Crewdroog: seriously though, if you don't like enemies leveling with you, you play games bad and you should feel bad. XD
OneFiercePuppy: >.> Says the lady who's clearly never had to do level design >:E [url= Neither have I =) ][/url]
If you don't want the player to go to Place X right away because of plot, highly-levelled enemies can be helpful in gating access. But if you do want them to eventually get there, you don't want to just slap "player_level + 20" on the monster attribute list.
Level-scaled enemies flatten the challenge curve. If you like flat curves, you're a non-Euclidean heretic!
<points with Cartesian Coordinate Plane and laughs linearly>
hahaha, no I have not!
I understand that and for some types of games this is a good thing, like say MMOs, but for an open world game, no, it's not. The whole point is running around. Now I do like having some enemies smattered around that will kick my butt and be higher lvl than me, in this case say Deathclaws and Super Mutants, but otherwise, no, there should be no "gate keeping'.
My big problem with people not liking enemy leveling is that they want to just grind some easy crap, become god like, and just blow through enemies. I'd rather learn to play the game well and have challenges no matter what lvl I am, no matter where I am. For instance, I am playing ESO now and I hate that I have some low lvl quests to do. I feel like such a dork being a lvl 15 coming back to a lvl 10 quest/zone.
and you said some math-typey things I don't understand fully, so i will throw rocks at you ;) maths. meh.