Plenty of position taking part in video games have a system the place npcs scale with the participant degree and grow to be stronger, on the floor it might sound genial however in most video games both it does not change something or it makes low ranges enemies ridiculously onerous to beat or typically unattainable, like in oblivion.
I got here up with the thought of constructing nps not scale with the extent of the participant however scale with stats.
For instance a degree 1 wolf has a base assault that offers 5% of the gamers most HP as harm with every hit, however is mitigated by protection. Due to this fact the assault will stay constant in power even when the participant is max degree however will be blocked by sacrificing harm to construct a variety of denfese or by changing into higher at parrying assaults.
Is there every other mechanism I can implement to make the npcs stronger by way of all the degrees with out making them ridiculously invincible or giving them one hit mechanics that immediately kill the participant?