Armor/Weapon leveled loot breaks the bank?

Post » Wed Sep 01, 2010 10:39 pm

Do you guys feel that leveled loot in Oblivion made unique armor not so...unique? And money a little too easy to obtain?

In Morrowind, Daedric armor was pretty rare. So when I found each piece in Dagath Ur's cave, I was ecstatic. But in Oblivion, I felt that as soon as I reached level 18, every enemy had at least one piece of Daedric item, which in turn sold for max gold from vendors. The uniqueness of the armor was completely void. I ended up having multiple sets of Daedric armor in each of my house, kinda just for decoration purposes. Now, don't get me wrong though. I think certain types of leveled loot are great. Grand soul gems, alchemy pieces, scrolls, gold, rings (although mundane rings were a little too common), etc.
What these common drops lead into is large sums of money. Which makes buying/owning houses that much less significant. In Morrowind, you had to join one of the three houses and earn your manor. I liked that system much more. However, if money was hard earned in Oblivion, I think that would make buying a house that much more significant. (Side-track: I think houses need to have distinct feel to them. The DLCs for Oblivion had the right idea)

These are just my opinions though, what do you guys think. Discuss!!!
Been reading the forums for sometime now, and I absolutely love the community. So thank you guys!

P.S. Sorry for the constant comparison of Oblivion to Morrowind...:)
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louise hamilton
 
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Post » Wed Sep 01, 2010 9:36 pm

I think the rarity (or lack of), of the more expensive and powerful armor in Oblivion did make it less valuable (as a player), on the flip side however I think it was in keeping with the idea that there were loads of Deadra invading Tamerial and so bandits and the others were fighting Deadra and taking their prizes from them. End game in Oblivion, gold was too easy to earn, and also it meant you were never tempted to just leave it alone, you'd come back and re-loot the dungeon because of the amount of gold you could get... what in itself was boring... I think they should be more rare then they were and that they shouldn't come ready to wear, looting armor should leave a chance of being found as broken* and requiring to be fixed by a smith.

* Rather then just having 0 Health, it should be titled as broken and require a smith to make it usable or require certain consumed smithing materials/tools to fix it yourself with armorer. This would only be to looted armor, not to armor you already have or purchased.

This way it could be slightly more realistic, you could watch the armorer go and actually fix armor in their shop, if you paid for repair or sold it.
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Sophh
 
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Post » Wed Sep 01, 2010 10:59 pm

Looking at the game from the invasion point of view makes a lot of sense now that you mentioned it. Never saw it that way. Thanks!
Still, I agree that they should tone down the regularity of the drops.
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Taylah Illies
 
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Post » Thu Sep 02, 2010 12:13 am

One of the things that bothered me in Oblivion was the leveled items. It just irked me to go the the wiki and look up an item and it said something like "best to hold off getting this item until level X. Otherwise the bonuses are crap" Really? I think it was the same with Sigil Stones too.

I would have no problem if, in Skyrim, to get a cool sword with great bonuses that if I tried to get it too early in levels I would get my butt kicked. And I don't know about the whole daedric invasion/bandits having daedric armor etc.... I guess it fits, but it seemed the did an awful lot of summoning swords and that. Leave the daedric armor rare. Scatter unique items over the level ranges 1-50 and place them with appropriately leveled monsters. So if you stumble onto a cave where a level 30 unique piece of armor is, the cave is filled with level 30 monsters. If you go in at level 5 you better turn tail and run.

Edit: Morrowind was my first TES game so, so far both games had whacked economies. Money was way too easy to get.
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Avril Churchill
 
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Post » Wed Sep 01, 2010 2:20 pm

Agreed, completely. Yea, that leveled bonus crap was also an issue for me. I really like that idea of having high leveled creatures for better loot. I suppose the developers are trying to make the entire world accessible in the very beginning. But I don't think it will hurt to restrict certain parts.
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Javaun Thompson
 
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Post » Thu Sep 02, 2010 12:06 am

Much of the economy in these games is made so that people do not dig themselves into a financial hole. They make money plentiful not for the 50% of players who are good within in game money to selling items but for the 20% of fools who refuse to get merchants to give them good prices or who spend money on things they don't need accidentally or the idiots who keep dropping and losing items instead of merely unequipping them. Sadly for the 30% of us who know how to pinch every penny that comes our way we end up having too much money to make the game even slighly challenging.

That is why every town and village is full of box, barrels , crates and trunks full of boots, grain, apples, and loafs of bread. There is such much junk in the games to sell because many people are so dumb they cannot manage the economy at all without tripping over free loot.
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Trevi
 
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Post » Wed Sep 01, 2010 9:13 am

Haha, oh I see. Well if you put it that way, then I suppose it is somewhat legit.
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Hope Greenhaw
 
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Post » Wed Sep 01, 2010 5:05 pm

there was just a huge post on this topic.
Spoiler Alert: no one is going to say that having daedric armor in every corner is a good idea
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carrie roche
 
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Post » Wed Sep 01, 2010 8:06 pm

there was just a huge post on this topic.
Spoiler Alert: no one is going to say that having daedric armor in every corner is a good idea


Eh? Where? What's the topic name?
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Kelvin Diaz
 
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