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Witcher 3 - B&W to Introduce Enemy Scaling
May 27th, 2016, 01:44
Blood and Wine will introduce enemy scaling to The Witcher 3, according to a German video. There was already a mod for it, but official content is always nice.
More information.
Due to the prevalence of this Reddit thread and various European previews of The Witcher 3's Blood and Wine expansion, we're learning that CD Projekt RED has added an option to introduce "feinde skalieren" or enemy scaling to the RPG with the accompanying patch. The thread contains a screenshot of the option in question, and level designer Miles Tost apparently does not refute it at the 19:50 mark during this 27-minute preview (I know zero German, unfortunately):More.
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More information.
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May 27th, 2016, 01:44
I hope it's implemented well, not simply that everything in the gameworld is tracking your level, so there's no sense of progression.
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"I cannot define the real problem, therefore I suspect there's no real problem, but I'm not sure there's no real problem."
Richard Feynman
"I cannot define the real problem, therefore I suspect there's no real problem, but I'm not sure there's no real problem."
Richard Feynman
May 27th, 2016, 03:10
My German is pretty rusty but from what I understand the scaling will apply only to underleveled enemies (to avoid Geralt becoming op). I personally hate scaling of any kind but thankfully it's completely optional.
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May 27th, 2016, 04:01
I've never seen level-scaling implemented an as option before. CD Projekt continues to impress me.
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May 27th, 2016, 13:12
May 27th, 2016, 15:03
Witcher 3 was one of the few games where I think I would have really appreciated enemy scaling. There was so much side content that I wanted to pursue, but I outleveled so much of it so quickly that it was never challenging. Scaling weak enemies while keeping tough ones tough would have solved that problem without killing my sense of progression.
SasqWatch
May 27th, 2016, 15:10
Actually not scaling trashmobs that are phoenix in disguise is the reason why I loved TW3. I have no time to waste on something I've killed so many times already. I want new things to experience so lemme onehit/oneshot those undying trashmobs. Trashmobs that exist only because some "critics" would say that the world is empty if those weren't there.
If nonrespawnable mobs were scaling, that's something I wouldn't have anything against. But in fact I've followed quests mostly on recommended level basis so it didn't feel too easy. On the other hand it wasn't challenging much (played on normal) but then again TW3 is supposed to be a heavy story game, not boss after boss fighting without a reason and irrelevant story or ignorable sidecontent.
If nonrespawnable mobs were scaling, that's something I wouldn't have anything against. But in fact I've followed quests mostly on recommended level basis so it didn't feel too easy. On the other hand it wasn't challenging much (played on normal) but then again TW3 is supposed to be a heavy story game, not boss after boss fighting without a reason and irrelevant story or ignorable sidecontent.
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Toka Koka
Toka Koka
May 27th, 2016, 17:57
It's great that it is an option, but I'd like to see rpg's move past the crude Hp/damage ratios here. Scripts that increases mob size, their speed and agression factor would be a better improvement.
Especially with open worlds that have to keep consistency and immersion in check.
Especially with open worlds that have to keep consistency and immersion in check.
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May 27th, 2016, 18:09
Originally Posted by BoboTheMightyYes, I think these huge open worlds with tons of content are impossible to balance without some form of scaling. The challenge is finding a better way of doing it than just having everything in the world mutate into tougher forms around you.
It's great that it is an option, but I'd like to see rpg's move past the crude Hp/damage ratios here. Scripts that increases mob size, their speed and agression factor would be a better improvement.
Especially with open worlds that have to keep consistency and immersion in check.
I think I would approach it by identifying the hub points in the game, and then defining the level ranges of the quests that emerge from it, from your level when you discover it. Leave the bulk of the world static, but have it so that a good proportion of the newly discovered quests will be challenging at any level.
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May 27th, 2016, 19:23
As long as it's forced on the player, it's not a problem for me.
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"Light thinks it travels faster than anything but it is wrong. No matter how fast light travels, it finds the darkness has always got there first, and is waiting for it."
Terry Pratchett, Reaper Man
"Light thinks it travels faster than anything but it is wrong. No matter how fast light travels, it finds the darkness has always got there first, and is waiting for it."
Terry Pratchett, Reaper Man
May 28th, 2016, 00:25
Oscuro's Oblivion Overhaul and Nehrim are also great examples of open-worlds done with minimal or no level scaling.
In OOO, enemies get stronger the further away from the road you get. In Nehrim, it's basically like OOO meets Gothic design. I expect Enderal to be more of this as well.
In OOO, enemies get stronger the further away from the road you get. In Nehrim, it's basically like OOO meets Gothic design. I expect Enderal to be more of this as well.
Guest
May 28th, 2016, 11:52
Originally Posted by joxerGothic 1 and Gothic 2 are very small compared to Witcher 3 and Skyrim so that they don't really come into level scaling issues.
Gothic games shown it's possible.
How does it work in Gothic 3? (never finished it). I think they have different level mobs for different regions?
May 28th, 2016, 15:14
Haven't really checked around, but after 200 hours I'm 'only' level 37-- and I've finished the story & done about 90% of the original content, to include contracts/map-clearing. Folks on the Steam boards are talking about being in the 60's. Not sure if they are full of shit but I cannot imagine how they are getting that high unless they are grinding Drowners or something.
May 28th, 2016, 15:56
Originally Posted by ChaosTheoryYou can't farm XP past a certain level, everything is grey and doesn't give you any XP. They probably did a New Game+.
Haven't really checked around, but after 200 hours I'm 'only' level 37-- and I've finished the story & done about 90% of the original content, to include contracts/map-clearing. Folks on the Steam boards are talking about being in the 60's. Not sure if they are full of shit but I cannot imagine how they are getting that high unless they are grinding Drowners or something.
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It's developer is owned by Sony which means it'll remain a hostage of inferior hardware. ~ joxer
It's developer is owned by Sony which means it'll remain a hostage of inferior hardware. ~ joxer
SasqWatch
Original Sin Donor
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May 28th, 2016, 16:03
Originally Posted by ChaosTheoryOnce you finish the game choose the New Game + option and you will start a new game keeping all the exp (level), money and items except food, books, quest items, trophies and Gwent deck. It's the only way to use those swords with high lvl requirement. It makes the game harder as all enemies will scale to your level.
Haven't really checked around, but after 200 hours I'm 'only' level 37-- and I've finished the story & done about 90% of the original content, to include contracts/map-clearing. Folks on the Steam boards are talking about being in the 60's. Not sure if they are full of shit but I cannot imagine how they are getting that high unless they are grinding Drowners or something.
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May 28th, 2016, 16:19
Bg2 had best scaling system, it added stronger and stronger enemies on top of base numbers as the party level went up. So a base lvl 9 undead encounter had an additional Lich for you to face if you came there at lvl 12 or a Lich and greater Mummy if you were lvl 14.
SasqWatch
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