Originally Posted by TsunAmik
Well, yeah, thats another point of view, which I cant really dispute. But I guess I am more ok with constant progress at steady rate, instead of few super power spikes in whole game when I first find enchanted sword, and then find legendary magic sword laugh

Not necessarily "super power spike". The very point of doing smaller power increase is that they don't need to be big at all to be significant.

I mean, even AD&D 2e, which was on the high end of "power gaming", had magic weapons typically going from +1 to +3, with +4 being exceptional and +5 usually restricted to artifact or other similarly legendary items. So just a single point of bonus was already a big deal, despite being in the end just about 1/20th chance to hit more.

Hack'n'slash-like gearing treadmill though ? It's just a long string of numbers without meaning. Do you remember the weapon you used one level ago ? Will you remember it in one month ? I doubt it, it's just some number that is replaced 30 mn later by a larger number. Do you actually prefer that to having to chase a renowned artifact and actually have said artifact hold its promises by being REALLY relevant and lasting a long time, and being something you remember about long after the game is finished ?
Quote
Guys, for the sake of argument, can you name me some non-freeroam cRPG which utilizes this non-human scaling system you are talking about? Because I can of course imagine that in freeroam levelscaled game like skyrim (or gothics, but even G3 was location scaled a bit), but I just cant imagine such system in cRPG without complete open world, where you use levels as guidance of your progression through map.

The problem is more to find a cRPG without idiotic power increase, because somehow it seems that designer believe only a bunch of 0 added to damage will please gamers (this is a pretty insulting reasoning if you think about it).
But all the games based on existing P'n'P RPG ruleset (typically ADD) did use such non-human "scaling" (i.e. : they used defined monsters, which have defined stat, instead of just putting scalable stat on a skin, which make every monsters basically the same and have no intrinsinc power). So all the old-school D&D games up to NWN2 were using this.

This obsession with mindlessly scaling with level is a typical cRPG disease (which is, sadly, spilling into P'n'P today) because it's the lazy way out : just use a formula. Building a world making sense is more fulfilling, but requires more work, while tweaking a few numbers dissociated from what they represent, is much easier.