Older RPGs seemed to do that last bit pretty well.kanada514 post=9.71489.739194 said:I definitely agree with you. Games should never ramp up the enemies at the same time as you do. Becoming more powerful becomes utterly pointless.Kermi post=9.71489.731722 said:Except when the game scales the enemies to your level and the boss becomes harder to beat at level 100 than level 1. I get that developers are concerned about a game being too easy for obsessive grinders or too hard for casual players so they have to scale the enemies somehow - but I like grinding in RPGs for the sole reason that it makes me a badass capable of whipping everything around me like a ragdoll.kanada514 post=9.71489.730570 said:I happen to absolutely love infinite respwaning enemies. As long as they're fun to fight against and they give you something when you kill them.Copter400 post=9.71489.726685 said:19. Infinite respawning enemies. Never again, you hear?
That's the essence of grinding my friend.
Isn't it fun to be like 100 levels over the boss when you get there?
I didn't like Oblivion for that.
Designers should never have in mind the hardcore grinders when balancing a game. It's something you just can't do. No matter how hard you make an enemy, I will always reach the point where I kill it in one hit just to make a statement.
Balance the critical path of a game for the normal gamer, then put extra hard secret areas to give a purpose to the grinder.
Which brings me to:
48) Newer isn't always better. If it's not broken, don't fix it. (I'm looking at you SSBB. Why couldn't you keep SSBM's physics engine? It worked just fine!)