Andhaira
Arcane
- Joined
- Nov 25, 2007
- Messages
- 1,869,094
From Steam forums:
SkaldRPG Please try to find some other way than Level scaling. Now as you mentioned earlier the main quest is 10 hours or so with a lot of sides, and due to the side quests making the main questline too easy you may need to take certain measures, but does it have to be level scaling?
How about you only incorporate level scaling for the main questline, but not the side quests at all?
Also, the best way to handle it would be to make character generation frontloaded; that is PCs start out as capable and competent, but rise in power very, very incrementally and slowly. So while we get plenty of feats and such, their ability to boost combat effciency is very incremental. That way you can still have regular advancement in the game but power levels won't rise drastically. Another great thing would have been no attribute increases after char gen and hitpoints remaining fixed, aside from a specialized feat or so. This is how The Dark Eye RPG (tabletop) does it and it works great. But I guess its too late to change this now.
An in regards to random encounters: the way they work currently is the absolute most crude way possible: It just spawns 4-6 enemies of a given type. This is because I didn't have time to tweak it at all. HOWEVER the game has a pretty nifty difficulty calculator built in that assesses relative powerlevel between the PC and mobs so it's very possible to tailor encounter levels to player power-level - I just haven't gotten round to it. The game also supports level scaling so it's also possible for certain mobs to have their level scales to fit the PC. In other words I have a plan and I will look into perhaps rushing it forward a bit.
SkaldRPG Please try to find some other way than Level scaling. Now as you mentioned earlier the main quest is 10 hours or so with a lot of sides, and due to the side quests making the main questline too easy you may need to take certain measures, but does it have to be level scaling?
How about you only incorporate level scaling for the main questline, but not the side quests at all?
Also, the best way to handle it would be to make character generation frontloaded; that is PCs start out as capable and competent, but rise in power very, very incrementally and slowly. So while we get plenty of feats and such, their ability to boost combat effciency is very incremental. That way you can still have regular advancement in the game but power levels won't rise drastically. Another great thing would have been no attribute increases after char gen and hitpoints remaining fixed, aside from a specialized feat or so. This is how The Dark Eye RPG (tabletop) does it and it works great. But I guess its too late to change this now.