Since there have been scaling opponents in role -playing games, the discussions about the meaningfulness of the feature have not stopped. The Outer Worlds 2 wants to do without it completely.
Opponents, whose levels coalate with that of the player, are always a hot topic of discussion, especially since you can also get a lot into scaling (Oblivion players currently know what is meant). On the one hand, scaling has the advantage that opponents are always a challenge and do not become cannon food. On the other hand, the player feels the feeling of becoming really more powerful.
In the case of The Outer World 2, Obsidian Entertainment has apparently decided to do without scaling opponents. Instead, the opponents are divided into different animals and encourage you to return with better equipment later.
Combat designer Rob Donovan explains a little to the colleagues of IGN First: “The [Gegner] Stay the same throughout the game. So some of our higher -ranking opponents will simply be more difficult to defeat from a purely mathematical point of view. You will meet you harder. You will take less damage and if you are damaged, you may have more life points. “
And further: “Hopefully you turned up a few levels at some point, enough equipment, cool armor, gadgets, skills, perks and maybe a few weaknesses to come back and really let off steam on your opponents, who may have caused you problems beforehand.” In addition, higher -ranking opponents should also bring loot that players are also useful in the later game so that there is a corresponding motivation to visit areas again.
Conversion of scaling opponents to solid values is otherwise not an easy task and would have a massive impact on the design of a game. Whether obsidian entertainment succeeds, we will find out in the course of the year when The Outer Worlds appears.



