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I had a *ton* of fun with that in several games.
SCALING is essential, and certainly, some forms of dynamic scaling can be done well. There is a definite tendency and risk, however, of totally removing most of the point of having "level" distinctions ar all, since everything is always roughly your level, through the entire game ^^' .
I've played too many games that actually *fully penalized* leveling up at all, due to how the dynamic scaling worked. We've used "vanilla" Oblivion a lot as an example, because it's very apt for showing how NOT to do it =/ .
Somewhat related note: If you've never tried Oblivion with Oscuro's Oblivion Overhaul (Or Francesco's)... Wow. Skyrim has similar reworks, as well. You won't believe the difference any of these mods can make. Having to eat, sleep, and protect yourself from the weather/elements, for example, is one of the changes you can make. It's incredible for immersion.
You are not correctly referencing that game's flawed mechanic, and worse, you're speciously supposing that it was Oblivion's enemy scaling system which caused that game's issues. Oblivion's root problems were player stat scaling and tying its flawed skill-to-levelup system with enemy level. In builds that maximize Oblivion's leveling system's potential, or when using mods that replace its leveling system, the player will very easily outpace the scaling enemies. Your incessant likening is misleading and fallacious.
It felt awkward, and forced. And only with a mod to fix their levels to lvl 10/16 was it made immersive and playable.
Notably, mods like OOO fixed Oblivion *both* by mostly eliminating dynamic scaling, using levels from a fixed range for any given location, as well as addressing the also-flawed leveling system (mostly by making it a LOT slower, 5x or more).
I use the example because it's apt for representing the worst form of dynamic scaling. Deal with it. You're not going to be "teaching" anyone here, so you can lose the attitude.
We get it, you don't like level scaling, that's fine. Just don't try to use Oblivion as the reason why level scaling is fundamentally bad, because that's just an example of a bad level scaling system and nothing more.
You don't argue in good faith. Stop. Misrepresenting my words will not work for you, any more than it did the last time you tried it.
Below is the full thread for anyone who wants to verify what was said by whom:
https://steamcommunity.com/app/1128920/discussions/0/3185738120268739206/?ctp=7
You don't argue in good faith. STOP. Doing so merely exposes your own insecurity. You are not a gatekeeper here, remember?
Just as a quick intermission, reminder, or simply point of note for those who aren't aware: We have never planned to scale enemies directly to the player's level. Our goal is to incorporate a double-layered scaling system that takes into account the player's experience and the sector (system) level, so backtracking to easier sectors will still bear fruit in the loot that is dropped without being too challenging, while more challenging locations are free to engage for risk-reward style play.
So, let's keep the conversation on the topic and not on each other. In fact, the topic seems to have veered into the heart of the matter: Illusion of difficulty. While level scaling is part of this mess, it's also a strong solution to it, too. It comes down to how it's implemented.
I'm sure the fruits of our labor will become much more apparent when we show the end-game content (which will help truly distinguish the importance of the level progression system when comparing those opening segments and sectors versus the end segments and sectors) this Fall. Based on the conversations in this thread, I'm confident the majority will be pleasantly surprised by what we have in store. All I ask is for your patience as we continue to develop and ensure the dynamic scaling is working as intended.
Previously lower level areas get bumped up to something like a "playerlevel - 3" level.
Where enemies are now comparatively easy, but not completely underleveled in case the player decides to visit there again and grind.
While having higher level areas have a static levelrange, that can completely outclass the player if he venture there too quickly.
Winning there should nevertheless have a boosted chance to get really good loot, as a reward for taking on high level enemies.
This higher loot drop chance is a motivation to try the really hard fights early on. But is not a requirement for progression.
Its easier to balance the level progression this way than completely static levels (hard to do), while still allowing old areas to remain relevant, and weapons to remain impactful long enough (until they are replaced anyways). The "exploration-barrier" is formed by the higher level areas, that will expand over time when leveling up ... or intentionally engaging in those hard fights.
If you're the type of person that always likes a certain challenge then that's not a bad thing. I like something a bit different, I'm fine being weak at the start then getting progressively stronger as I unlock skills and what not. By the time I get to late game I want to feel a decent power improvement but definitely by the time I'm in some of the top-end gear.
There's definitely a sweet spot that needs to be found though. While I don't like how GW2 does it, I think WoW is a bit too laxed where anything not Mythic or up basically becomes just a waste of time. I don't want to cake walk through all the basic content but I do want to feel the power I've supposedly been gaining.