Posted June 08, 2011
slash11: If new monsters spawn in the area then it is not level scaling. Just take it as simple as that: Level scaling takes away any incentive for character progression ( a core aspect of a RPG if you ask me)
mutishev: Ok you are right and I am wrong ;) It's not level scaling :D if you keep the same model and scale it to the level of player is level scaling, but if you spawn new to the player level, one with different skin is not level scaling. :) The respawning that I'm referring to is the spawning of monsters into specific areas for exp grinding purposes, if that is required. Have you ever played the Gothic series? The games consist of Acts, and when you progress into a new act, among other things, new monsters spawn in old areas, in order to help you get a little more experience. They aren't necessarily scaled - a wolf will always give you the same amount of experience, and wolves will spawn in the woods. None of the spawning has anything to do with PC level, but rather with the area in question.
However, ultimately it is possible to kill everything in the game, should you wish to do so. I would not be against a mechanic that would allow you to have additional secluded areas in which you would have more enemies spawning, and you can grind them for more experience, if you so wish.
This is however completely different from level scaling.
Did I clear that up for you?
Taleroth: Morrowind has level scaling.
There seems to be an awkward redefinition of level scaling to "exactly like Oblivion has" which bothers me. In Morrowind, you'd find stronger monsters and the frequency of monsters changes to scale with your levels. Cliffracers were notorious for popping up with more as you leveled. And the types of Daedra you encountered in the wild would weight towards the stronger.
The problem with Oblivion was that its level scaling was bad. Most people don't even recognize when its working in games that do it well.
That is actually true, but it only affects the additional monsters that spawn, as I also specified in my post. The vast majority of the enemies in the game are unaffected. A Mudcrab won't turn into a Daedra just because you're higher level.There seems to be an awkward redefinition of level scaling to "exactly like Oblivion has" which bothers me. In Morrowind, you'd find stronger monsters and the frequency of monsters changes to scale with your levels. Cliffracers were notorious for popping up with more as you leveled. And the types of Daedra you encountered in the wild would weight towards the stronger.
The problem with Oblivion was that its level scaling was bad. Most people don't even recognize when its working in games that do it well.
Post edited June 08, 2011 by FraterPerdurabo