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ITZ came for Grimoire!!

larpingdude18

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As mentioned before, many game balance issues to still be adjusted. Leveling up is highly irregular and will need some work to adjust correctly.

...

I think I’m going to have to introduce scaling. I didn’t think I needed it but I am convinced it will be a big step in the right direction. Not very hard to implement at all.
http://grimoiresystems.com.au/goldenera/
 

thesheeep

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One must say, though, that in an open world game (and I just suppose that grimoire is one) it is much harder to make leveling balanced.
Scaling helps a lot here. I'm absolutely sure this is how the scaling abomination Oblivion came to be.

Then again, he should have had enough time to make things balanced without scaling...

Or, this could be a misunderstanding. Maybe he is talking about XP scaling, like in D&D, when you kill a lower-level enemy you get less XP.
But who knows?
 

Jools

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Azrael the cat said:
Angthoron said:
Or perhaps it's a climbing skill?

I was hoping that in Grimoire's infinite awesomeness there'd be separate skills for skinning (fur pelts) and scaling (fish and lizard skins).

You forgot needling, for hedgehogs and the likes of.
 

Roguey

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You know what else had scaling? Wizardry 8. I thought Cleve said he was better than that, yet here he goes copying them again.
 

Mastermind

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Steve gets a Kidney but I don't even get a tag.
thesheeep said:
One must say, though, that in an open world game (and I just suppose that grimoire is one) it is much harder to make leveling balanced.

It's not hard to balance at all. Have the player start in a low level area and put mid level areas inbetween low level and high level areas. Give the player clues regarding a dungeon's difficulty level (IE: a high level dungeon full of medusas could have petrified peasants with looks of horror on their face outside). Unless he's a lobotomy patient (read: bioware fan) or a masochist he'll come back when he feels better able to tackle it.
 

tehRPness

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Mastermind said:
thesheeep said:
One must say, though, that in an open world game (and I just suppose that grimoire is one) it is much harder to make leveling balanced.

It's not hard to balance at all. Have the player start in a low level area and put mid level areas inbetween low level and high level areas. Give the player clues regarding a dungeon's difficulty level (IE: a high level dungeon full of medusas could have petrified peasants with looks of horror on their face outside). Unless he's a lobotomy patient (read: bioware fan) or a masochist he'll come back when he feels better able to tackle it.
lol no cuz that would make teh game linear and unsandboxy, which is what an rpg is all about noob!
 

Hobo Elf

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He should just remove levels and add shooting mechanics. Level scaling is horrible. Every game I ever played, Wiz8 included, would've been that much better without any kind of scaling.
 

ElectricOtter

Guest
Good luck with that. You let me know how that all turns out *sound of moles popping*
 

mondblut

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nnnnnnnnnoooooooooooooooooooooooooooooo!!!

Here's a novel idea - scale the number of enemies, not their power. Worked for Wiz7, hey. (for difficulty levels). To the point you could encounter unique beings in pairs on hard.
 

MisterStone

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WHy can't Cleve just including scaling as part of the fish cookery skill. Dammit. :decline:
 

schluberlubs

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Apr 18, 2009
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He only mentions scaling, so It may be something like GearHead's renown scaling. In Gearhead, renown goes up as you complete missions but goes down as you die/get blown up/fail missions. The difficulty of missions and the mecha you faced (as well as the rewards for beating them) scaled to renown. Its a system that I'd say really worked well.

Still have a faint, uneasy feeling he means level scaling, though.
 

torpid

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Lord Ahriman has transitioned from grim supervillain over the past fifteen years to sort of pathetic comic relief in current game. Somewhere between Dark Helmet and Dr. Evil in the final product. Basically has rage attacks every time we meet him over what we have been doing in game.

Sounds a lot like Cleve :lol:
 

Chaotic Lulz3r

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Lulzania
Mastermind said:
thesheeep said:
One must say, though, that in an open world game (and I just suppose that grimoire is one) it is much harder to make leveling balanced.

It's not hard to balance at all. Have the player start in a low level area and put mid level areas inbetween low level and high level areas. Give the player clues regarding a dungeon's difficulty level (IE: a high level dungeon full of medusas could have petrified peasants with looks of horror on their face outside). Unless he's a lobotomy patient (read: bioware fan) or a masochist he'll come back when he feels better able to tackle it.

That's scaling too...
 

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