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Face it - just like in real life you sometimes have to work hard for an lousy reward, and sometimes you are just plain lucky and find a real gem. But even stuff that's worthless for you can be sold for sometimes an nice price (and sometimes not, but hey... that's life you know).
The same goes for the level of enemies. Sometimes you have an easy job and beat the hell out of those foe's, and sometimes you have bad luck and you get slaughtered. Tough.. but again.. That's life..
So - no. I have no problem at all with finding useless low value stuff. It makes finding real good stuff so more rewarding. Yes, you have to work for it and have to be lucky, but I think I would not enjoy this game as much if I always get the best reward for anything I do..
Well - if you know an better way?
And please don't say someting like (enemy) level scaling, because that's about the worst solution, and gets boring as hell fast.
too bad the developers wont listen to the steam forums.. try to post this thread on the official cdpr forums and maybe youll get somewhere.
best regards
Regarding enemies I beg to disagree a bit. Levelling up ALL enemies is bad and besides you are´nt supposed to go back to ALL areas in Velen, but only the ones you still need to do something. If you aren´t using fast-travel and insist to fight level 5 wolves, you are doing it wrong.
But that's the part I can't fathom. Why use this system in a singleplayer game?
I insist on going to undiscovered locations and doing side quests and contracts. That's all I insist.
All games, as you said, are "based on numbers".
All games are done by "just writing down a code based on numbers".
You're talking about level up systems in general, right?
When numbers are on the surface, enemies are differentiated by plain numbers next to their names, its kinda boring.
I´d agree if you were forced to fight enemies ten levels higher than you.
You aren´t.
The game has issues but that one is only on your head. All open world games have stuff that becomes trivial and others you have level up before facing.
Just as it stupid to have basic steel sword gain "levels", so is making wolves level 30. So one thing the game does right, the other... it doesn´t.
I want to quote something I googled because I'm lazy:
"At its core as a design choice, level scaling is meant to keep the challenge of the game at roughly (EMPHASIS ON "ROUGHLY") the same level from beginning to end. In theory, as the player character grows in power, he or she should be able to tackle increasingly powerful enemies; the game will make adjustments based on the character's current level, thus maintaining an even playing field. "
Of course these rules should be maintained within reason. Not bandits or wolves becoming unrealistically poweful beyond absurdity. All I'm asking is a little balance, this game has little of it, because it uses the MMORPG leveling system. At the core of the problem we should look at rewards from quests, and the enemies associated with the quest, unlike the random wolves you mentioned, I agree with you on that. There shouldn't be a "suggested level" for quests. The quests should scale with you to keep them enjoyable, challenging and fair. So you wouldn't have to worry about doing them later.