I think it came from GameInformer
Ha I was so focused on his face I didn't even notice the watermark. Now I feel like an idiot.
I think it came from GameInformer
Great bits of details .
Tbh I'm more interested on the female witcher , Ciri . Hopefully her portions aren't short .
It was terrible in Oblivion and is frowned upon by a lot of RPG fans as it implies a world pandering to your player over an organic world you're challenged to explore and discover.
I'm very disappointed that this is in The Witcher 3 as it seems contradictory to how they've detailed a lot of other features. I can only hope the scaling isn't too aggressive.
This was posted in another thread.
I don't understand their loot scaling system. Does it goes in pair with leveling ? Oblivion was terrible because of this. And what about unique items ? Do they scale ? It's always better to wait late game to do the quest that will reward unique drops then ?
What's the point of taking a swing at monster who's a higher level than me if my reward is just going to scale back to my level?
Really disappointing.
Item scaling makes sense I guess. It would be bizzare to find a bad ass sword and not be able to use it right away, since we are playing master swordsman Geralt of Rivia.
Monsters dont drop weapons, so your example doesn't really apply.
The concept of skull enemies and 'no dmg to high level enemies' does not instill much confidence in the combat mechanics and depth of the game.
If there was enough depth to have a long learning curve and wide variety of difficulty in encounters then they wouldn't need bandaids like skull enemies and oneshotting.
Can you stay at level 1 in Dark Souls and defeat all the monsters and bosses?Don't like the loot scaling (not the way they do it anyhow, having the item be permanently lower stat)
Don't like the idea of skull enemies, if i can see something I should be able to kill it if I'm good at the game mechanics.
In dragon's dogma I could go find the drake in the northern forest at level 10 and actually kill it.
In dark souls you can stay level 1 and still beat the game.
The concept of skull enemies and 'no dmg to high level enemies' does not instill much confidence in the combat mechanics and depth of the game.
If there was enough depth to have a long learning curve and wide variety of difficulty in encounters then they wouldn't need bandaids like skull enemies and oneshotting.
Huh ?The realism argument? Nothing makes sense then.
3rd game in a row and you'll start over struggling against wolves and other enemies that were fodder to you midway through the last game.
There was a big conversation within the team on whether Geralt could be fully nude or not. The conversation also involved the extra polygons that would be used for his penis and who would animate it while running. On the other side, others believed that there was a lot of female nudity in the game, so there should be male nudity as well. The result is that theres a lot more male nudity than in previous games, but Geralt still normally wears his underwear.
Can you stay at level 1 in Dark Souls and defeat all the monsters and bosses?
You wont find items you cant use because youre too low level. They will automatically scale down to your level if theyre too high for you. For instance the damage of a weapon will be lower, even if they will keep their cool elements like setting elements on fire for instance. Once you pick up an item, its stats are set, so it wont scale back up to its original stats. That said, youll always get better loot as you move forward anyway. Theres no need to wait to be the right level before you get an item.
Oh damn, I need this now!This was posted in another thread.
weapons will not scale UP, only DOWN.
Item scaling makes sense I guess. It would be bizzare to find a bad ass sword and not be able to use it right away, since we are playing master swordsman Geralt of Rivia.
lol animating his penis
Right, so there shouldn't be level requirements for items at all. It's an action RPG: find loot, use loot. You don't have strength/agility stats to worry about and level really shouldn't matter. But the loot scaling down because of your level is particularly worrisome, doesn't make much sense, and is contradictory towards the kind of game they've been marketing Wild Hunt as.
Though the game had a multitude of other problems, the aggressive item scaling in Oblivion utterly devastated my enthusiasm to actually seek out new gear and embark on difficult quests. Hopefully Wild Hunt's scaling doesn't regress that far.
Right, so there shouldn't be level requirements for items at all. It's an action RPG: find loot, use loot. You don't have strength/agility stats to worry about and level really shouldn't matter. But the loot scaling down because of your level is particularly worrisome, doesn't make much sense, and is contradictory towards the kind of game they've been marketing Wild Hunt as.
