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Sword Requirement Levels, Equipment Level Scaling

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K

Klavi

Rookie
#361
Apr 19, 2015
The biggest problem with features like this is that you'll eventually be forced to dance around it.
Say, you go to a new area, and somehow end up acquiring a very cool, very unique sword. It might have some rare properties (freezing?), it might have some story /lore significance (Aerondight, Addan Deith), or it might just please your fashion sense (there's no accounting for taste, though I'm worried about that pimpin' Nilfgaard armor). You can't use it a whole lot for the next 5 levels (no monsters left around, for example), but then you quickly realize that some bland Zerrikanian sword already completely overshadows your rare find. Wouldn't you want to delay acquiring the rare sword then?

Now, I admit that this is certainly a very trumped-up example and it might not happen in the game, if CDPR handled it well. Maybe only the stats of "common" items scale down to your level. But it's certainly a possible issue that comes only from this unnecessary mechanic.
 
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K

Kretek

Forum veteran
#362
Apr 19, 2015
Ok, I don't know if someone already put link to this video here or not, so I will do it. Here you have a little bit about this swords level system. I'm still not sure if it's a good idea or not. I guess I will find out may 19th.
https://www.youtube.com/watch?v=nSrfrc4e9ZY
Go to 1:00:06
 
M

MomoSinX

Forum veteran
#363
Apr 19, 2015
I know it's a bit off-topic but anyone knows the level "cap"? Neither W1 or W2 had a cap, but only a cap where you don't get skill points anymore. W1 had 50 levels (which was funny to grind so I roflstomped everything without potions on hard xD), W2 had 35 levels. Neither of them had level restriction on stuff though. Considering that this will be bigger than Skyrim I am expecting at least 50 or 100.
 
Kinley

Kinley

Ex-moderator
#364
Apr 19, 2015
I believe the cap in W3 is 50.
 
Tuco

Tuco

Senior user
#365
Apr 19, 2015
Vincentdante said:
I don't see the problem myself, making a mountain out of a mole hill imo. Let's say you kill that level 50 ogre at level 30 and get a badass sword, the sword is badass if slightly nerfed and you get to use it immediately for the next few levels until you get a better one.
Click to expand...
There.
There is your problem, the one you don't see.

The sword is nerfed. Which sucks, no mattter to what degree.
And what sucks even more than punishing the player for achieving things earlier than expected, is how this approach to itemization will implicitly harm internal consistency and make loot constantly disposable in favor of the new thing looted a couple of level later.

Now, I know there are people out there that LOVE compulsive diablo-like looting, constantly switching items, constantly comparing randomly generated pieces that barely have any actual difference...
Well, here's the thing: I hate all of this. I don't like the idea of "being able to upgrade a bit at every level" one single bit.
I like my items to be (relatively) low in numbers but with every "upgrade" (or roughly-equivalent alternate option) being a big deal, something meaningful that doesn't happen every few steps.

Gothic with its armor upgrades would be a good example (even if not necessarily the only way to handle it). You had barely 4-5 of them for faction, but holy crap if upgrading your armor in Gothic didn't feel like it actually meant something.
 
Last edited: Apr 19, 2015
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Vincentdante

Vincentdante

Forum veteran
#366
Apr 19, 2015
Tuco said:
There.
There is your problem, the one you don't see.
Click to expand...
I see it clearly since I mentioned it, I just don't see WHY it's a problem as it's so minor for me. If it's a big deal for you then that's fine but I think no one will even care when it's released.
 
Last edited: Apr 19, 2015
A

arkhenon

Rookie
#367
Apr 19, 2015
Actually, if they implemented it perfectly, this way would give you the perfect balance. Let's say you are level 30, you got a level 35 sword which downscaled to your level. Currently it increases your damage output by 20%, at level 30. If you got it at level 33, it again increases your damage output by 20%, at level 33. See where I'm going with this? This way, the sword will benefit you the same way, whatever your level is when you got it (I'm not talking about any upscaling though, don't want to be misunderstood). And in my opinion, if it's implemented good enough, it would be pretty good.

Now, I also want to address another issue: I'm seeing lots of "I haven't seen any argument that made sense that defends this system, so it sucks" counter-points. It might not make sense to some people, but to me (and apparently others) it does. Not everyone is looking at things from your points of view you know ;) So how about we don't act condescendingly to others' ideas? Like I said, to me, if it's implemented in a good way, it would be a pretty much perfect scheme (though I'd still prefer preset level requirements better)
 
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Geralt_of_bsas

Geralt_of_bsas

Forum veteran
#368
Apr 19, 2015
Tuco said:
Look, people aren't "faling to get the idea". The problem is that it sucks anyway.

