» Wed May 16, 2012 4:13 pm
I 100% support this initiative. The level scaling might be fine (or even great) for some players, but it makes the whole world feel like a dream the player character is having to me (the whole world exists for you). First some bits about OOO, and why I think it's the standard to aim for here (not the parts that change player stats, etc. but the dungeon leveling):
I just recently decided to give Oblivion with OOO a serious chance. When OOO originally appeared I was already at Oblivion saturation and never really gave it the time it deserves. I can't imagine how much more I would have enjoyed Oblivion if my first play-through had been with this mod installed.
Just as an exaple of how it plays out (I'm sure many of the people here have played OOO) I've been cautiously approaching dungeons near the starting area and finding various different and interesting things; the "starter" dungeon (the one everyone goes to after the sewers) is populated with I'd say level 4-8 bandits who I can take down, if I can pick them off 1 by 1. The second level (with the undead) seems to be a much higher level, so I'm leaving it for later. I found another dungeon nearby which had a locked, trapped chest near the entrance. I managed to survive the fire trap using some potions, the heaviest armor I could find, and a defensive spell, and the reward was a Dwemer 2h axe (at level 1).
It was an impressive find for lvl1, and it really didn't break anything for me to have it; I was more capable of fighting enemies a couple levels higher than me, but I still couldn't put a scratch on the higher level enemies who take advantage of spells, enchantments, and just generally much better equipment. (I've since moved on to higher level gear, but I continue to find stuff above my level by exploring carefully).
I think this is pretty much sums up the kind of experience that's desired from a static system:
-The potential to face challenges above the player's level by choosing to enter difficult areas,
-The feeling of progression from being able to return later and clear a difficult area,
-Appropriate rewards for beating challenges above the player's level.
-Make increasingly difficult challenges available to keep players from outclassing the game using those rewards.
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Now, some bits about methodology. Optimally the whole mod will be leveled by hand like OOO, but I had an idea for getting a basic mod out the door literally the same week the CK comes out. This is an idea for players who really want their first playthrough to be un-scaled.
Just for fun, I went to the first dungeon you encounter (Bleak Falls) and used "player.setlevel 12" right before I entered (was actually level 2). Immediately after entering I used "player.setlevel 2" so my leveling would continue normally (and it did, this didn't seem to break my character in any way; I was level 4 before I left).
The game definitely did the best it was allowed to in order to make this a dungeon fit for a level 12. Obviously this place is intended as a tutorial, so a lot of the enemies were clearly hand-placed as lvl1 (generic bandits, generic draugr) however it leveled what it was "allowed" to -- higher level bandits were lvl 9, "restless" undead were level 6, and the chest loot was about right for lvl 12 (found an elven helmet in a random chest, some higher level scrolls). And the boss at the end was a lvl 15 "Druagr Wight Lord" which immediately disarmed me with a shout. I wouldn't have been able to beat this fight, but I console-killed it so I could look at the chest loot here.
Now it's pretty clear that this dungeon was mostly static-leveled to level 1, so I'm going to try this out on some others. Obviously each dungeon has some set level, so a dungeon that's leveled for 5-20 won't really go up to 50, but a little trial and error would match up the ones intended to scale to higher levels with static level values appropriate for them. Optimally every dungeon would get a static level assigned that falls within its original scaling range.
My Oblivion modding experience is super-limited, so for all I know there's going to be an even easier way to hook into the scaling system to use it to create static content (like, going to each dungeon and setting its level in some script to X) but I don't recall this ever being a thing in Oblivion... as I understand it you had to change which leveled lists the spawns drew from 1 by 1 in each dungeon. If there's a script that actually handles the scaling, this becomes even easier as you no longer need to temp swap the player's level and can just replace the value in the script, but I again recall nothing like this in Oblivion (scaling is probably a hard-coded mechanism in the engine, right?).
Using this for exterior locations is probably far less realistic, since it requires making some judgement about when the player is close enough to the region (but not too close) to do the level swap -- probably not viable, so these will only end up being done by hand-placing stuff.
Again, I'm *not* suggesting this idea replace hand-leveled content and I'm also aware this does nothing to deal with the "generic loot issue, I'm just pointing out a way that a static dungeon mod could be produced extremely quickly for players to use now. We likely have enough time before the CK is released to test every dungeon's existing scaling range and pick appropriate static level values for each one, and I'm sure there are many players who would love to have some form of this available for their first (or at least second) play-throughs.
I'm going to try out some other dungeons with different level values and see what I find. I'm especially interested in whether or not the scaling system can produce an "epic" dungeon by being forced to the max level, or if the results will be something that's only "average" difficulty for a player with their main skills maxed. I have a feeling any "end game" content intended for these players would need to be completely built by hand.
Thoughts?
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So I've done some more experiments, and I'm starting to wonder if there are multiple components to how scaling is done (for example, does it use the level *and* the actual skill values to do some types of leveling?)
Just changing the level seems to produce only partially scaled dungeons; the loot is definitely upgraded, and "boss" monsters will scale to the level, but the "trash" monsters don't really want to scale up (some of them staying at level 1). I tried leveling up "naturall" (by using advskill and going through the level-up process) and the scaling came out the same, so this is just a matter of how individual dungeons are built (it's much, much better than Oblivion, but it still presents all the issues we've talked about above).
The other issue is that not all things that seem like dungeons are. I found a fort which had 2 interior "levels" but they were small and both exposed to the outside. This area would only scale up if I were already a higher level when I approached it for the first time, the entrance door had nothing to do with it (well, leveling up for the entrance door did scale the loot up and not the bandits inside, which is actually worse, because I'd created a zero challenge for high reward situation). So... this trick could only work with actual "dungeons," which are basically always things you go down inside, often with more than 1 level. I would have thought the fort was a dungeon but apparently it takes a bit of trial and error to be sure. Unless, like I mentioned above, there's an actual script somewhere that handles the core scaling system where we could inject the level values we want to use for different areas, but that sounds too good to be true.
So... I'm not sure how well this can actually work in practice now, it seems like the scaling may be quite a bit more elaborate than Oblivion's, and hand-placing may simply be the only option. I'll keep playing with it though.