Many complaints related to scaling and you know it

Many of us are programmers or “get it.” I am one of these people. The people that dont get scaling, dont even understand why its used.

I am not that far, but the scaling is already showing itself too much. Clear difficulty changes on same enemies a few hours in, obvious drip feed of armor\weapons to support this scaling system…

I do believe you can change this and its not too late. Please consider.

22 Likes

In simple terms, for some classes the power curve produced by gear and skill points is below that of the level scaling for monsters in 1-50.

For others, it is above, so players can feel they’re getting stronger, or at the least not getting weaker.

1 Like

No idea why thinking prefacing your argument with “I’m a programmer” gives you any more validity than anyone else.
Like watch…
I’m a CEO of a multinational corporation and I think scaling is great, keep it in game! Thanks again!
See how that works

13 Likes

I think it is pretty hard for us to judge without actual data - there seems to be a wide variety of different feedback.

“No idea why thinking prefacing your argument with “I’m a programmer” gives you any more validity than anyone else.
Like watch…
I’m a CEO of a multinational corporation and I think scaling is great, keep it in game! Thanks again!
See how that works”

Because when you learn ANY language, you learn how and why games\software do certain things. Its actually not a good thing, and you should consider your obvious lack of knowledge, lucky. Its a curse. Kind of an embarrassing thing to say quite frankly, all around.

Level scaling is done, is LARGE part out of “laziness.” It is so much easier to define enemy levels when you base them off the character. This allows development to focus on world creation and the other aspects of the game. There is no handcrafted placement, no detailed, pre-thought paths, because everything everywhere is the same challenge.

The real work is in making the game work “open world” and have no level scaling whatsoever. Gothic did it. Original Diablos. Other ARPGS. Not much else. Every single Bethesda game has atrocious level scaling, and its mostly so the world can be focused on, though I give ES games a pass because there is so much content and detail.

6 Likes

Plenty of other games did it better, there was no need for such an aggressive algorithm.

3 Likes

ZERO ingame.

show me a CEO that can code lol thats a terribad disingenuous argument

on topic whoever was designing all of the under the hood scaling systems
missed quite a few 0s here and there

2 Likes

Zero in game what???

Main issue items 5 to 10 levels drop i mean i am level 53 and get 45 gear

6 Likes

what difficulty are you in?

People who don’t like scaling do understand why it’s used. It’s used because it reduces the work load by a metric ton for Blizzard and allows them to create a large quantity of content at the expense of quality.

Why would you think people don’t understand this? It’s a very basic concept.

7 Likes

What absolute rubbish - it took years before developers, infrastructure and client pc’s were able to deliver games that scaled uniquely with each and every person in a zone or a group. I really have not heard as much rubbish spouted by someone proposing to know something about this subject. All early MMO games Ultima, Linage, Legend of Mir simply could not implement scaling.

1 Like

What you just said is absolute rubbish. You don’t think those games could of implemented a simple algorithm if they wanted too? It’s very few calculations to scale a mob. This is not a complex system. It’s very basic. You just multiply some values by x. This is literally grade 9 math.

The reason why those games didn’t do it, is because it’s a dumb idea.

8 Likes

What a load of rubbish - it is far easier to have a mob with a data table of fixed attributes ffs … these games were working on dial-up modems ffs … u have no clue.

1 Like

I keep saying this…

LEVEL SCALING IS LAZY DEVELOPMENT

It’s also a horrible way to make someone feel less powerful when they level than they were before since their gear is now underleveled and they do LESS damage to mobs since the mobs are autoleveled up and so are their stats/gear.

I’ve never understood why people just accept it like it’s the standard thing without complaining.

11 Likes

It’s actually not. If you hand craft every mob it would actually be significantly harder because you would have to account for where the player is in the game and hand craft that mob to be of appropriate difficulty.

Level scaling just lets them punch in attributes for all there mobs, and then scale the values to X.

It’s so linear and lazy.

7 Likes

the capstone dungeon to unlock tier 4 is lvl 70 mobs and then in t4 they are 73+ monkaS.

a bit of a bump to go through lol

Zones were fixed - u had to portal from one zone to another - infrastructure couldn’t handle the modern world u describe … everything was hand crafted becoz there were no developer tools. I know … I ran one of these MMO’s.

I rly do think that they used a lot of developments from D3, they just adjusted numbers. It’s not only about scaling same goes for combat mechanics, skill tree, loot system, itemization, paragons and etc.
But i’m not not an expert in this theme, so I can only guess.