![]() For Tears of the Kingdom data, see Vetysts TotK-Object-Map. Also, more advanced functionality is available in Leoetlinos object map. For more BotW datamining, see my GitHub/Pastebin. How is that not more powerful than your shitty level 1 Kassandra just because you're not shitting on enemies with one R1 hit? Maybe it feels superfluous on lower difficulties, but if you play on Nightmare, your extended toolkit is the difference between getting your ass handed to you constantly to dominating fights, but you have to use your tools well, that victory isn't handed to you for free. Note that many objects are dynamically generated and are not included in this data. Sometimes lightning can kill an enemy, or they drown in the water, or another enemy kills them. In fact, you get points any time an enemy dies (as long as its an enemy that gives you points), even if you dont kill it. In Assassin's Creed Odyssey, for example, you straight up get to unlock a multi hit teleport assassination move, like the fucking Fourth Hokage in Naruto or whatever. Yes, you get points for killing enemies with ancient arrows. Sure, enemies will still take the same amount of mindless button mashing to kill, but that's not all you have available anymore. I also disagree that level scaling removes the feeling of getting more powerful, it's just a different way of feeling more powerful. If the devs believe they can deliver the former, then they absolutely should go for it, but just saying no to level scaling and doing nothing seems to be more common. A properly balanced challenge > level scaling > a poorly balanced non-scaled experience. ![]() Level scaling is a suboptimal solution, but at least it does its job in making sure the above doesn't happen. The same happened in Nier Automata, where I constantly had to just walk around doing nothing in boss battles to make sure I'd get to listen to all of the important story dialogue going on before killing the boss in seconds. My "reward" for actually enjoying the so often criticized side content of FFXV was getting a piss easy game with all of the impactful battles of the main quest robbed of any kind of slight challenge. ![]() More often than not, particularly in open world games, you get punished the more you enjoy doing side content. But the way people oppose to level scaling make it seem like we're guaranteed to get perfect balancing if devs just click the "no level scaling" button. Ideally, I wouldn't want level scaling, I'd rather have enemy levels gating progression through challenge, and getting rewarded for tackling higher level areas with better gear. I don't see it as such a binary issue like most people seem to make it.
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