benefit of the enemies who scaled when i used these skills.

And pots in master dif are not god mode. They are as they should be. Can make you win a battle but they are never enough.
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Alexandra Ryan
 
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Post » Fri May 11, 2012 12:17 am

I've played several combinations and I'll tell you Warrior is not the strongest, if you have a non-combat character why are you getting pissy dying?
There are 5 difficulty levels, not to mention none of you will address the open world nature of the game, level scaling is essential for it.

Oscuro's mod for Oblivion basically proves you're wrong about level scaling being essential. You could go anywhere you want to with that mod running, but you just had to approach dungeons carefully to see what kind of enemy was around there. You could usually tell fairly soon upon entering wether or not that dungeon was suitable for you.
The outside world could be very dangerous for a low level character, but if you sticked to the roads you were generally fine. There were fewer strong enemies near road and you had the occasional guard you could run to for help.

An open world should not mean you can just enter any place you fancy and be able to stand a chance, and that all the equipment you find is levelled as well.
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Amiee Kent
 
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Post » Thu May 10, 2012 11:15 pm

Using all these non-combat skills such as picklock, smithing, alchemy etc etc gives you more of a disadvantage than an advantage in the battle ahead. For example i used them a lot to get benefits and instead my character got weaker and the benefits were nothing compared to the benefit of the enemies who scaled when i used these skills.

And pots in master dif are not god mode. They are as they should be. Can make you win a battle but they are never enough.
Having no cool down on pots, being able to pause the game while you drink ... that means when you have spent all your stamina and are at 10% health, you can just instantly reset the fight. That is pretty god mode. With sword&axe war I can lock down enemies indefinitelly with this.
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Lyndsey Bird
 
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Post » Thu May 10, 2012 11:30 pm

I have the feeling that certain enemies stick around near your level to make them relatively easy kills (bandits, wolves etc) while other enemies are far stronger than you and you really need to level up to be able to beat them (mammoths, giants). So when you level up you get the same level of challenge from the bandits but it's relatively easier to kill mammoths.
All I know is that I don't go into a dungeon to 'lock' it. If I have 130 dungeons left at level 50, so be it.
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Anna Watts
 
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Post » Fri May 11, 2012 6:36 am

Because no level scaling at all made morrowind REALLY [censored] BORING after a while with respect to enemies, when you could KO almost anything before it had time to ever hit you
Morrowind's only problem was that it did not have content above certain level, not the "No level scaling" part.

You can place non-level scaled, themed, semi-random monsters at appropriate places around the world, and make some places easier and some harder.

Some monsters should be challenging for low level characters and some for high level characters, and some can be statically leveled so that they would be extremely challenging, even for the highest level characters.

Those monsters can be placed at areas that would not cause much problem for the surrounding areas, or be at inner level dungeons and so on... So the players can find out about their position and whenever feel like a challenge go to those places and test their mettle against the foes at those extremely high level areas, and if victorious, then they would come back with ultra high level loot, and be more prepared with even the higher level areas.

This can go on for ever.
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SaVino GοΜ
 
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Post » Thu May 10, 2012 8:22 pm

With every Bethesda RPG since Morrowind, my first playthrough is always 'adventuring'. If its a sewer in Oblivion or a vault in Fallout, as soon as I can control the character, I pick a direction and go: 'ehm, I'll go left' and then start walking and discovering. This is pure adventuring for me. Doing random quests, meeting people, exploring and only do main storyline quests when I come anywhere near the objective. This, for me, always provides the best adventure experience in these games.

If there wasn't any level scaling, my way of playing (which I am sure, many people do), would make the main quest ridiculously easy, because I have better weapons and I higher level than I am 'supposed to' when I start the main quests after adventuring for X hours. To keep the free adventure element intact, level scaling has to be there. Would hate it if I knew: 'oh, I'm level (say) 20 now, this is where the Bethesda games get easy'. No way, keep it challenging!
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Cat
 
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Post » Fri May 11, 2012 1:45 am

Cleared whiterun area (5-6 bandit camps at least) a total of 3 times with different characters and levels and believe me, there is.

Hmm yes now I believe there is, but it's mild. If you go in a fort at level 5, and that fort has a level cap of 10, it will have level 5 difficulty. If you go in the same fort days after, and you are let's say level 13, that fort will be at level 10 difficulty because that's the cap of that particular fort. Still it's MUCH better than Oblivion. Daedric armor bandits, wolves replaced by minotaurs, etc. It's much better.
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Lizs
 
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Post » Fri May 11, 2012 6:08 am

Yes this is annoying as well, it becoming too much like hack n slash game now. Many things will have to be scaled down and hopefully we have realism mods someday soon.

