Originally Posted by Gilrael
2) They fell in the same trap as most RPG games. I am sick of that. When you're level 1 you kill level 1 guards. You hit level 5. Then you change zone. Oh, surprise, the very same guards in new area are level 5, you kill them. You hit level 10. Then you change zone. Oh, surprise the very same guards are now level 10 ... No a single DEV that will ever realise that the most basic guards in 3rd area would solo all the bosses in first area ... Come on ...

Why is it so difficult to make a game that is L O G I C ...

STOP scaling all NPC. Have real different ones. There is no sense of progression, and you create a universe wich feels so artificial ... All guards are between level 5 and 10. You can't wipe them in Fort Joy? Normal. It is a prison you need to escape smartly. You arrive in driftwood, guards are same level. Normal, they are the same army. End game, you become a god. Go back to Fort Joy, liberate your friends and get revenge on the guards. Or do an action game then, No level, no stats.

3) items: you're level one you can by level 1 sword. You're level 2, you can buy level 2 swords, you're level 10 you can buy level 10 swords ... Every seller has legendary items in his inventory ... again ... Stupid, every game does that. How is it that for god sake, no one can make a game that differs from Diablo ... Where an item has some value ... Where you character is not 90% gear dependant. Where your items increase your strenght by 50% max, not 500% ...

The Braccus Rex set in Fort Joy for example ... Lore of the game says it is on of the the biggest bad guys. Every seller in drifwoods sells items that are 5 times more powerfull ... How L O G I C ... Brilliant ... dissapointing

I really, really, really couldn't agree more.
I'm sick to death of scaling for purely mechanical reasons, throwing away all logic and inner consistency of the game. I want a game world making sense, with the strength of characters and creatures linked to what they are, not the time in the game I meet them.