No matter to what degree, scaling down weapons to the level you get them it's simply a way to PUNISH any attempt from the player to get them as early as possible, *especially* in a game where enemies on the other hand don't scale at all.
Click to expand...
Actually people dont even try to get the idea, its obvious, the same thing happened with the potion refill thing, they get emotional, judge it based on their feelings, and then imagine the worst case scenario to "logically" support their feelings.

I completely disagree that its just a way to punish the player., it doesnt make sense. The solution, if done well, is a good half-way balance between making very high overleveled swords not worth it vs making every single not legendary sword superfluous, thus removing valuable loot after 10 hours. Here everything has its place, and its use.
 
Darkhollow

Darkhollow

Forum veteran
#369
Apr 19, 2015
Kinley said:
I believe the cap in W3 is 50.
Click to expand...
If wonder if modders will find a way to unlock it. Because I can bet people will get to 50 before the end of the game.

And I bet that the skill trees were made so that you can't max everything out except a specific tree that you will go along. I don't expect respecing to be in the game either.
 
A

arkhenon

Rookie
#370
Apr 19, 2015
@Darkhollow I remember reading that there is respeccing in the game though. You should ask someone else for the source though :)
 
B

BlackWolf500.298

Forum veteran
#371
Apr 19, 2015
I think in the end it also heavily depends on the question "how big will the difference be between individual swords?". Because if it is only a few damage points and the main damage you make comes from different sources, like for example armor, swords and skills combined, as well as your default level damage output. Then it might be not such a big issue. You get a sword at level 18 although you need level 20 for it and in the end it's just 1 - 2 damage less, I don't mind that. But if the level differences are HUGE, then we got a real problem on our hands. Because then the WHOLE GAME, your difficulty in it and the question if you are even ABLE to beat a monster - no matter how good you know the pattern - will depend on the sword alone, which would be horrific IMO. I mean they NEED to use a variety of things that have input there. If swords are the only thing influencing main damage output I think that would be not enjoyable for me. I hope the differences are not too high. I mean sure, difference between a level 50 sword and a level 10 sword - BIG. But difference between a level 15 sword and a level 20 sword. Small I hope.
 
V

Veirian

Rookie
#372
Apr 19, 2015
Darkhollow said:
If wonder if modders will find a way to unlock it. Because I can bet people will get to 50 before the end of the game.

And I bet that the skill trees were made so that you can't max everything out except a specific tree that you will go along. I don't expect respecing to be in the game either.
Click to expand...
Take it with a grain of salt, but I think respecing is in the game as I can remember CDPR saying that they did not want the people to start over if they do not like the skill tree they are upgrading, so there is a respec option. Would be nice if someone confirmed
 
M

MomoSinX

Forum veteran
#373
Apr 19, 2015
Veirian said:
Take it with a grain of salt, but I think respecing is in the game as I can remember CDPR saying that they did not want the people to start over if they do not like the skill tree they are upgrading, so there is a respec option. Would be nice if someone confirmed
Click to expand...
Even W2 had a respec, well, only one opportunity near the end of the game and it was exclusive to Roche's path (the quest "From a Bygone Era) on the XB360. On PC, it was possible on Iorveth's path too. Anyway, even if you did respec you couldn't enjoy it for long so having an anytime respec option in W3 is very welcome if it's really true.
 
Geralt_of_bsas

Geralt_of_bsas

Forum veteran
#374
Apr 19, 2015
moonknightgog said:
Why should I explore and fight a stronger enemy when I'm low level?
Click to expand...
To get ingredients, challenges, and legendary weapons. just like always.

Exentryk said:
There is no point in going looking for strong weapons in this game. Whatever you find, will just be nerfed to your level. Takes away the excitement of finding something rare and then slaughtering enemies with it!
Click to expand...
What makes a weapon strong and rare in TW2 were always the special effects, NEVER damage, and according to this system TW3 will be like this even more.

What is so hard to get? there are still strong/legendary/rare/unique weapons in the game that wont be surpassed by a regular sword that you get 5 levels later. Its obvious.

Tuco said:
it also takes away some of the enjoyment in doing additional playthroughs, planning ahead an ideal progression path, which for me is one of the major elements of replay value in most RPGs.
Click to expand...
Not really, The epic "witcher school of the blood" or whatever will still hold the epic "witcher sword of the blood" which will be unbeatable by other swords for many hours, in some specific way or for a specific fight or style.

Exentryk said:
But if you don't want an OP weapon ruining your experience, why would you even challenge a tough monster above your levels? And even if you do it for some odd reason, you can easily just ignore that weapon and continue to enjoy the game with the usual weapons.
Click to expand...
Number one, because challenge is awesome, and lets not forget that swords might not just appear after beating overleveled monsters, they will be in secret locations, as rewards for weird and crazy quests, etc.

