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Poll

Gift of Hedone: Enemy Level Scaling

  • Yes, I like it 202
  • Nah, just keep the regions set 25
  • Nah, just scale the enemies 1 for 1 3
  • Meh, not fussed 10
  • 2025-05-20
  • 240 votes
{'title': 'Gift of Hedone: Enemy Level Scaling', 'choices': [{'text': 'Yes, I like it', 'votes': 202}, {'text': 'Nah, just keep the regions set', 'votes': 25}, {'text': 'Nah, just scale the enemies 1 for 1', 'votes': 3}, {'text': 'Meh, not fussed', 'votes': 10}], 'closes_at': None, 'created_at': datetime.datetime(2025, 5, 20, 10, 45, 1, tzinfo=datetime.timezone.utc), 'description': None, 'allow_multiple': False, 'total_votes': 240}

Content

Hello you sext deviants, So, this is going to be a math-centric post, but I wanted to get your thoughts on Region Enemy Scaling.

So, when you starting getting into higher levels older regions become redundant or way way too easy, (for example it is a level 10 region, and you are level 50, so you just squish all the enemies.)On the other side however, I still want to feel stronger and more powerful than older regions so I'm personally not a fan of the regions scaling with you once you reach the cap (for example, that level 10 region has level 50 enemies) (so you don't ever feel stronger)So I have worked on a scaling formula where the easier regions will scale, but not as much. What you are seeing in the image below is what the scaling would look like based on the Highest Party Members Level.You have examples of the highest player level on the left, and horizontally you have the corresponding highest region enemy levels.So for example, If you were level 45, the region that was level 10, would have level 34 enemies, and the region that was level 40 would have level 44 enemies.The idea is that the gap would get bigger from previous regions as you level up, so when you were level 20, there is an 7 level gap in the level 10 region, but by the time you are level 85, that gap is 27. This gap is also completely open to change, its just the starting point.

This is the formula for my other math lovers:=IF($B7/C$5>1,(ROUNDDOWN(C$5 + ($B7 - C$5)^$C$2,0)),C$5)

Where the Exponential Cell would effect the level gap

But my question is, what are your thoughts on this kind of scaling, where the enemies do scale with you, but not 1 for 1?

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Comments

Allévoy

thats a very good idea, lot of games could have it for that feeling of streng, but without getting bored and easy, so, 10/10 your idea ^^

Jackson

Such a great idea

Spr1tGaming TTV

Only thing I wonder is if level 100 is max level for the regions then I assume level 100 is max level, i personally make the level 90 scaling from 100 from level 97 to 96. And move downwards from there, it shouldn't impact the enemies massively, i think your formula is great but the number being odd makes a little upset XD, other then that i really dont have any problems with the idea

Arvom (Giulio)

I think this is a perfect idea for the scaling, the only way to see the right values is by try and error way down the line in dev, but they seem good value nice job ❤️

Ricicl

I like it, however, I feel that maybe the earlier levels should be weaker? Like is level 100 just 100x a level 1? What I guess I'm trying to say is when you are max level I think the earlier levels should be easier? The first stage being level 67 to a level 100 is 67%(?) the strength. Sorry if this doesn't make much sense

Tommy M

This is amazing. Honestly I'd love to see this in other games.

nsfwpixels

Hey Ricici, thank you for the comment there may be a misunderstanding, so the first region would have a max level of 10, meaning there would be enemies from 1 - 10, however once you go above level 10, that region cap will start to scale with you, so if you revisited the level 10 region at level 40, the enemies would be level 31, if you revisited the level 10 region at level 100, they would be level 67 - I hope that makes sense

nsfwpixels

thank you so much for the feedback :)

nsfwpixels

Thank you so much for the feedback Spirit, I always appreciate it!

Ricicl

So they would be at most level 67? Not averaged out to there? If that's the case then I think that should be fine. I was just kinda worried that enemies would be like just slightly weaker than the player, even if the player was at the peak

nsfwpixels

In the region that was level 10, yes, 67 would be the max if you were level 100. But this is open to change it could be moved lower, its just the starting point.

Benji

I like it, but something that I think will need consideration and adjustment at a later stage of development. Power scaling is important to make areas not feel redundant, however this also needs to take in "play feel". What does gameplay feel like at level 1, 10, 50, 100. How do you engage with enemies and how does your combat system work. I love the idea, but I think you should do a play test at a later stage where you have us test the combat at different levels against different levels and then take input from that and adjust the formula to suit

Brantas

I prefer the enemies to be set but as the scaling goes, this looks like the best solution. It will probably need a revisit after some tests. Enemies would probably scale linearly while the player's party power is based on level, but also on equipment and any kinds of available skills.

nsfwpixels

Hey Benji thank you so much for your insight, I completely agree with you, right now its just speculation, playtesting will be pivotal in testing actual playability and enjoyment :)

nsfwpixels

Thank you so much for your feedback Jacek, you make some very good points, playtesting will be vital for getting the overall feel correct