East for N00bz and west fo PROZ!@

Post » Wed Mar 09, 2011 1:17 pm

not sure you got what i said right . I dont fear about the difficulty of the dungeons and if they will be harder as you get from civilization it will be blessed, i just feel it would be unrealistic if all the tough dungeons will be in "X" side of the land and all the easy dungeons at "y" without considering any logical stuff in it (like pokemon). my fear of dying has nothing to do with it :P

I got what you were saying, that;s what I meant I don't think it's a straight line of progression. I was saying it will probably NOT be just one side is tougher andthe other weaker, it will be more dispersed.
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Syaza Ramali
 
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Post » Wed Mar 09, 2011 3:01 am

Oh, then I wish you will turn out right.
My fears tend to overtake my thoughts and somehow become "logic" :P
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Johanna Van Drunick
 
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Post » Wed Mar 09, 2011 6:08 am

How about the "not knowing" part of playing the game?

Sure I don’t want the world to be based around me i.e. everything is around my level... that would be uninteresting and unrealistic. However I don’t really like the idea of having zones with certain levelled creatures like in MMOs as like the OP mentioned, is a tad unrealistic. But Bethesda won’t do either of these.

Why? Firstly they have already said that the level scaling will be more like Fallouts than Oblivions. Which basically means you only encounter enemies which are more difficult if you are in certain locations which could be anywhere. You won’t be able to predict if a cave will be easy or impossible anymore. You won’t know what areas will be too much for you to handle. And these areas will be scattered around, not standing next to each other in "level" order.

If you have played Morrowind, that would be the best elder scrolls game to compare the new system to. Morrowind had many static enemies in certain places making them too difficult to go as a low level, especially in dungeons. However you could explore most of Morrowind as a low level character due to the way Bethesda designed it. The same will be so for Skyrim, I am confident of that.

Edit: as for the OPs concerns about certain places being more difficult than others making the game unrealistic, you have nothing to fear. In Fallout 3 (which Beth is basing the level scaling on) they often had in game reasons for these things. For example, the Capital Wasteland many NPCs clearly state that the Brotherhood of Steel and Super Mutants are fighting a war down there. Also there was a town in the middle of nowhere which was full of Deathclaws which again you could find out from NPCs before heading over there. I am sure there will be in game reasons why a pace is difficult, and it might even relate to a side quest (or even part of the main quest).
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Kara Payne
 
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Post » Wed Mar 09, 2011 11:41 am

@OP: I would love if it was like this. The world need dangerous places and not just scale all enemies to your level.

Just keep the hardest enemies the furthest from civilization.
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Brian Newman
 
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Post » Wed Mar 09, 2011 12:25 am

It's really quite simple. Civilised areas are safer than wild ones. So major cities would be well patrolled and thus only really have low level stuff around them. Roads would be maintained but may have the odd bandit group. Smaller trails leading to smaller villages would be more dangerous with stronger wild animals around. As you get off the beaten track and deeper into the wild then that's where the stronger enemies are. Some enemies (such as dragons) wouldn't adhere to this as they would raid villages and towns. This would go for your more 'normal' enemies.

The really juicy stuff would be high up in the unexplored mountains. Deep, long forgotten ruins that Lich Lords use as home and have long unchecked undead that have grown powerful. Ancient tribes of ogres that have frown strong becuase there's been no guards hounding them.

You get the general gist?
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Benito Martinez
 
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Post » Wed Mar 09, 2011 11:22 am

Again I have to go back to New Vegas.

At level one I walked to New Vegas through Sloan. It was scary as [censored] and I could have died easily. I remember my cousin asked me why I didn't equip my gun instead of binoculars because there were deathclaws everywhere. I said "If a deathclaw see's me i'm dead anyway, gun or not."

I loved that feeling. Of course in Skyrim i'd love a fighting chance but in some places I want a struggle to survive. It's exciting.
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Mark Hepworth
 
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Post » Wed Mar 09, 2011 8:38 am

We all read and heard about the new dungeon system (6-10 level dungeon, 11-15 lvl dungeon, and so on).

I will start my point like this: In the game-world of TES I always like to see how the world seem to make sense, you can travel to anywhere from anywhere and explore, seeing how things are balanced and all-natural. The environment is just at its best, you will never feel or think the world is somewhat doing it wrong.

