Yes that is one way to solve the issue of balancing. But there's a huge issue with implementing that system in The Witcher 3 and that's the way the skill system is. This system takes more inspiration from The Witcher 2 than The Witcher 1. The WItcher 3 also has this active/inactive skill system which I have never seen in a game before. I believe the way it works is that you have a set amount of passive/non-passive skills that you can assign to Geralt for a certain situation. The amount of skills you can put in there increases as you level up. I don't see a way to efficiently build in the Str/Dex/Int/Stam skill trees that were available to the player in this new system without causing issues.
Or think this way.... you're master of 'some' swords... suddenly you found 'samurai' sword...
Yes you can swing it but do you have all the 'finesse' to use it to its full potential? Doesn't matter if it's rusty... think that sword was forged for a 'specific' technique of usage... If Geralt doesn't know how to use all those 'tricks' he's 'better' with his old swords....
Maybe there is a quest to find old Witcher master.... that is 800 years old and lives in swamp area? Find him and he''ll teach you....
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.
There ways of balancing that. like say certain weapons and shops open up after a certain length of the main quest. or after completing high level quest. or you get those weapons from shop at a certain level. Honestly i think the whole level requirement for a weapon is terrible idea.
Lets not forget that the devs have told us several times that if we go exploring higher level areas our rewards for beating those higher level areas would be those weapons . the fact that there are level requirements for weapons negates completely that reward
Although i do see what you mean, having things "locked" in any way until a certain level or until you reach a part of the main quest, would be even worse. Limitations like that would make players obligated to go look for what quest they need to finish to unlock a store/merchant for the weapon they want. It would add to the linearity of things i believe, kinda against the open world from the start feel of the game.
There ways of balancing that. like say certain weapons and shops open up after a certain length of the main quest. or after completing high level quest. or you get those weapons from shop at a certain level. Honestly i think the whole level requirement for a weapon is terrible idea.
Lets not forget that the devs have told us several times that if we go exploring higher level areas our rewards for beating those higher level areas would be those weapons . the fact that there are level requirements for weapons negates completely that reward
If you're so good to defeat an enemy that drops a sword that you will not be able to use in 50 hours of gameplay, you're so good that you will not need it....Example. Geralt level 7. I go into a forest, and I encounter a really strong mob, like level 40...I should die, but I'm good and I defeat it. It drops a really fancy sword, very powerful...but then I can't use it, because my level is not enough.
So...why I fought that mob, if there isn't a real reward?
If you're so good to defeat an enemy that drops a sword that you will not be able to use in 50 hours of gameplay, you're so good that you will not need it....
thats a weak excuse, im a badass who defeated a 60 level monster. I should use that badass sword.
thats a weak excuse, im a badass who defeated a 60 level monster. I should use that badass sword.
You arent giving CDP credit enough if you think the monster will have an "easy pattern" . if i defeated that monster, it was through hard work and determination. I should get a reward. Saying that beating that monster is the reward itself is just lame.
And the whole "world will get empty" of those monsters its unlikely, beating a single monster would likely take a huge amount of time, if nothing else they can just respawn new ones.
And no, it is not a weak excuse, if i manage to defeat a powerful monster i should get a reward. if there is none, you think many players would keep at it and dared to continue explore? If nothing else because the devs themselves promised rewards if we clear those high level areas. Them putting a level cap on those items would be a way of cheating and screwing over the player.
my theory is that they respawn but after a very long time. let say, after 20-30 days in game, kinda like in the gothic games. after all, they did say that the leveling experience as well as the exploration of the open world is similar to the gothic series.We do not know yet if there is even respawn. According to some journalists who got to play the game for 5 hours or so without any restrictions there was no monster that he killed and respawned later on.
my theory is that they respawn but after a very long time. let say, after 20-30 days in game, kinda like in the gothic games. after all, they did say that the leveling experience as well as the exploration of the open world is similar to the gothic series.
So trick: find a power enemy that has a easy pattern to be defeated. Now you have no more enemies in the game.
Nonsense.
And weak escuse, yours, too. First let see if the levels are bad implemented or not.
It is a good thing CDPR gives you the tool to to adjust this. From a modder's perspective, it is not an issue.
I can play the game as any other RPG, or I can equalize all stats across all gear and mobs so Geralt is the badass swordsman he's supposed to be from the get-go, but the mobs are badass too from the get-go. I'd probably end up doing the latter; that is how I see the story.
Nope your excuse is weak here. What you're saying is CDPR don't have to bother to balance their battles and stop weak patterns exploits etc. They just have to make sure people don't get the awesome loot from tough enemies.