Timsup2nothin
Deity
- Joined
- Apr 2, 2013
- Messages
- 46,737
Morrowind, iirc, handled the level-scaling problem fairly well: some things leveled, some things didn't. There really were dungeons you couldn't go into in the start. There really were beasts that just became a breeze once you became strong. But other things leveled, so you got generally got a challenge to where you were at a specific moment.
For me, the cool solution to this would be to have certain planned evolutions in the world. When the character is levels 1-10, a dungeon contains rats. When the character hits level 11, a set of bandits clear out that cave of rats and set up their own camp there. When the character hits level 25, a dragon clears out the bandits and starts using the cave as his den.
partial x-post with AQ
Some caves. Otherwise you get the very worst aspect of level scaling from Oblivion. There's nothing quite as bizarre as "I am an escaped criminal, still pretty much an unknown nobody, but by reaching level 4 I have triggered the worldwide extinction of rats, along with an overnight population explosion of full grown wolves." Coincidentally, at the same time, every goblin everywhere becomes a goblin warrior, every skeleton everywhere becomes a skeleton archer, every bandit everywhere trades in their fur for leather (there has just got to be a gigantic mountain of abandoned fur armor around here someplace!), etc etc etc. And it keeps happening!