Now, what I fear of is this - we are starting as level 1 characters at some point in the world, lets assume this starting point is the "East side of skyrim". My biggest fear is this - they will make everything easy and low leveled near the starting point, everything we wil explore at this area will be leveled as 1-5. And we will feel very safe. Then, as we will get farther off the starting point, things will get annoyingly harder in progress. Very pokemon like. And lets say there is a small village at the farest edge from the starting point - What logic is there for villagers building a village surrounded by level 40 foes who each one of them can take the whole village alone? Or - lets say the village is heavily guarded by troops of soldiers because of the fact strong foes gather there - what is the sense for this foes to stay near the heavily guarded village when they can simply travel to the east and get no disturbance from the leveled 1-5 foes, and take over villages easily?
When I play ES i like to get my mind tuned into the world, feeling like a part of it. I will never be able to feel like that if such thing will happen, and my wonderful series of believable fantasy world game will end. Seriously, I just wont be able to role play it anymore.


thoughts?



Start at the centre of the map?
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celebrity
 
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Post » Tue Mar 08, 2011 9:55 pm

I think Radiant Story will pick dungeons randomly acroos the whole map. They won't all be concentrated to a certain area. You should have to travel to the far sides of the map for quests.
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Caroline flitcroft
 
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Post » Wed Mar 09, 2011 9:57 am

I want to start in a fairly easy place, but there should be some easily avoided high level monsters in a nearby areas to show off what is to come.

We could try to outrun them to some interesting places full of loot behind those baddies, or totally avoid them and go other way.

As we move to other areas, they can gradually become harder and harder to navigate, or maybe a bit easier then harder and so on...

After we develop our character to higher levels we can return to the initial high level monsters that we had to avoid and show them who is the boss around there.
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Mr. Ray
 
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Post » Wed Mar 09, 2011 12:28 am

You know, there are countries on Earth that are relatively safe when you're in the civilization, but pretty dangerous once you explore the wilderness. Think of all the areas where there are lions, or tigers, or alligators. Then look for the next big city in that area, and surprise, there won't be any lions, tigers or alligators in that area. If you then walk directly from that city to the dangerous area, the risk of being attacked will rise in a fashion that can be approximated by a linear progression pretty well. So there you have your East-West-thing in real life, and it's really quite a simple fact.

My guess is they won't make it East-West, though. They'll make it more or less region-based, I think, with the Volcanic Tundra being a more dangerous region, for example.
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quinnnn
 
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Post » Wed Mar 09, 2011 12:11 am

It is called an unrealistic (yes I said it) mechanic that doesn't really make any sense. IMO.


So the only part of your suspension of disbelief that cant handle anymore in this fantasy game is progression? Right.
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Steve Smith
 
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Post » Tue Mar 08, 2011 10:12 pm

New Vegas handled this in a reasonable manner, levelled enemies in most areas but with a few high level choke points and dungeons.
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Benjamin Holz
 
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Post » Wed Mar 09, 2011 8:32 am

Like I said earlier, I preferred FO3 over FO:NV. New Vegas felt to me like "step off The Path, get crushed. So sorry." Turned it into (until you finally got strong enough, sometime after Novac) a typical "adventure in Zone N until you're strong enough for Zone N+1. Repeat" game.
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Micah Judaeah
 
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Post » Wed Mar 09, 2011 3:37 am

As there are cities all over the place, I assume that if there's any kind of 'the further away you go, the deadlier things get' plan here then it would be about the distance to the nearest cities and settlements, not north/east/south/west.
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Kelsey Hall
 
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Post » Tue Mar 08, 2011 9:29 pm

don't worry about this, todd already mentioned they are basing the levelled system on "this area is too hard for you now, come back later." kind of thingy. i'm sure they have thought of this.
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Susan Elizabeth
 
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Post » Wed Mar 09, 2011 12:33 pm

I think the RPG factors ( str, agi, critical hit) should be minimized, not extinguished of course! or else role playing would end.
But if you rely less on Levels and more on playing skills (defend on the exact time, attack with strategy, use magic intelligently) we would solve this problem of a lvl 40 wolf killing 20 lvl 5 giant ogres and the leveling problem.
RPG traits should be minimized, even though I'm an RPG fan.
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Sam Parker
 
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