re: #151 Targetpractice
They did something similar with New Vegas, with certain areas naturally spawning creatures above a certain level so as create a “meat wall” meant to keep players from jumping off the plot railroad too quickly.
Overall, I like the idea of enemies keeping up with you, if only to avoid a game getting piss-easy towards the end game. I mean yeah, there’s the initial adrenaline rush of wading into a pack of low-level scrubs with high-level gear and reducing them to bloody chunks, but then you realize you could walk away to make a drink and come back 10 minutes later with only a token portion of your health bar whittled down and the game just becomes a joke.
New Vegas wasn’t technically Bethesda, but yeah.
I get that it’s a personal preference thing. Neither approach makes ‘sense’ in a game where the starting and ending power disparities are huge.
For me the Bethesda approach is more immersion breaking than the different level zones.