orcinator
Liturgist
As much as I hate level scaling, it's impossible to balance a open world game like this without it.
No levels, no need for scaling.
As much as I hate level scaling, it's impossible to balance a open world game like this without it.
Levels are just an abstract number to measure the power of a character. As long as doing side stuff increases the power of the player (even just by getting better equipment), you can't balance the game for both types of players who do everything vs. just the main quest.As much as I hate level scaling, it's impossible to balance a open world game like this without it.
No levels, no need for scaling.
The final quest seems to be balanced around only doing the main quest & important side missions. In my first run I only did very few fixer stuff and it still went grey.Yes by the end you are an indestructible god, the game ending was extremely easy since all the gear and every usefull skills are maxed. Still was a good game with a great story.So I'm right before the point of no return ending quest and I'm running around finishing all the yellow gigs and side jobs first. I've played the entire game using stealth and pistols, and yet my stealth and pistols levels are around 17 each. Considering how close I am to the end, I guess you'd have to do all the blue police shit too in order to max them out for the endgame, which really makes those level 20 only perks pointless. Note I'm not talking about a reflexes level 20, but the handgun "level up when you use it" level. Anyway... those level 20 perks seem awesome but they also seem pointless given what it takes to get to them. You'll be at the end and an indestructible god by the time you use them.
As much as I hate level scaling, it's impossible to balance a open world game like this without it.
FEAR's AI is better than every FPS I've played since. I don't understand why they don't just outsource that AI. Lazy devs can buy it and modify it slightly.
I don't know how game AI works, so it was probably heavily scripted to only work in the limited and confined spaces of FEAR's level design, but it's still really impressive.
Levels are just an abstract number to measure the power of a character. As long as doing side stuff increases the power of the player (even just by getting better equipment), you can't balance the game for both types of players who do everything vs. just the main quest.As much as I hate level scaling, it's impossible to balance a open world game like this without it.
No levels, no need for scaling.
You can balance it for one type of player, but then the other type will call it too easy (like Cyberpunk) or too grindy (like Assassin's Creed Valhalla).
It's different in a pure skill based game without any RPG elements. But if your game has tons of (optional !) side stuff, that makes the player character stronger, you have to find a way to scale the games difficulty to the player characters power.Levels are just an abstract number to measure the power of a character. As long as doing side stuff increases the power of the player (even just by getting better equipment), you can't balance the game for both types of players who do everything vs. just the main quest.As much as I hate level scaling, it's impossible to balance a open world game like this without it.
No levels, no need for scaling.
You can balance it for one type of player, but then the other type will call it too easy (like Cyberpunk) or too grindy (like Assassin's Creed Valhalla).
You know older ubigames like Far Cry didn't always have arbitrary levels right?
Sadly, it's a straight toggle for the minimap. I leave job location turned on though because you can still track via the main map and it gives a direction, distance, and height indicator.
Cheers for advice on Mankind Divided. In lockdown again so have time to play slowly. Might even try Human Revolutions again as a warm up if I can find a way to rid it of that foul yellow filter the director's cut got stuck with.
It's different in a pure skill based game without any RPG elements. But if your game has tons of (optional !) side stuff, that makes the player character stronger, you have to find a way to scale the games difficulty to the player characters power.Levels are just an abstract number to measure the power of a character. As long as doing side stuff increases the power of the player (even just by getting better equipment), you can't balance the game for both types of players who do everything vs. just the main quest.As much as I hate level scaling, it's impossible to balance a open world game like this without it.
No levels, no need for scaling.
You can balance it for one type of player, but then the other type will call it too easy (like Cyberpunk) or too grindy (like Assassin's Creed Valhalla).
You know older ubigames like Far Cry didn't always have arbitrary levels right?
Wish the choice of an ending was more obscure instead of "pick your own poison" list.
- Arasaka ending - if you use corpo lines more often than other
- Panam ending - if you use nomad lines
- Casino heist ending - if you use streetkid/anti-corp lines
Only the secret ending is actually buried in your choices. Who doesn't want to play through quests with Panam or any side-quests when they are better quality than fixer contracts?
