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File: 1469339783304.png (392 KB, 451x619)
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Do any RPGs solve the problem of difficulty scaling? Like avoiding that feeling of stepping into a new area and feeling weak again because the monsters are harder, so it feels like you haven't actually made progress.
>>
Give more options as you get stronger. Monsters are harder and more dangerous if you act carelessly. Leveling lets you survive, but you'll have to use your options well to defeat them easily. So you are stronger, but have to take advantage of things like debuffs or status effects as well. You'll feel strong if you use your options.

Of course not every random battle should be a struggle, even in later areas. Include some fodder enemies that you can just power through with attacking.
>>
>>3885705
>problem
sybau
faggot
>>
>>3885705
As long as the monster type scales with level that doesn't bother me at all. Don't make lvl 50 rats and lvl 100 goblins, not even dire rats or elite goblin champions should scale to higher levels. Also don't make weak low level enemies from types that should be high level challenges, e.g. dragons or demons or liches only to then have high level versions of low level critters that are stronger than those.
>>
>>3885709
>Give more options as you get stronger. Monsters are harder and more dangerous if you act carelessly.
That doesn't scale endlessly, if you don't want 5 billion hp (like some Asian games). Limited horizontal growth is the key. 1 to 100 is too much.
>>
>>3885720
Lv 1 unholy demon lich demi god
>5/5 hp
>1 str
>6 mag
>>
>>3885765
>built for big adventurer cock
>>
>>3885767
Lv 2 chud / lv 1 doom poster
>7/7 hp
>3 str
>1 int
>gay and necrophile
>kinda kawaii
>>
>>3885775
oh i thought you were talking about op picrel. She looks 18...thousand
>>
ITT: D&D trannies who think people have levels.
>>
>>3885705
It's supposed to work that way. Bonus points if early-game bosses are re-used as mid or late-game fodder
>>
>>3885705
Any well balanced game or any game with progression as growth. Next.
>>
>>3885763
>That doesn't scale endlessly
Yeah, that's why games end. Then the cycle restarts with Game 2™
>>
>>3885917
Few games, if any, get ng+ right. Darksouls 2 has the right idea, to change things here and there.
>>
>>3885705
An awful lot of them "solve" that "problem" by having an inverted difficulty curve, wherein only the beginning of the game is remotely challenging.
>>
>>3885922
Say in 1 word(s)
>>
>>3885705
Traditional RPGs haven't. MMOs solved it by making the mechanics and complexity escalation take way longer. Roguelikes solved it by making this escalation take way shorter but also highly replayable.



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