It's been done in all Souls games. It's known as SL1 runs (Souls Level 1).
Morrowind does not have level scaling for unique/rare items.How this scaling thing worked in Morrowind for example? I can't remember.
I think the problem stems from having an open world. If you can sneak behind monster X, or side step it, or find an alternate route to place y, and you end up wiht a very powerful item... well that's a rewarding feeling for the player, for sure, BUT it can mean boring combat that becomes trivial.
You have to account for both of those scenerios, and I think this solution sounds like a decent compromise. You still get a cool items with unique abilities, but it's not going to throw the rest of your gameplay off.
The other option is of course, to gate these items at all times via hard monsters or impassible obstructions that only become traversable later, as unlcoks from story or quests or level. But that quickly becomes tiresome in what is supposed ot be an open world game. What the point of an open world that is gated every which place?
Right, so there shouldn't be level requirements for items at all. It's an action RPG: find loot, use loot. You don't have strength/agility stats to worry about and level really shouldn't matter. But the loot scaling down because of your level is particularly worrisome, doesn't make much sense, and is contradictory towards the kind of game they've been marketing Wild Hunt as.
Though the game had a multitude of other problems, the aggressive item scaling in Oblivion utterly devastated my enthusiasm to actually seek out new gear and embark on difficult quests. Hopefully Wild Hunt's scaling doesn't regress that far.
In some cases when you kill the monsters in an area, humans will settle it. In the prologue theres actually a cutscene that shows is as it happens so that the players understand the mechanic. Its not always so simple, and there are different states. Whenever you go into an area the game will check what you have and what you havent done, who you helped, who you killed, the decisions you made during quests and dialogue. That can change a lot of things, including the people that spawn in a village. The mechanic is simple, but it can get complex because of all the branching.
Monsters dont scale with your level. If youre way underleveled compared to a monster, youll do almost no damage.
- There was a big conversation within the team on whether Geralt could be fully nude or not. The conversation also involved the extra polygons that would be used for his penis and who would animate it while running. On the other side, others believed that there was a lot of female nudity in the game, so there should be male nudity as well. The result is that theres a lot more male nudity than in previous games, but Geralt still normally wears his underwear.
Starting to doubt about the game now. Itemization is very important and the scaling looks awful.
Great bits of details .
Tbh I'm more interested on the female witcher , Ciri . Hopefully her portions aren't short .
They wont scale up past their pre-determined level. So if you wait until level 25 to get a level 21 sword, it will still be level 21, but if you acquire it at level 18, it will be level 18 sword (and wont scale up with you). I can definitely see it working.
I thought the explanation they gave on GTLive about that was very interesting, about not wanting to make you wait.
It's on youtube, if you haven't seen it.
I'm sorry but I just don't believe this. Not in open world games.
Everything else sounds nice, but this...I just can't. Sorry. =x
doesn't the downleveling happens as soon as you pick the weapon though?Why is the item scale part a problem for people?
It's another choice left for you - are you going to wait to level up and use the weapon in her most powerful state or are you going to use the weapon right from the moment you find it but not as powerful as if you would waited and level up yourself to the level of the weapon
Don't like the loot scaling (not the way they do it anyhow, having the item be permanently lower stat)
Don't like the idea of skull enemies, if i can see something I should be able to kill it if I'm good at the game mechanics.
In dragon's dogma I could go find the drake in the northern forest at level 10 and actually kill it.
In dark souls you can stay level 1 and still beat the game.
The concept of skull enemies and 'no dmg to high level enemies' does not instill much confidence in the combat mechanics and depth of the game.
If there was enough depth to have a long learning curve and wide variety of difficulty in encounters then they wouldn't need bandaids like skull enemies and oneshotting.
I love this because it makes sense, certain monsters are way more powerful than others and that fact shouldn't change based on the player's level.
It's an open world so you're bound to run into any kind of creature.