There is no lvl-scaling for enemies/quests. That's the problem.CDPR want to tap into that Borderlands-esque shoot-kill-upgrade-shoot-kill-upgrade gameplay loop. That's why level scaling, for both items and enemies, is used. It has NOTHING to do with creating a good open world, and everything to do with trapping the player in a simple skinner box in order to maintain engagement.
It hurts the single player part more than it does benefit the presumable Cyberpunk Online.CDPR want to tap into that Borderlands-esque shoot-kill-upgrade-shoot-kill-upgrade gameplay loop. That's why level scaling, for both items and enemies, is used. It has NOTHING to do with creating a good open world, and everything to do with trapping the player in a simple skinner box in order to maintain engagement.
Wish the choice of an ending was more obscure instead of "pick your own poison" list.
- Arasaka ending - if you use corpo lines more often than other
- Panam ending - if you use nomad lines
- Casino heist ending - if you use streetkid/anti-corp lines
Only the secret ending is actually buried in your choices. Who doesn't want to play through quests with Panam or any side-quests when they are better quality than fixer contracts?
This wouldn't work because you'd be railroaded based on your chosen origin. It's perfectly reasonable for a betrayed corpo to want to burn it all down, for example. I do agree in general though that ALL games of this type should make the ending "choice" automatic based on your decisions and who you sided with/against. Would make those choices have SO much more weight. When games let you be an anarchist asshole the whole game and then choose to save the world and democracy at the end it's just so fucking stupid. New Vegas, as with all things, leads the way.
There is no lvl-scaling for enemies/quests. That's the problem.
Also, you don't need lvl-scaling in every open world game, just in open world games like Witcher 3, the new Assassin's Creed games or this one. I don't argue in favor of lvl-scaling (I prefer games that don't need it). But IF you design your game like Cyberpunk, you can't skip the lvl-scaling.
Wish the choice of an ending was more obscure instead of "pick your own poison" list.
- Arasaka ending - if you use corpo lines more often than other
- Panam ending - if you use nomad lines
- Casino heist ending - if you use streetkid/anti-corp lines
Only the secret ending is actually buried in your choices. Who doesn't want to play through quests with Panam or any side-quests when they are better quality than fixer contracts?
This wouldn't work because you'd be railroaded based on your chosen origin. It's perfectly reasonable for a betrayed corpo to want to burn it all down, for example. I do agree in general though that ALL games of this type should make the ending "choice" automatic based on your decisions and who you sided with/against. Would make those choices have SO much more weight. When games let you be an anarchist asshole the whole game and then choose to save the world and democracy at the end it's just so fucking stupid. New Vegas, as with all things, leads the way.
No, that's stupid. The game should allow the player to be a hypocrite or to change their mind when they're making personal choices.
More than anything else it's the lack of body customization. I really wish V had access to the gang cybernetic upgrades, the Valentinos golden implants, the Animals beefed muscles or even the most radical ones from Maelstorm. Instead we have the lamest body ever created, penis 2 included.
Someone recently wrote about things CDPR should/would eventually patch back into the game after they had been cut.More than anything else it's the lack of body customization. I really wish V had access to the gang cybernetic upgrades, the Valentinos golden implants, the Animals beefed muscles or even the most radical ones from Maelstorm. Instead we have the lamest body ever created, penis 2 included.
In order of worst offender to least: bugs and general polish, challenge/balance, perk system, loot table/itemization, open world reactivity and interactivity, C&C, lack of customization/mini games, stripped features like the train
The balancing is moddable thankfully. Provided there are enthusiastic enough people to mod it, but with a playerbase of so many millions, I'm pretty sure there will be rebalancing mods out soon.In order of worst offender to least: bugs and general polish, challenge/balance, perk system, loot table/itemization, open world reactivity and interactivity, C&C, lack of customization/mini games, stripped features like the train
So seeing as how the esteemed assembly is coming to a sort of consensus on the problems, what do we think is actually solvable in about a year's time by patching, what's baked into the game and fucked forever, and what's moddable?
Several pages ago someone mentioned that you can walk in and around Arasaka compound while wearing Arasaka environmental suit. Well this is not the case for me, they shoot me on sight.