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Witcher 3 scaling enemies
Witcher 3 scaling enemies






witcher 3 scaling enemies

And from gameplay perspective the result of this design in minor enemies fighting, exploring and loot search it's a poor decision that affect negatively the experience. All was build around Gerald and the stories. The general design and focus of the game was not that of a true open world crpg neither a character or party progression type rpg, but a heavily story and fixed character driven experience. And I think I understand one of the reasons for what developers made the game in that way. It wouldn't be a good design even if the combat was on the Dark Souls level, looking the scale of the gameworld and quantity of content. The witcher 3 bestiary and enemy diversity is good, but they are always the same enemies (besides bosses) across the world and independently of the player level, and looting don't helps at all as you admit. And this independently of the game subgenre, later Ultimas, most blobbers, Infinity ones, Gothics, Daggerfall/Morrowind, etc. In the codex top 50-70 crpgs list, for example, most games (or all?) use some of the aforementioned options. To make exploration, looting or fighting interesting and diverse, there are many options that TW3 developers for some reason decide to not implement: Adding new creatures and loot by level, or create truly high level zones filled with totally different high level minor enemies/loot, or maybe the most perfect but costly option: adding uniqueness in enemies and loot. Click to expand.Some (mostly bad) crpgs do that for sure, but I doubt that they are the majority and specially not a majority among best crpgs.








Witcher 3 scaling enemies