First off, "AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAARGGGG!"
I'd almost replied when I hit the wrong button on the Windows Update screen to ignore it another 4 hours. IE closed before I could prevent the reboot. :brokencomputer:
Whoaaaa Nelly. Whoa there. Easy.
If you're getting bothered by what I said, then let's just sit back a little. I can say for certain that I'm not upset or trying to get anyone upset. The opinions I expressed mainly just dealt with player advancement and gameplay style.
That's just a disclaimer for not-you people. If I was worried about YOU being offended, I wouldn't have made the reply I did. There are "certain elements" on all sides of the spectrum here that I lack confidence in once I start claiming "fans are responsible for the hostile environment." Oblivion is a bunch of binary data. Humans are a bundle of emotions occasionally swayed by cold logic. Which one would you fault? Which one is more likely to lead to a locked topic if you blame it?
A lot of your "response" was rather defensive. Because of that, I'm not going to touch most of what you said. Sorry if I made you feel that way. However, I'm not going to stop expressing what I'd like to see in a TES game.
Wasn't supposed to be. Might have a lot of my frustration with some fans leaking into it. There's only so many times I can be told that I need to "play Morrowind" or I've "obviously barely played Morrowind" or "must have started with Oblivion" before I get a little permanently hostile. If you consider that I've beaten both Bloodmoon quests the "good guy" way, most of the major factions in the base game, and the main quest, I think you could understand why these comments have had that effect.
By all means, take my reply as "opinions related to you but not directed at you" and comment. As I said, I have a fair amount of confidence I can be blunt with you without a firestorm. The forums still aren't split because of Oblivion or Bethesda. They're split because fans choose to act divisively. It's that simple. I've never gotten crap from an Oblivion fan, even when I don't like some Oblivion choices, but I know Morrowind fans who have. I didn't see it personally, but it's happened. Both sides are to blame, and in a way, everyone is to blame because we don't restrain the people we agree with and call them out. The moderators have to, and killing Morrowind vs. Oblivion threads is pretty time efficient on their part.
Well.. right here you are both right and wrong. If someone said that Morrowind was a static world (or something like it), then they may be just as right and wrong.
Run around the game world at level 1, you find rats and kwama foragers. Run around the game world at a higher level and you find tougher things like kagouti and nix hounds. So, in that respect, Morrowind did level scale. Oblivion does a lot of this, too. This is the part where you are right.
However, go into a bandit cave in Morrowind. There you will find bandits that all have individual names (not just "bandit") and they all have pre-set levels. Play a different game and go into that same cave at a very high level, you'll find the same bandits who are at the same pre-set character levels. That is the static part of Morrowind. This is where you were wrong.
For people like me who really like to mess around and exparament with all the different things one can do, well these static parts are a great thing. You could use charm and persuade to make those formerly hostile bandits your perminant friends and then start living with them. Really. You can. They'll always be there. Or, you can just wipe them out and claim their cave as your own. Every container there is safe. Then, there's the slaves. Do you want to free the slaves? Want to be a bad boy and own a slave yourself? Use dominate to make a slave follow you to your house and leave them there? This is all just to name a precious few of the different things one can do. This is why it's a good thing to have something static in a game world. Even if you only do a certain something once or twice, it's still something that's always there to mess with.
When a game has nothing but respawning and randomizing becuase we just have to level scale everything.. well, I guess we have the monster mash experience.
I think the "monster mash" experience is related to the Goblin Warlords gaining 30 HP/level and Ogres 26. That's a full swing with a 125% Goldbrand. Problem? Yeah.
Other than that, to say "Morrowind caves are static" is right and wrong as well. Some are static, some are mildly leveled. Crypts are very leveled, and usually "worse than Oblivion" because some options that could have made them more random aren't checked (and it's only a few lists in the whole game that do this). Pretty much I only see Bonelords now because of this. Lesser undead NEVER appear. I could fix it in under 10 minutes while drinking a pop, but the main use is (admittedly) throwing it in the face of people who make incorrect claims about Morrowind. (Yes, bandit caves are nearly 100% static. Morrowind didn't have any mechanic for scaling an individual creature or NPC at all.)
