What's the verdict on enemy scaling with the player?
What's the verdict on enemy scaling with the player?
what a silly boy
Imagine looking like THAT and being largely herbivores.
my man just got back from eating a tent
I fucking despise it
Damn bro stop eating the tents
a lvl50 being weaker than a lvl49 due to non-pair number irregular scaling, that's what happens on ESO in PVP
Static boss fights, some enemy scaling in open-world zones.
Depends on the context because it can provide a more consistent challenge.
My major experience with enemy scaling is Hush in TBOI and it ruins the boss
>It takes you 3 minutes to kill a bacon boar at the start of the game.
>come back to the start of the game after you reach level 50
>it takes you 3 minutes to kill bacon boar spamming all your spells
I fucking despise it!
That's funny, user. Your image and words together made me chuckle.
And enemies scaling with the player doesn't too good. Easy wolves at the start being hard wolves at the end is goofy.
>each zone has a level range where enemies will scale in level and exp reward as you level up
>exceeding the range drops the exp reward to 1 but retain gold rewards and item drop chance
>enemies in that zone will not exceed their range
>unique recurrent enemies that occasionally hunt the player always scale to their level
Does such a game exist?
He's a big guy
It's lazy and not fun for the player and gives no real sense of progression.
It fucking sucks
Bad and defeats the purpose of RPG mechanics, which are just an abstraction of the player characters skill level. Basically a poor substitute for actual encounter design.
it sucks
limited scaling is ok
Most people hate it because they only know it from games that used it exceptionally poorly (Oblivion, Fallout 3, Skyrim etc...).
But if used properly, in certain specific types of games, it can be very useful. Morrowind had level scaling that was pretty cool, unitruisive yet keeping the game challenging through out the whole time.
The main problem with level scaling is that developers often use it save time and effort on encounter design. In reality, properly executed level scaling should not save you any time, in fact it takes MORE time than simple hand-placing of set-level enemies, because in order to work, it has to be carefully managed, you still have to combine it with hand-placed enemies, set up tier lists, think deeply about the player progression.
Ultimately, it's often easier to do the New Vegas thing and just skip it entirely. But it's not an inherently flawed mechanic. Just one that was frequently abused.
why is there a bush growing out of its ass?
Lost Odyssey kinda does this.
On paper, it is a good idea because it provides a consistent challenge throughout a game. In practice, it never works because there tends to be little, if any actual increase in skill level required and instead of new areas having unique interesting enemies they just have stronger versions of the same shit you've been fighting all game.
It's kind of a pain, but I still usually end up massively outclassing enemies regardless. It's just a bit more tedious once I do.
having any level system at all causes more problems than it solves
New Vegas has scaling, I don't know if it works for every enemy but I know that Black Mountain mutants have nothing but normal sledgehammers if you go there at low levels. And the NCR/Legion hit squads get better weapons and armor as you level up.
Sounds like you haven't played SaGa.
I did not know that. Thanks for correcting me. If it does have level scaling, then much like in morrowind it's very carefully implemented, in a way that is almost unperceptible. Which kinda makes my point.
I think I would use level scaling if I ever got the chance to work on open-world RPG game myself. I used to play with it a bit on paper, and it's actually quite an interesting little challenge to wrap your head around, if you don't want it to make the game worse.
there isnt
lil faggot deserves to be tusked
>You aight white boy
Is both good and bad
This nigger bear is swiping all the picnic baskets
>tfw your server has massive powercreep
Holy shit
He's a big bear
I unironically hope Bernie goes full Stalin and the US ends up with breadlines just so these indulged fucks starve.
I like it when it means early game bosses start showing up as regular encounters. I don't like it when an early game normal enemy doesn't die in a few hits.
>early game, kill all the weak enemies
>late game, only the strongest have survived
Seems okay to me
take Skyrim for an example.
if you are playing on hard and reach around level 30 it's easier to get killed by a bear than a Dragon and you might take longer to kill one too
Its awful when global. Gothic should always be reffered to as an example on how to level "scale" hostile mobs.
However, after reading "Goblin is strong" the idea that NPC mobs can level up through winning combat is pretty great.
Especially, if on harder difficulties, devs make it so that reloading save after dying doesn't remove the level gained by the mob that killed you.
It be great in some MMOs were you could purposefully feed a low level mob to end up being a boss level threat for newbies
Sugar and carbs don't come from meat
Protein synthesizes into glucose in the body, genius.