Absolutely. Level scaling makes for more realistic progression (just becoming a better fighter doesn't suddenly make you immune to a sword wielded by a rookie). It also increases the scope of viable endgame content by making the entire world viable endgame content.
Why not? My veteran status has me better with my shield, my parries, my ripostes. A "rookie" would be lucky if they touched me.This is similar to saying, an Olympic sprinter is not much better than a Junior High School sprinter. Forget the years of training, the concentrated effort put in. They "should be" close to ability?
Still true in ESO with level scaling.
How so? I haven't played ESO. Would be interested on how this works.
Also, in ESO, I assume the NPC scales with your character?
Very simple:
A level 50 character with 160+ champion points is WAY more powerful than a level 1 newbie. He has better gear, more skills, better stats.
A level 1 with crap gear and only starter skills will most likely die against that "alpha wolf" boss while the level 50 will kill it quite easily and will have challenge with even harder mobs.
You become more powerful, you just never become an invincible god.
Interesting. Seems like Champion Points is the segregation between players. How does one obtain Champion Points? So, could a level 25 character with 120 Champion Points group with a level 50 character with 160 champion Points?
Absolutely. Level scaling makes for more realistic progression (just becoming a better fighter doesn't suddenly make you immune to a sword wielded by a rookie). It also increases the scope of viable endgame content by making the entire world viable endgame content.
Why not? My veteran status has me better with my shield, my parries, my ripostes. A "rookie" would be lucky if they touched me.This is similar to saying, an Olympic sprinter is not much better than a Junior High School sprinter. Forget the years of training, the concentrated effort put in. They "should be" close to ability?
Still true in ESO with level scaling.
How so? I haven't played ESO. Would be interested on how this works.
Also, in ESO, I assume the NPC scales with your character?
Very simple:
A level 50 character with 160+ champion points is WAY more powerful than a level 1 newbie. He has better gear, more skills, better stats.
A level 1 with crap gear and only starter skills will most likely die against that "alpha wolf" boss while the level 50 will kill it quite easily and will have challenge with even harder mobs.
You become more powerful, you just never become an invincible god.
Interesting. Seems like Champion Points is the segregation between players. How does one obtain Champion Points? So, could a level 25 character with 120 Champion Points group with a level 50 character with 160 champion Points?
Champion points are progression beyond level 50, but they are also a sort of "heirloom" since once you have one level 50 character which gains CPs, those a shared with all other characters on your account including new level 1 ones.
And yes, there's no level or CP limits for grouping.
Also to answer an earlier question, NPCs do not have different levels. They are all set to Level 50, CP160. It is the players who are below that who get bolstered up to that and once they reach 50/CP160 there is no more bolstering.
NPC enemies do have a range from weak to strong but that is done by giving different types of NPCs different strengths and weaknesses. In a sense it's like taking the common MMO system of having a level 40 normal, level 40 strong and level 40 elite but going far beyond that standard three types with maybe 20-30 different difficulties.
ESO was able to transition to that scaling system relatively easily because even before level scaling the power advancement system was never really about levels. It was always about earning skill points through finding skyshards, quest rewards and yes, also leveling, and investing those skill points in skills and passives to improve your character. That system is still intact and is no different before or after level scaling.
Other MMOs where the advancement is all about levels would need to make bigger, more jarring changes in order to switch to a scaling system but it was a very easy thing to do in ESO.
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I see it as a dumb idea .. whichever dev thought of it should have his pee hole covered in honey and fire ants set to it.
Knowing you had limits, there were area's you were definately dead meat was good, also made it fun when you then tried to sneak through those areas and one of the mobs saw you and you were like ohshitohitohshitohshitohshitohshitohshit .. and a long trail of brown left behind your character as they ran like hell
Amazingly .. back then we didn't throw the controller/mouse/coffee/lager across the room in a fit of anger .. unlike some today who at missing a penalty in a football game embed the controller into their family tv lol
It seems devs etc come up with great 'solutions' which supposedly will solve x,y,z problems, meanwhile creating a,b,c,d,e,f,g,h,i,j,kl,m,n,o,p,q,r,s,t,u,v,w problems lol
The problem of this whole scaling thing is developers mindlessly (!?) add too much power in the game to the point make the power gap ridiculous .
All in the name of "player want more powerrr" . So instead of create more interest reward items (that cost more money , time , brain paste), they add number . Pretty easy , lazy and genius
I think it time to back to old design where player are same at start while the challenge become harder each stage like old games
Comments
NPC enemies do have a range from weak to strong but that is done by giving different types of NPCs different strengths and weaknesses. In a sense it's like taking the common MMO system of having a level 40 normal, level 40 strong and level 40 elite but going far beyond that standard three types with maybe 20-30 different difficulties.
ESO was able to transition to that scaling system relatively easily because even before level scaling the power advancement system was never really about levels. It was always about earning skill points through finding skyshards, quest rewards and yes, also leveling, and investing those skill points in skills and passives to improve your character. That system is still intact and is no different before or after level scaling.
Other MMOs where the advancement is all about levels would need to make bigger, more jarring changes in order to switch to a scaling system but it was a very easy thing to do in ESO.
“Microtransactions? In a single player role-playing game? Are you nuts?”
― CD PROJEKT RED
Knowing you had limits, there were area's you were definately dead meat was good, also made it fun when you then tried to sneak through those areas and one of the mobs saw you and you were like ohshitohitohshitohshitohshitohshitohshit .. and a long trail of brown left behind your character as they ran like hell
Amazingly .. back then we didn't throw the controller/mouse/coffee/lager across the room in a fit of anger .. unlike some today who at missing a penalty in a football game embed the controller into their family tv lol
It seems devs etc come up with great 'solutions' which supposedly will solve x,y,z problems, meanwhile creating a,b,c,d,e,f,g,h,i,j,kl,m,n,o,p,q,r,s,t,u,v,w problems lol