Personally, I don't understand why anyone would particularly be attracted to living in a bandit cave when there's a mansion with "body of infinite storage" in Balmora, but that's me. I mean, sure, it's not terrible that you can do it, but you'll never convince me it's an actual positive, either. It's sort of a "SLAP! Video Game!!" moment for me. I'd perosnally rather have NPCs sleeping under blankets than see Bethesda work really hard to get "move in with bandits" back. (as for why that's so important? SLAP! Video Game!! moment. As soon as it happens, it puts me 100% at my keyboard playing a game)
You want some caves that are completely static? I can't argue. But if you want every cave and the whole overworld static and caves never respawn, we'll have issues. If you want some caves that never respawn and are dynamic, and static respawning caves, and variable respawn lengths, we'll get along nicely. I may not want the same mix, but I want those options. Because modders will make awesome from them. Heck, the developers probably will, too. But first we need to have the options. HMA likes options.
This is why I say it's ironic. Bethesda tried so hard to achieve a balance in Oblivion, yet wound up imbalancing their customer base so much. Don't hate people with different opinions than you. Just look at the larger picture for what it is.
The fans either control themselves and act civil or they do not. The moderators have pretty much decided the latter. What does Oblivion have to do with it? Nothing. Bethesda is not the first company that has made design decisions that aren't 100% popular. They will not be the last. Meltdowns are 100% on the fans, though. The company doesn't exactly force them to play, post, or act like complete barbarians. That's fan choice.
How do I say this without making you more upset?
go back and resurrect my original reply attempt that I accidentally nuked? I'm not upset and have not been upset at you. Upset at the condescension I've gotten from other people? yes. You? No.
But, it sounds like you'd be a great fan of the M-Word game. One level gain in M-Word is not that much of an improvement. A particular bandit that rocked your boat at level 1 is still just as likely to rock your boat at level 3. However, at level 5 and with proper preparation it might be a different story. At level 10 it would certainly be a different story.
I am truly sorry if that's not what you wanted to hear. But, what else can I honestly say? It sounds like what you're asking for.
Morrowind isn't on my top 5 list for "games I really want to play", which is why it isn't in the drive. Assassin's Creed 1 and 2, Oblivion, Fallout 3, Borderlands, and Betrayal at Krondor all come in ahead. Without including New Vegas. Trust me, I've played it. Beat most of the questlines. Really can't get into Tribunal, which is mostly what's left. And the levels went by too quickly for them to matter. By the time I got to most static caves, I was already overpowered because skills went up far too quickly to make it meaningful. The first bandit cave I came to was tough the first three times I tried it. Then I learned Morrowind's dark secret: use only weapons with skill levels > 35 and you stand a chance of hitting :banghead:
Silly me, I guess, expecting a 2002 video game in 3D with real-time combat to have divorced itself from tabletop mechanics...
You see, for me, it's not about wanting "Morrowind 2". Morrowind was great fun, sure. But, I'd like something new. What I want, however, is the sensibility that Morrowind displayed and the flexibility to mess around with it's static parts.. kinda like what you'd expect to do in a sandbox game huh?
I don't particularly pine for static parts. It doesn't matter one way or the other to me whether they exist or not. I just don't want to go all the way back to NES RPGs where areas were strictly "level 4+" and "level 10+" and so forth. That's not a sandbox, that's a "sure, you can go there... and die" box. It's so 1987. I expect to be able to go "off the rails" and still be able to have a reasonable chance of getting somewhere. If it turns out to be over my head, I should have a window of opportunity to get away. (Here I'll reference Todd Howard's Irrational Interview). Basically, if I wander into a high-level cave, that's not exactly a decision I can immediately know to unmake. When I meet the minotaur or frostwarg around the corner, my first instinct is going to be to test my mettle. It's not like TES has (or that we want it to have) the skulls and caution signs from Borderlands. So I should get a bit of a chance to figure out where I stand and act accordingly.