Number two, self imposed difficulty is NEVER an answer, it renders all and any games far less engaging and fun that true challenge, which doesnt involve fighting yourself like the former example is.

Exentryk said:
Or you know, there may not be any other weapon that is better? There could be a weapon that if obtained at level 30 gives 500-600 damage. But if obtained at level 50 gives 1000-1100 damage. And this weapon, because it has some other abilities like poison +50% or something, is the best recommended weapon for a bunch of late game enemies. Thus, it is really important to get this weapon at level 50 or above.
Click to expand...
A weapon you can get at level 30 that is the "best recommended weapon" for late game enemies, which are lvl 50 minimum, is just plain bad design and its not a good example to discuss anything regarding the system. if we assume everything that can go wrong, no system can work ever. This design mistake can happen with damage downscaling or without it.

Klavi said:
The biggest problem with features like this is that you'll eventually be forced to dance around it.
Say, you go to a new area, and somehow end up acquiring a very cool, very unique sword. It might have some rare properties (freezing?), it might have some story /lore significance (Aerondight, Addan Deith), or it might just please your fashion sense (there's no accounting for taste, though I'm worried about that pimpin' Nilfgaard armor). You can't use it a whole lot for the next 5 levels (no monsters left around, for example), but then you quickly realize that some bland Zerrikanian sword already completely overshadows your rare find. Wouldn't you want to delay acquiring the rare sword then?
Click to expand...
Thats exactly what CDPR will probably not let happen, and why Monnier clearly said that only damage scales down. Bland Zerrikanean sword will never overshadow a legendary item with special effects, or at least not within 5 levels which wouldnt make sense. Maybe 15 levels after you find it or 20 or more, the damage of the bland zerrikanean sword will be so high that it might be better for some situation, but still, it'd have to be the worst case scenario for a normal sword to beat a legendary one.

Klavi said:
Now, I admit that this is certainly a very trumped-up example and it might not happen in the game, if CDPR handled it well. Maybe only the stats of "common" items scale down to your level. But it's certainly a possible issue that comes only from this unnecessary mechanic.
Click to expand...
This is exactly the point, the stat that scales down, is the one stat that every sword has: damage, so thats the one thing that can never be too high or special, because it'd ruin the value of all other swords around it. The comparison is linear, if its forward in the "line" its better and other items are good for nothing, instead, with a non-linear approach, different effects give weapons different values for different situations, and those dont scale.

Tuco said:
make loot constantly disposable in favor of the new thing looted a couple of level later.
Click to expand...
This can happen in any system if balance isnt right, so its besides the discussion. Also being the worst case imaginable for which there's no evidence or indication that makes it more likely.

Tuco said:
Well, here's the thing: I hate all of this. I don't like the idea of "being able to upgrade a bit at every level" one single bit.
I like my items to be (relatively) low in numbers but with every "upgrade" (or roughly-equivalent alternate option) being a big deal, something meaningful that doesn't happen every few steps.
Click to expand...
Totally agree, and this is one of the most basic and early game design teachings. Progression ramps are made up of contrasting highs and lows, not of soft curves or straight lines. And again like the example above, its something that the system can have just as easy as one with no downscaling. You are putting "bad" things together with something as if it was mandatory to support your taste, but this problem of a bad progression ramp is not native to any system or solution, and it has no special relationship with what CDPR are doing.

BlackWolf500.298 said:
I think in the end it also heavily depends on the question "how big will the difference be between individual swords?". Because if it is only a few damage points and the main damage you make comes from different sources, like for example armor, swords and skills combined, as well as your default level damage output. Then it might be not such a big issue. You get a sword at level 18 although you need level 20 for it and in the end it's just 1 - 2 damage less, I don't mind that. But if the level differences are HUGE, then we got a real problem on our hands.
Click to expand...
Exactly!! finally someone actually addresses that there are different cases and situations with this thing that are possible.

Remember TW2? damage wasnt the primary stat that made players choose their weapons. People chose their weapons based on special effects and attributes, in TW2 even normal swords were pretty strong in terms of damage IF they were 3rd chapter "normal" swords or something. Ultimately, the main deal was does it have a probability to burn or frezee? how many rune slots, vitality? etc. This is a very strong indication that TW3 will evolve this non linearity even more, and with this system in place, that downscales ONLY damage or common shared stats, everything starts fitting in place. I dont know if it will work, but it damn sure makes sense.
 
