• thirdorbital@sh.itjust.works
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    1 year ago

    I prefer when areas are designed to be handled by higher level characters rather than always scaling with the player like Skyrim does. My ideal is when said scaling is somewhat subtle like in Elden Ring - there’s an intended route, but if you go somewhat out of order it’s not the end of the world and player skill matters more than a few levels anyway. I guess we’ll see how much level matters in this universe.

  • surrendertogravity@wayfarershaven.eu
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    1 year ago

    I wonder if it will correlate to the distance the planets are from the center / settled planets? So the further out into “wild” space you get, the higher the difficulty level.

    idk how I feel about them showing the level in the UI, though. Elden Ring has scaled areas but you find out by showing up and then getting wrecked, which adds to the story of your playthrough. with levels being shown in the UI, you can just choose to avoid the higher level places early and lose out on that kind of learning-by-exploring.

    • Morogwen@lemmy.blahaj.zone
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      1 year ago

      I haven’t played Elden Ring (not my cup of tea tbh) but a game that I have have played that also does this is Witcher 3, and it has the same natural feeling progression of doing content at your level as you go through the story, but some things “out of the way” are leveled way up. Never played it super deeply, so I’d guess some of those higher level things are there to come back to during the end game, which to me solves a problem Skyrim had where you could just start a new game and then go slaughter some falmer in a megadungeon before stepping foot in whiterun. Like sure that’s fun to just roll up some flames to the face of everything in front of you, but it took them years and adding in a whole survival system to give a feeling that you need to slow down. Witcher 3 just sort of had this naturally as it was a very well paced and let the story breathe and let emotional beats land and sit with you. I might just be huffing my own supply of hopium right now, but I do hope this is true of Starfield as well.

      • surrendertogravity@wayfarershaven.eu
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        1 year ago

        It’s been a looong time since I played Witcher 3, but agreed on the level scaling problem with Skyrim. Skyrim does actually have some area scaling built-in but the levels are set so low that it’s basically unnoticeable. I usually used an encounter zone mod to help fix the issue with Skyrim! Fingers crossed for Starfield, and if not, its modders. :)

      • Cethin
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        1 year ago

        I’m not saying ER will be for you (it isn’t for everyone) but it isn’t the “hardcore” game you might envision. The souls games being hard in general was mostly a meme that went too far. It’s honestly probably easier than The Witcher 3 (except for a few optional things). If you do decide to play it, just keep in mind things don’t need to be hard. That’s just a sign that you should go explore somewhere else. Once you level up some more, get new equipment, and level your equipment, it’ll make things easier.

    • Roucan
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      1 year ago

      Why do you prefer this? From my perspective, hiding the “numbers” in a game makes the world more immersive, so I see it as a positive. Interested to hear your opinion.

      • MrPozor@discuss.tchncs.de
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        1 year ago

        It saves you a trip to the planet just to be instantly killed there. So it may be there to reduce frustration. Personally I would prefer if there were just hints about the level though, not rough numbers.

        • Roucan
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          1 year ago

          Yeah like I’m picturing a skull icon or something warning you that it’s too dangerous, or an icon letting you know it’s relatively peaceful

      • Prophet@lemmy.world
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        1 year ago

        I’ve played Skyrim since release, but the mod that keeps things interesting for me is undoubtedly Requiem. Requiem uses unleveled world similar to this, but the encounter zone difficulty is hidden from the player. While this is fairly immersive, I think it’s frustrating for new players. “Why can’t I kill draugr? Why are mages one shotting me?” Etc… So this is probably a design choice to make the game accessible.