Oblivions scalingsystem. Vilka gillar det? Äkta RPG-fans eller Fable/Diablo/FPS-fans?
Detta diskutteras överallt, så jag tänkte inte vi skulle ha nåt tjafs i denna tråd, utan jag undrar mest vilken typ av spelare det är som gillar detta nya system och vilka som gillar det gamla.
Min teori är att mer seriösa RPG-spelare som gillar att verkligen kämpa upp sin karaktär level efter level, och som gillar att bli belönad för det, ogillar Oblivion.
Diablo/Fable/Hack´n slash-gamers, eller såna som mest spelar FPS och vill ha skills och samma motstånd genom hela spelet, dom gillar Oblivion.
Skriv gärna vad du tycker, samt vilken typ av spelare du är. Kan vara intressant, tycker jag iallafall. Annars kan vi ju skrota tråden
För er som inte vet vad scalingproblemet i Oblivion handlar om, så skriver en "professionell" recensent på en stor site såhär i en bra ingående review, där Oblivion får 74% i gameplay.
"The biggest gripes I have with the game can be summarized in two notions: level scaling balancing and credibility.
First up, level (and loot) scaling. As you will discover during the game, and as “advertised” on the official forums (curiously, this little feature isn’t noted in the game manual) the world of Tamriel adapts to your character level. Meaning that the enemies will be replaced by more powerful ones as you level up (bears instead of wolves for instance) or they will just level up and get better equipment when you do as well. Erm, ok, so what’s the point in advancing my character then? Before I continue I have to stress the fact that the idea of level scaling the monsters is generally a good idea for a game this size, but in the case of Oblivion, the balancing is way off. This design decision made quite a stir on the official forums and caused a huge rift between Oblivion players, with one side saying it’s a good idea, the other claiming the contrary. The problem is that the level scaling can get coupled with some odd bugs, which can easily make your life miserable.
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The same balancing issue with the level scaling system also created some embarrassing moments, when I couldn’t actually believe that they were happening. Situations in which me, Dragonheart, Champion of the Imperial Arena, the greatest fighter in history, having defeated the previous Grand Champion and all gladiators in-between, with a Light Raiment of Valor as armor, is almost killed by a wolf in the forest. This though happened when I was level 6. You wonder how I got to be Champion of the Arena at level 6? Well, let’s just say that the Arena is not all that it’s cranked up to be. It may sound funny at first, but trust me, it isn’t. And let’s say, for the sake of argument, that the monster level scaling wasn’t an issue. That it makes the game challenging long after you’re done with the main quest, which is true. But the same principle applies to the loot and equipment that you find or steal, which is scaled according to your level. You’ve defeated a mighty Minotaur? Very good, you can sell his weapon and armor without remorse, because it won’t be any better than yours. You managed to lockpick a “5 tumbler” lock, which rates Very Hard on the difficulty scale, while being level 2? Congratulations, you’ve found 20 septims and a carrot. Basically, even if you do manage to pull of an incredible feat in the game, like breaking a “5 tumbler” lockpick, you’ll never get something spectacular as a reward, or at least something that would justify the effort. So I then ask myself the grueling question: why do I play the game then? Why do I keep improving my character? Why do I explore the world, all the dungeons, catacombs and forts? For what? So that when I buy a new weapon or a set of armor, everyone else would automatically get something that’s equally good? To level up and see that all the enemies are suddenly just as good as I am?"
http://www.computergames.ro/site/p/articles/o/review/lng/en/a...
CCNA sedan juni 2006