Just... no fixed creatures and levels everywhere I roam. I played those games when we first got them in the US in 1987. Something different, please.
That and the personalization. Oblivion took a step backward to Daggerfall's days and did a lot of re-hashing. I go into a ruin in one part of Cyrodiil and some of that ruin looks exactly like parts of another ruin I visited previously. The Oblivion gate zones particularly looked like cookie-cutter layouts.
Morrowind actually did have a little of this, too. After all, a game designed around a construction set can only have so many parts. But, they always made up for it by adding that personal touch to every area. Nothing in Morrowind looked just "exactly alike" or felt like a cookie-cutter layout.
It's not a huge complaint with me or anything, but I'd like them to bring back the personal touch.
Funny. My complaint about Morrowind is that none of the caves/ruins seemed interesting. Especially since every cave had the exact same stone spiral in it. Oblivion's version was the hairpin staircase in the Ayleid ruins. Whereas I find places in Oblivion like Smoky Hole Cavern. That place had to have had a story in the designer's head that never got written. Of course, I find exploring caves in Oblivion much easier than Morrowind, for reasons that will probably incite a riot (*coughNeedFastTravelcough*). Played most of the way through Oblivion something like 4 times before ever visiting that cave. There are caves in Morrowind I'd never bother going back to that I've located just because I'd need UESP's map to relocate them, etc. Hand touches don't mean much if no one ever visits the cave, I guess. Which cuts both ways. Obviously, Smoky Hole Cavern didn't sound too appealing, either. (I'd rank it second to Sideways Cave in places to visit).
I think the solution is multifold. Forget quantity. Morrowind had a huge number of carefully crafted caves, ruins, etc... but you can't find them casually and would probably bypass most of them if you did. Oblivion has fewer locations, and you can get back to them easily, but by the time the good ones are on your map, you've probably decided "why bother" because so many were just treasure holes. Well, handcraft all the dungeons, but cut the number back a bit, and direct the "saved effort" into books, rumors, notes, and what have you leading us to these places. Some people will inevitably howl about less content, but if you had 120 dungeons with 20 of them being "interesting", and now you have 100 with 60 being "interesting", I'd count that a gain.
Do you mean for us players to have control options over the level scaling that a game does? Or even simply just how it does it? If so, then you'll get no arguement from me. It just might be the best idea I've heard so far since coming to this forum.
Player control? I could see it possible on the PC, but on a console? So probably not. There's no "good way" I can think of to manage any real control there. (PCs can use the ini). I was thinking "Construction Set control", so that when scaling is used, the array of options is massive compared to Oblivion. Basically, Oblivion allows you to control level with offset (level = PClevel+ x), and HP by linear scale (HP = n * level). The latter deserves to be recognized as the reason Goblins svck. Fallout 3 is PCLevel*x, where x is a float*. I want both level control metrics available, along with Fallout 3's max/min bounds. However, both auto-calculate attributes and skills. I want to have metrics to control that, or even "OnSpawn" scripts that one can attach to critters/NPCs. What if I wanted a bandit that raises his restoration ability as he levels and has the AI packages to dispense healing to his allies? Auto-calc won't do him justice inside the core Bandit class. Opportunity lost. (and the OnSpawn scripts can be used to do nifty equipment tricks that leveled lists can't easily replicate, like using level-dependent credits to assign armor). Basically, I want Bethesda and modders to be able to make creatures that scale in radically different ways, so this level 16 Khajiit bandit isn't much like THAT level 16 Khajiit bandit.
*technical info for readers: floating point means "a.bbbbbbbbbb" style numbers, so 0.5 is valid, as is 3.333333333, etc.
I want Spawn scripts so one bandit might wear no armor and have a high-end weapon, while another might have a mere rusty iron dagger and a Glass cuirass. Why? because the spawn script elected to spend the minimum on weapons, and dump every other "credit" on a cuirass. Stuff we can't do without Fallout 3-level list indirection.
Hopefully, you can accept this as "HMA trying to discuss issues with candor" kind of way. I'm an uncivilized dockrat by day, and so I've got a rougher "normal" tone than regular society...