|
Your donations keep RPGWatch running!
RPGWatch Forums » Comments » News Comments » Witcher 3 - B&W to Introduce Enemy Scaling

Default 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.

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):

loading…

More.

More information.
Aubrielle is offline

Aubrielle

Aubrielle's Avatar
Noveliste

#1

Join Date: Dec 2013
Location: 1920
Posts: 2,859
Mentioned: 10 Post(s)
+1:

Default 

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.
--
"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
Ripper is offline

Ripper

Ripper's Avatar
Бажаю успіху

#2

Join Date: Nov 2014
Posts: 11,264
Mentioned: 120 Post(s)

Default 

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.
Ron Obvious is offline

Ron Obvious

Ron Obvious's Avatar
Watcher

#3

Join Date: Oct 2014
Location: Vojvodina
Posts: 79
Mentioned: 0 Post(s)
+1:

Default 

May 27th, 2016, 04:01
I've never seen level-scaling implemented an as option before. CD Projekt continues to impress me.
JDR13 is online now

JDR13

JDR13's Avatar
SasqWatch
Original Sin Donor

#4

Join Date: Oct 2006
Location: Florida, US
Posts: 32,645
Mentioned: 135 Post(s)
+1:

Default 

May 27th, 2016, 07:54
As an option it is ok, but usually level scaling is a very bad idea.
Darkheart is offline

Darkheart

Darkheart's Avatar
SasqWatch
Original Sin 2 Donor

#5

Join Date: Feb 2015
Location: BW, Germany
Posts: 1,985
Mentioned: 10 Post(s)
+1:

Default 

May 27th, 2016, 13:12
Originally Posted by Ron Obvious View Post
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.
Your German seems about fine. That's what he said.
Cacheperl is offline

Cacheperl

Cacheperl's Avatar
SasqWatch

#6

Join Date: May 2012
Posts: 2,316
Mentioned: 17 Post(s)

Default 

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.
fadedc is offline

fadedc

SasqWatch

#7

Join Date: Apr 2011
Posts: 2,097
Mentioned: 12 Post(s)

Default 

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.
--
Toka Koka
joxer is offline

joxer

joxer's Avatar
The Smoker
Original Sin 1 & 2 Donor

#8

Join Date: Apr 2009
Posts: 23,468
Mentioned: 230 Post(s)

Default 

May 27th, 2016, 15:26
Originally Posted by JDR13 View Post
I've never seen level-scaling implemented an as option before. CD Projekt continues to impress me.
Indeed, I'm very interested in trying this. It could end up being the best solution for everyone.
Maylander is offline

Maylander

SasqWatch
Original Sin Donor

#9

Join Date: Oct 2006
Location: Bergen
Posts: 7,467
Mentioned: 42 Post(s)
Send a message via MSN to Maylander

Default 

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.
BoboTheMighty is offline

BoboTheMighty

BoboTheMighty's Avatar
SasqWatch

#10

Join Date: Jun 2015
Location: Croatia
Posts: 3,900
Mentioned: 14 Post(s)
+1:

Default 

May 27th, 2016, 18:09
Originally Posted by BoboTheMighty View Post
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.
Yes, 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.

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.
Ripper is offline

Ripper

Ripper's Avatar
Бажаю успіху

#11

Join Date: Nov 2014
Posts: 11,264
Mentioned: 120 Post(s)
+1:

Default 

May 27th, 2016, 19:20
Originally Posted by Ripper View Post
Yes, I think these huge open worlds with tons of content are impossible to balance without some form of scaling.
Gothic games shown it's possible.
--
Toka Koka
joxer is offline

joxer

joxer's Avatar
The Smoker
Original Sin 1 & 2 Donor

#12

Join Date: Apr 2009
Posts: 23,468
Mentioned: 230 Post(s)
+1:

Default 

May 27th, 2016, 19:23
As long as it's forced on the player, it's not a problem for me.
--
"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
Gokyabgu is offline

Gokyabgu

Gokyabgu's Avatar
Keeper of the Watch
Original Sin 2 Donor

#13

Join Date: Oct 2006
Location: Sigil
Posts: 1,154
Mentioned: 1 Post(s)

Default 

May 28th, 2016, 00:16
Originally Posted by joxer View Post
Gothic games shown it's possible.
Yup. I love their model of "open-world" and think it's my favorite system that I've played.

Deleted User

Guest

#14

Posts: n/a
Mentioned: Post(s)

Default 

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.

Deleted User

Guest

#15

Posts: n/a
Mentioned: Post(s)

Default 

May 28th, 2016, 11:52
Originally Posted by joxer View Post
Gothic games shown it's possible.
Gothic 1 and Gothic 2 are very small compared to Witcher 3 and Skyrim so that they don't really come into level scaling issues.

How does it work in Gothic 3? (never finished it). I think they have different level mobs for different regions?
lostforever is offline

lostforever

lostforever's Avatar
SasqWatch

#16

Join Date: Oct 2009
Location: UK
Posts: 4,427
Mentioned: 18 Post(s)

Default 

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.
ChaosTheory is offline

ChaosTheory

ChaosTheory's Avatar
Virtual Reality Hero

#17

Join Date: Apr 2011
Location: San Juan Islands, WA
Posts: 1,521
Mentioned: 5 Post(s)

Default 

May 28th, 2016, 15:56
Originally Posted by ChaosTheory View Post
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.
You can't farm XP past a certain level, everything is grey and doesn't give you any XP. They probably did a New Game+.
--
It's developer is owned by Sony which means it'll remain a hostage of inferior hardware. ~ joxer
azarhal is offline

azarhal

SasqWatch
Original Sin Donor

#18

Join Date: Oct 2007
Posts: 7,313
Mentioned: 25 Post(s)
+1:

Default 

May 28th, 2016, 16:03
Originally Posted by ChaosTheory View Post
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.
Once 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.
Ron Obvious is offline

Ron Obvious

Ron Obvious's Avatar
Watcher

#19

Join Date: Oct 2014
Location: Vojvodina
Posts: 79
Mentioned: 0 Post(s)
+1:

Default 

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.
Archangel is offline

Archangel

SasqWatch

#20

Join Date: Oct 2014
Posts: 3,819
Mentioned: 11 Post(s)
+1:
RPGWatch Forums » Comments » News Comments » Witcher 3 - B&W to Introduce Enemy Scaling
Thread Tools Search this Thread
Search this Thread:

Advanced Search

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

All times are GMT +2. The time now is 05:27.
Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2022, vBulletin Solutions Inc.
vBulletin Security provided by DragonByte Security (Pro) - vBulletin Mods & Addons Copyright © 2022 DragonByte Technologies Ltd.
User Alert System provided by Advanced User Tagging (Lite) - vBulletin Mods & Addons Copyright © 2022 DragonByte Technologies Ltd.
Copyright by RPGWatch