No, as it makes leveling up pointless. If I spent hours grinding levels you better let me become the walking demigod that has no issues disintegrating any enemy in a lower level area of the game. As that's my reward for grinding.
There should be an option for not liking levels at all. Ditch the levels and you lose the scaling issue.
I wish it were used more often. I know people like making numbers go up, but when you lock enemies to certain levels then there's entire area's of the game that become completely pointless and/or boring to go to because there's either no challenge whatsoever, or the enemies are far too powerful for you to fight.
And every RPG has systems outside of leveling so it's not "pointless", you're getting new weapons, gear, abilities, etc that make you stronger.
My opinion is games should have rarer dangerous level scaled enemies sprinkled in when you go back to a zone you're really high above.I wish it were used more often. I know people like making numbers go up, but when you lock enemies to certain levels then there's entire area's of the game that become completely pointless and/or boring to go to because there's either no challenge whatsoever, or the enemies are far too powerful for you to fight.
And every RPG has systems outside of leveling so it's not "pointless", you're getting new weapons, gear, abilities, etc that make you stronger.
No. Also, I don't agree with people saying that your characters in RPG shouldn't be allowed to become to overpowered. If I'm grinding, I want it to show results. I really enjoyed Cyberpunk for that - by the end of the game I could clear an gig without even holding a gun super quickly. I also fully disabled level scaling in Odyssey and had much more fun with it.
ESO might be the worst at this. No matter what it felt like all mobs died in the same amount of hits regardless of what level I was.
what doesnt make sense is the pauper bandits from the starting village who were attacking to steal their food getting a full set of top tier armour just because i forgot to kill them and came back months later
who knew the cure for poverty was just waiting it out
This is interesting because it fits nicely into a systematic open world overhaul I've been craving for. I don't want meaningless "clear this bandit camp" quests where the bandits sit around doing nothing and aren't actually harming anyone (and then leveling up for no reason and killing an endgame protagonist with a rusty spoon). I want the bandits to dynamically terrorize nearby towns and trade routes and grow in power through that. If done well, that can even lead to discovering them naturally rather than through a quest giver that magically knows their location. It's kinda perfect how well a system like that leads to level scaling. Or it wouldn't really be scaling since they grow in power even if you don't, but the results have all the benefits of level scaling.To be fair those bandits, who you forgot to kill, could upgrade to better gear by stealing stronger materials from others and learn how to craft, in addition to increase their abilities/combat knowledge/movement on their own (like sane people would do).
This "any sense of progression" is what I'm talking about. This happened in early 2000 and almost never came back since. A lot of level scaling in big AAA RPGs works in zones:if you have program any level scaling in any game, please explain to me how this can work in a RPG ? Because I'm a programmer for like 18 years, I understand what happen behind and not a single RPG was able to make it work properly. The game became unbalance, or remove any sense of progression. Even some Y's game have stat scaling and it just doesn't work, and probably nobody here know it.
If you're on PC, yup. There's a mod that allows you to configure how level scaling works, plus a few other nice settings such as not slowing down your horse when you get into a city. I'm on the phone right now, so quote me again if I don't edit this post with a link in a couple hours.Wait... you can DISABLE level scaling in Assassin's Creed Odyssey?!