Exactly.why just not to apply some modifiers say -5 dps to sword above level and +5dps to sword equal\below your level? Have fixed stats that will change dynamically to players level
I prefer this method, that's what I expected until I heard what the current system actually is.There are games that let you use items of a higher level with a penalty to their stats until you reach the right one.
So let say I find a legendary sword, I pick it up and it downlevels to my current level and it stays that level even if I level up my characters some time after?.. if this is the case, it's really dumb
There are games that let you use items of a higher level with a penalty to their stats until you reach the right one.
Yeah, not the first way I'd go about loot (I just don't like level-depending itemization, as a general rule) but it would surely work far better than permanently scale the level of items down.This is definitely one way to go about this and it could work very well.
I can understand the willing to give these devs a chance, but we aren't really talkign about anything particularly new here.There must have been a reason for CDPR to choose this current implementation, so we'll just have to see the full picture and how this piece fits in it. I don't think they would do it just because one of the game designers woke up one day and said that it must be so.
Let' say you find Aerondight or Addan Deith earlier in the game... it would just suck if they scale down
to your level and get useless during your stepping forward. Specially because they are really unique.
I don't think they would do it just because one of the game designers woke up one day and said that it must be so.
Let's face it, people said the same things about TES: "Well, there must be a reason if they chose this way to handle things, it will probably work for the better".
Spoiler: it didn't.
What's especially jarring for TW3 is the terrible mismatch between not scaling monsters (good!) and "loot that will always scale to your level" (UGH!).
So, let this thought sink in for a minute: if in an "extraordinary show of skill" you'll manage to kill a far more powerful monster beyond your level guarding a cave with a treasure... you'll obtain a weapon which is scaled back to your exact level... How is that even remotely a good design choice?
Are you referring to the statment you quoted in previous post about not auto-generating everything? Auto-generating <> auot scaling... If not that quote then which one?Damien says that not all items scale so the answer is... we don't know.
Are you referring to the statment you quoted in previous post about not auto-generating everything? Auto-generating <> auot scaling... If not that quote then which one?
Sorry maybe I need to go read it again but I thought he was talking about two thing the auto leveling and then uniquness of items, the auto -generating meant not random items but manually placed ones, not that they weren't down graded. I could be wrong there.Yes, that is the statement I am referring to. What else do you think he means?
I really cant think of other way, how would you stop player from traveling to high level area, buying sword with high damage stat and then killing everything despite his low level? In linear games like TW1, TW2 you dont need level requirements for weapons and armor because you have control over player and his movement in the world, in open-world games its not so easy.
Easy....do it like skill-based rpgs.
Your CHARACTERS skills > Weapon.
If you skill up your sword skill, you get better with swords, you can still have swords that are "Better" then others and have better "Stats" but you odn't put the "damage" and things FULLY on the swords/items, you place it into a combination where your characers skills actually MEAN something and factor into the dmg.
So for example, if you have low "sword" skill and you find an amazing "sword," because your actual characters "skill" in sword is low (just like in real life) the sword doesn't mgically make you a "God" while fighting with it, rather you will still be lackluster at swordplay but with a slighty better stats.
I'm surprised that nearly no one commented on @thisIsmadness' quote from two pages ago. Apparently Damien talked about this stuff a month ago, in a more detail. And what I understand from it is that not every equipment will auto-scale, as well. (@Phalzyr I know it's semantics at this point, but you can think of it as they are "generating" the stats of the item based on your level). I would think that this would solve most of the problems, as unique legendary swords shouldn't scale, in my opinion. Of course we can't know until we play the game.