Like if most of the dungeons in the starting area were level 3-10 for example, and wouldn't go past 10 if you for some reason went back later. One possible concession that I wouldn't mind is if each zone had a maximum level in addition to a minimum level. Like I've never heard anyone complain about Dragon Age Origins having level scaling, possibly because they didn't even realize it. I know level scaling is the absolute bane of RPGs for some people, but I think it gets a bad rap even when it's implemented well. Originally posted by Mechalibur:I'll disagree here. Certainly more difficult than late game dungeons where those rootlings might instead by a handful of drakes. Fighting a handful of rootlings at a time is extremely easy for a high level party, even if they're level 19. If you're level 20, enemies in starting zones are still going to be easier than a level 20 dungeon in the underworld by nature of the encounter design. In Queen's Wish, I find the level scaling works fairly well. Make each zone have a wide range of levels? Better, but then we're constantly moving from zone to zone in order to make sure we're fighting stuff at the right difficulty. Would we set all zones to a similar level? Then we've got 3 wildly different difficulties based on what order we decided to enter the zones at. so what's the solution here? Make one area weaker (like Kranas is a lower level than Dhaga)? That would make it annoying to play the game in the order you want and makes the game feel more linear. Queen's Wish lets you travel in any direction to start. It's not particularly engaging gameplay in my opinion. One of my biggest issues with Avernum is that due to the wide-open world, you can end up with over half the locations you visit being trivially easy to beat due to under leveled enemies.
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