Have anyone noticed that the world map is half of size of Oblivion? Every games made by Bethesda seem to shrink the map, remember how big Daggerfall was?

We need more, more places to go, this isnt big enough for long term roleplaying :(
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..xX Vin Xx..
 
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Post » Fri May 11, 2012 4:13 am

Getting straight to the point (playing on master difficulty) i started with a "warrior" and made a "speedrun" until the first dragon kill. I completed the quests around Whiterun.

As i do in every rpg game (call it crazy but it's a habit of mine), i restarted the game to do a "perfect run" until that point, do every single quest and gain money in every way possible.

So i stole everything and everyone in Riverwood, did the same with Whiterun raised my skills a bit, mostly to gain money so that i could buy that house right away (blacksmithing, alchemy etc), did more secondary quests killed some wildlife blablabla and proceeded to do the quests like the one that you collect a bounty from the bandits at Valtheim towers...

I was a higher level than last time but my gear was much better since i was better prepared so i expected it to be easier than last time on the "speed run". It wasn't. It was like all that preparation was punished, instead of rewarded, just because i got a few more levels from secondary skills to craft/buy some items for myself. The Elder scrolls series is a lengendary one, WHY, for the love of god, do you have to take away the most fundamental thing there is in an rpg game? I understand scaling is not as bad as in Oblivion but it's still there and it utterly svcks.


I like the level scaling for the most part. it keeps everything challenging. I hate in rpg's when you first encounter a creature its really hard to beat, then you comeback later when you're higher level and just giving it a mean look will kill it. the creatures should get easier, but only because of the players experience and familiarity with the creature, not because of stupid numbers.

my only problem with the level scaling in oblivion was how later in the game you would run into bandits decked out in full daedric armor trying to squeeze 100 septims from you. seemed a bit absurd. other than instances like that I fully in favor of level scaling in any rpg.
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Je suis
 
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Post » Thu May 10, 2012 8:56 pm

I am not fond of level scaling, but IMO it is alot more balanced in SKYRIM then it was in Oblivion and I am enjoying it.
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Taylor Tifany
 
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Post » Thu May 10, 2012 11:34 pm

Skyrim's level scaling is probably just right. In Oblivion, I went to Kvatch right away but decided the Daedra (scamps) looked scary and did other stuff for a while. Then I came back and the scamps had turned into frost atronachs etc. Bummer. Daedra scared me and I was playing an archer so I didn't do the main quest at all with that character.

In Morrowind it was better. If a monster was too hard you could come back later and give it hell. BUT when I finished the game I was way too powerful and it was no longer fun. I could just fly anywhere I wanted and kill anything with one hit. I amused myself for a while flying around the mountains, whacking cliff racers and watching them plummet to earth and imagining travellers spreading rumours of it raining birds, but that didn't hold for long.

So in Skyrim it has the best of both worlds: if a monster is too hard you can come back later on and it will be easier, PLUS you can continually find challenges no matter how good you get. Who can rerally complain about that?
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Natasha Biss
 
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Post » Thu May 10, 2012 11:51 pm

Question: Does Skyrim's level-scaling permanently weaken unique, one-of-a-kind objects if you obtain them at too low a level as in Oblivion?
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i grind hard
 
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Post » Fri May 11, 2012 5:01 am

Level scaling should be implemented very carefully, on creatures that it makes sense to scale.

For me, the whole idea of leveling a character is to become more powerful relative to the rest of the creatures in the world. Why else would a leveling system exist? By the time I am level 20-30ish I want to be a BAD ASS MOTHER FKER. I want to walk into a bandit camp and slaughter those fools that gave me so much trouble in the beginning of the game.

The other side of it is that it allows you to make creatures that will be a challenge throughout the entire game, which is obviously good. I just don't want EVERY opponent to be a challenge the whole game. By the time I am level 50+ the only opponents that should give me any trouble are ones like dragons, gaurds, giants, etc...the ones that make sense to always be powerful.
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Justin
 
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Post » Fri May 11, 2012 5:28 am

There's also the radiant story system which people might confuse for scaling(the game takes constantly a note which kind of character you play and change the challenges acording to that). Of course there is some scaling but I haven't noticed it at all on my 22 hours of play.
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Haley Cooper
 
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Post » Fri May 11, 2012 2:47 am

Some enemies scale and some don't, wolves don't scale, Bandits might scale, might not depending on the type of bandit.
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StunnaLiike FiiFii
 
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