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submitted 1 year ago by ylai@lemmy.ml to c/cyberpunk2077@lemmy.world
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[-] LoafyLemon@kbin.social 3 points 1 year ago* (last edited 1 year ago)

From my understanding of table-top cyberpunk RPG, when using level scaling, levels still matter, but they don't play the only major factor during encounters. You can still steam roll weaker enemies, but you can also die if you make some major mistakes. I think it makes the gameplay more engaging and interesting.

Scaling rewards the player's engagement and skills, while no-scaling rewards time and effort put into levelling your character. Both have their ups and downs, and most games use a hybrid implementation with some leeway for the scaling (skyrim for example).

[-] rastilin@kbin.social 2 points 1 year ago

Scaling rewards the player's engagement and skills, while no-scaling rewards time and effort put into levelling your character. Both have their ups and downs, and most games use a hybrid implementation with some leeway for the scaling (skyrim for example).

In my opinion Skyrim is one example of it being done badly. Partly because not seeing weaker enemies anymore breaks immersion, but mostly because any attempt to engage with the non-combat systems will break your power curve. If you take Smithing from 10 to 80 for example, that's 8 levels the enemies now have on you. So you have to be using Smithing a lot to make up for that. It's worse if it's something like 150 points over Lockpicking / Speech and Pickpocket which have no benefit in combat. That's another 15 levels the enemies get, and it's even worse if you switch from one handed weapons to two handed, or change armor types at any point.

this post was submitted on 22 Sep 2023
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