Rubberbanded Leveling In Games - My Current Pet Peeve.

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The_Blue_Rider

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SerithVC said:
Dragon's Dogma i really don't need to say more
Well yes you do since enemies dont scale in Dragons Dogma. They get tougher as you get to certain portions of the game but they stay at that strength
 

Chaos Isaac

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That is one of my biggest peeves of FF8, though if I rolled out that list, well, it'd be comical to say the least.

And this is why I loathe Borderlands. "Wow, look how strong you are. Now let's level everything up and give them so much HP that if you didn't end up loaded with mythical super weapons, all fights are now five minutes long at least. Pray you don't have a armored creature that charges, 'cause good luck."
 

Kyrian007

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The problem with rubberbanded leveling is, damned if you do, damned if you don't. Going through already played areas one-hitting everything is fun for a few minutes... then becomes boring grind that is never profitable. Not respawning monsters, leaving cleared areas cleared means any backtracking is just added boring travel time. You could always just eliminate the amount of backtracking necessary. But that is basically the same as rubberbanded leveling. Enemy strength balance is just a problem that doesn't have any great, easy solutions. Really the best you can do is just make it as bearable as possible and make sure your game is as fun as possible to offset this issue that plagues all games with leveling elements.
 

CaptainMarvelous

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Sock-Puppet said:
For me the worst is Final Fantasy, any of them. Sure the stories might be great but when I go back to a previous location and the monsters are constantly popping up I want to be able to defeat them in one blow. Yet because of rubberbanding I can't, monsters that I defeated on Lvl. 1 are still strong enough to defeat me. It destroys the sense of accomplishment entirely.

The only game the has the perfect monster set-up for me is dragon quest. After a while they actually start avoiding you because you are stronger than they are. This gave me a massive sense of accomplishment, as well as easy spots to level up the weaker characters.
Which FF was that o_O? From what I can remember, that kinda thing only comes into play near the end-game and it's so you can go around completing side-quests and still have relatively challenging fight/exp gain. FF8 may be the exception.
 

Sock-Puppet

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Kyrian007 said:
accidental double post, my bad.
You will not be forgiven!!!!!!!

Back to serious business, one hitting creatures might not be as fun as constantly having to fight strategically. In counter argument look at how well Pokemon does with that strategy...

CaptainMarvelous said:
Sock-Puppet said:
For me the worst is Final Fantasy, any of them. Sure the stories might be great but when I go back to a previous location and the monsters are constantly popping up I want to be able to defeat them in one blow. Yet because of rubberbanding I can't, monsters that I defeated on Lvl. 1 are still strong enough to defeat me. It destroys the sense of accomplishment entirely.

The only game the has the perfect monster set-up for me is dragon quest. After a while they actually start avoiding you because you are stronger than they are. This gave me a massive sense of accomplishment, as well as easy spots to level up the weaker characters.
Which FF was that o_O? From what I can remember, that kinda thing only comes into play near the end-game and it's so you can go around completing side-quests and still have relatively challenging fight/exp gain. FF8 may be the exception.
Mostly FF8, I only recently started playing XII. However everything I've seen and heard from my friends support this matter. If you want the side quests to be challenging why not put special events in them that automatically level them up for the level that the quest is? They should be fun after all, I measure most side quests by how entertaining they are, I don't want to die repeatedly while doing something that won't progress the story. An example of this is synchronisation spots in AC, they aren't hard to do, it's always fun reaching the towers and you get a beautiful view when you reach the quest markers.
 

Casual Shinji

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The_Blue_Rider said:
SerithVC said:
Dragon's Dogma i really don't need to say more
Well yes you do since enemies dont scale in Dragons Dogma. They get tougher as you get to certain portions of the game but they stay at that strength
Indeed.

It's one of the things I really like about it. If you venture into areas with Ogres, Dire Wolves, or Snow Harpies early on in the game, then good fucking luck. One of the earliest quests in the the game -- finding Quina -- leads you through an area with bandits that will utterly destroy unless you've beefed yourself up a good couple of levels (or if you just have large nuts).

OT: The only game that really gave me trouble with level scaling was Oblivion. As soon as those fucking bears came knocking, walking around in the open world became an affair of constantly looking over my shoulder.
 

Kyrian007

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Sock-Puppet said:
Kyrian007 said:
accidental double post, my bad.
You will not be forgiven!!!!!!!

Back to serious business, one hitting creatures might not be as fun as constantly having to fight strategically. In counter argument look at how well Pokemon does with that strategy...
Actually I was more afraid my so-called (by many people at the time) "white-knighting" of Other M would not be forgiven. Seems to be taboo around here.

But as far as serious business goes... it's just a matter of how games deal with one of the problems of being level based. Some games do it better than others. As much backtracking through hordes of boring enemies that don't give you anything as is required in Borderlands and BL 2, it is fun seeing enemies that once troubled you getting blown to pieces from one-shots. Gets old quick, but is fun.
 

Fdzzaigl

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Sometimes I like monsters leveling up with you as well, but most games out there do it badly. There are a few mods for Skyrim that did it right I think, making humanoid enemies level up more than lower level creatures.

It's pretty unrealistic and boring if guards from the "low-level city" who dress in exactly the same armor as the guards from the "high-level city" can't even hit you anymore when you reach the endgame. For humanoid enemies at least, I feel like scaling makes sense.

There should be areas that are out of your league at the start of the game though. As well as relative "power levels" between creature groups.
 

Theminimanx

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Behold the glory of Morrowind! Where in the early game you can get killed by a rat, but by the end of it you're flying around one-hit-KO-ing deadra. Say what you will about the awful combat, but there's a very clear sense of progression.