Adding one more field that is a multiplier of some kind on the stats is a lot simpler than adding a whole new entry for a monster. That's the reason old games have differently colored ramping stat monsters, to save storage space.General_Norris wrote: In fact, I think it's a pretty poor method as it requires complex mathematical formulas and redundant items.
Isn't leveling just useless?
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Re: Isn't leveling just useless?
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Re: Isn't leveling just useless?
In better designed games typically leveling is NOT useless. I'm pretty certain that leveling is mostly useless in a lot of games though.
I think in the thread my opinion has been expressed already: if the leveling revolves more about opening options gradually and making things different one way or the other then it certainly makes a lot of sense... If on the other hand the complexity is the same as it was in the start and you AND your enemies effectively leveled up with you (and I don't mean this necessarily in the Oblivion way) then it is mostly useless and only relevant for doing stuff like JT mentions (going back to a previous area and beating up on things that were hard) or low-level runs for added challenge. Note that this is probably part of the reason why many/most RPGs encourage or facilitate going back to previous areas (through airships or some way of teleporting) near the end of the game.
If devs do it the Oblivion way you seem to lose those minor benefits (the option to do low-level runs and the sense of progression gained from going "back" to an earlier, now easier portion or from going too fast and finding an harder).
I think Oblivion's method is not so good (but in Oblivion I'm fairly certain they do open up options so i wouldn't say leveling is useless in Oblivion either, they just keep the difficulty static despite the levels).
Ivo.
I think in the thread my opinion has been expressed already: if the leveling revolves more about opening options gradually and making things different one way or the other then it certainly makes a lot of sense... If on the other hand the complexity is the same as it was in the start and you AND your enemies effectively leveled up with you (and I don't mean this necessarily in the Oblivion way) then it is mostly useless and only relevant for doing stuff like JT mentions (going back to a previous area and beating up on things that were hard) or low-level runs for added challenge. Note that this is probably part of the reason why many/most RPGs encourage or facilitate going back to previous areas (through airships or some way of teleporting) near the end of the game.
If devs do it the Oblivion way you seem to lose those minor benefits (the option to do low-level runs and the sense of progression gained from going "back" to an earlier, now easier portion or from going too fast and finding an harder).
I think Oblivion's method is not so good (but in Oblivion I'm fairly certain they do open up options so i wouldn't say leveling is useless in Oblivion either, they just keep the difficulty static despite the levels).
Ivo.