Last edited: Apr 19, 2015
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T

thislsmadness

Rookie
#375
Apr 19, 2015
Vincentdante said:
I see it clearly since I mentioned it, I just don't see WHY it's a problem as it's so minor for me. If it's a big deal for you then that's fine but I think no one will even care when it's released.
Click to expand...
Exactly, its not problem. They claim its designed such that you'll have something as good or better by the time you are level 15 so there is no reason to obsess over the scaling. Just use and enjoy the amazing benefit the item offers at your current level.

arkhenon said:
Now, I also want to address another issue: I'm seeing lots of "I haven't seen any argument that made sense that defends this system, so it sucks" counter-points. It might not make sense to some people, but to me (and apparently others) it does. Not everyone is looking at things from your points of view you know ;) So how about we don't act condescendingly to others' ideas? Like I said, to me, if it's implemented in a good way, it would be a pretty much perfect scheme (though I'd still prefer preset level requirements better)
Click to expand...
In addition to that, I don't think anyone is even arguing that this is the absolute best system. I'm mostly seeing cautious optimism and people who just don't think its a big deal. Personally, I see this as a practical solution to address the "loot hording" issue Damien identified. Creating a system that downscales loot at the point of acquisition is one thing... adding additional layers that so that it can also upscale every piece of loot you have is going to require additional time, resources, and man hours that are in precious supply, especially this close to release. And is it worth it when there are hundreds of gearing options in the game and you expect them players to swap items frequently across levels? I'd guess no.
 
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GHOSTMD

GHOSTMD

Senior user
#376
Apr 19, 2015
Remember TW2? damage wasnt the primary stat that made players choose their weapons. People chose their weapons based on special effects and attributes, in TW2 even normal swords were pretty strong in terms of damage IF they were 3rd chapter "normal" swords or something. Ultimately, the main deal was does it have a probability to burn or frezee? how many rune slots, vitality? etc. This is a very strong indication that TW3 will evolve this non linearity even more, and with this system in place, that downscales ONLY damage or common shared stats, everything starts fitting in place. I dont know if it will work, but it damn sure makes sense.
Click to expand...
Don' t you mean TW1 here? TW2 had NO scaling weapons too, but there are swords who had HUGE differences in
pure DPS, besides the special effects they came with. Just take Harpy and Addan Deith. Not to speak about
imported epic weapon they where dumped down... massive dumped down. So the decision was made my
dmg the sword came with.

Still hope we have unique weapons in TW3 they will scale up with Geralt, such weapons you get over
a litte story. I was a bit dissapointed that Addan Deith hadn' t a similar story like Aerondight.

And i want to meet our lovely goodess again ^^ thats why i want my old friend Aerondight back
so bad, fully scaling up with Geralt.
 
D

dragonbird

Ex-moderator
#377
Apr 20, 2015
GHOSTMD said:
Just take Harpy and Addan Deith.
Click to expand...
Harpy DPS is 15-29. At the start of Chapter 2 you can get a Robust Meteorite Sword crafted, with ingredients you probably already have, that has a dps of 30-32.
Addan Deith DPS is 45-50. At the start of Chapter 3 you can find Deithwen, which has a dps of 44-48, not much less, just by killing a couple of Arachases.

There WERE some overpowered swords in TW2, but most of them were random drops/loot, never encountered by most players, and a lot of the time they were uncraftable even if you did get them because you didn't have the ingredients.

The DM swords also had higher dps than others in their chapters, but there were a lot of complaints about them making the game too easy, and in many cases, that high dps didn't make up for the loss of rune slots - you could get dps as good, or even better, by adding runes.
 
GHOSTMD

GHOSTMD

Senior user
#378
Apr 20, 2015
@Dragonbird

yes right. As i said i missed the one unique sword in TW2 which is bound to you.
Like our lovely goddess explained it in TW1 ;) you know. But well in TW2 we also
had no task who got us a unique sword. I still hope i ll find my good old friend
Aerondight in TW3 and i hope it ll not get useless after 5 level ups. Upscaling with Geralt
for the win :D :D at last for 1 or 2 really unique swords.
( DPS point of view of course)

For Adden Deith i really missed a little side quest like we had in TW1 with the
Lady of the Lake :(
 
R

randyrhoads

Rookie
#379
Apr 20, 2015
Has this mechanic been explained by a dev? I just don't see the point in having unscaling enemies while you have scaling equipment.
 
V

Vixraine

Rookie
#380
Apr 20, 2015
randyrhoads said:
Has this mechanic been explained by a dev? I just don't see the point in having unscaling enemies while you have scaling equipment.
Click to expand...
'The point' is not getting a wealth of equipment that you'll never be able to use and/or only be able to use after 8+ hours more of gameplay.
 
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