level up! do you think we need a different system?

Post » Tue Dec 29, 2009 12:06 pm

Small tweaks, including a return to major and minor skills, but keeping the overall system intact.
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Kay O'Hara
 
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Post » Tue Dec 29, 2009 10:28 am

I would vastly prefer something similar to Daggerfall's system. You still learned by use in Daggerfall, but there were no attribute multipliers. When you leveled up from skill use, you were given 4-6 points to spend on whatever stats (not skills, just stats) you wanted. I want something like that, but with a static amount of points awarded per level. I hate attribute multpliers.
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MARLON JOHNSON
 
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Post » Tue Dec 29, 2009 7:45 am

i think that your should get rid of multipliers, their useless and require planning of your character, which takes the lifelikeness out, and i think that, like in oblivion where training dummies would be set up, you could actually train with them, but your skills would raise at a slower rate,

KEEP THE LEVELS IN, any person with OCD would kill an unlike thinker that wan'ts levels out, 3/4 people that play oblivion are nerds, and 7/8 nerds have OCD, many deaths would occur.

furthermore, i strongly suggest that you take the (i'm not sure what to call it) but where the animals and creatures got stronger at about the same rate you do, makes it unrealistic,

(I. E.) if you attempt to attack a common wolf, and it kills you, you find yourself training so that you can kill it, but as you come back to attack it you find that it is just as strong as you are, again, i ended up tweaking the difficulty scale to make up for this problem.
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sharon
 
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Post » Tue Dec 29, 2009 11:47 am

Oblivion's system worked fine... so why change it in any drastic way?

Of course, the whole no levels just skills idea isn't too bad at all. I'm just more of a "don't fix it if its not broken" kinda guy.

The Oblivion system IS broken.

Click http://www.uesp.net/wiki/Oblivion:Leveling, and scroll down to "The Leveling Problem", read it. :)
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Susan Elizabeth
 
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Post » Tue Dec 29, 2009 5:22 am

Bethsda should learn what GCD is, and implement it. Oblivion had nGCD, I don't want to have to wait for Modders to bring that amazing system to skyrim.
For thos eunfortunate to never had used that mod. It makes it so oyur attributes and such go up, when a skill increases. Theres no more efficient leveling bull, if you level up Blunt weapons enough, you should get stronger on the spot, not by magically sleeping in a bed. Nothing broke Immersion more to me, than having to sleep to become a bit stronger.
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Cartoon
 
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Post » Tue Dec 29, 2009 12:58 pm

i made a huge long-winded wall of text once about it but i can sum it up with:

skills are attached to stats. the more you use a skill attached to a stat, the more that stat grows.

fight a lot and you get stronger. run a lot and you get faster. buy and sell things a lot and you get better at talking people into doing things.

Yup. I made a suggestion stating essentially that, way back in the TESV Ideas and Suggestions thread when it was still in the single digits (it swelled dramatically, eventually finishing at... 188 threads or so?) Your skills already have governing attributes, so if there are an equal number of skills per attribute, you can use your skills to raise your attributes in a linked fashion. Say... For every 4 skill level increases associated with Strength, you get 1 point of Strength.

Your race, class, major, minor, and even your birthsign could all affect not just the starting skill and attribute levels, but also the speed at which they level up.

(I actually went even further, by tying a skill to multiple attributes... It was slightly more complicated and wouldn't please some people if it was obvious, but since this sort of leveling happens behind the scenes, why shouldn't Marksman be tied 20% to Strength, 20% to Endurance, and 60% to Agility? It's more realistic than single governing attributes!)
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Sarah Bishop
 
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Post » Tue Dec 29, 2009 12:45 am

I thin no levels could work really nicely. However we won't get the same feeling of progress. Could this turn off the mainstream? I don't know.

Even if the "pick your attributes" method of leveling is eliminated in favor of skill-tied attribute leveling, actual numbered levels will still be necessary. I can't foresee Beth getting rid of leveled enemies entirely, because it does have its uses when done wisely (as in, not nearly to the extreme that Oblivion did). Therefore, the game engine will need to know your level, even if it's behind the scenes. Besides, like people said, RPGers in general like to know their level, even if the number is meaningless.
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CxvIII
 
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Post » Tue Dec 29, 2009 9:52 am

The Oblivion system IS broken.

Click http://www.uesp.net/wiki/Oblivion:Leveling, and scroll down to "The Leveling Problem", read it. :)


Well yeah, but that's more the level scaling that was the problem then the leveling system itself. I guess you can call them one and the same, but if the level scaling was removed the issue would go away.
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Causon-Chambers
 
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Post » Tue Dec 29, 2009 6:27 am

Current leveling system has its flaws that result in players' power gaming in order to become stronger in low levels, repeating minimal things, and repeated use of skills that one did not chose as primary skills and so on...

In these http://www.gamesas.com/index.php?/topic/1144150-character-development-and-you http://www.gamesas.com/index.php?/topic/1107940-perks-they-can-make-each-play-through-a-unique-experience I have tried to suggest a leveling system that is both fun and prevents power gaming and if combined with what I suggested in http://www.gamesas.com/index.php?/topic/1148814-remove-extensive-level-scaling-in-skyrim-part-2/page__view__findpost__p__16797690 post and continued in http://www.gamesas.com/index.php?/topic/1148458-remove-level-scaling-in-skyrim/page__view__findpost__p__16794258 post for level scaling of monsters and items, can completely eliminate the need for power gaming and would result in a clean and focused gaming experience for any role player without the need to power game.

Ok, I want to give an example of a world with absolutely no scaling the level of monsters and items to the level of the player, and prove that it would work as immensely enjoyable game that gives a huge sense of achievement.

First of all, the level scaling of items and monsters should be based on the position not the player, thus if an area is low level, then it is filled with monsters and loot suitable for low level players, with a minimal chance of finding higher level loot in there.

And if the danger level of an area is mid-level, then it should be suitable for mid-level characters, with midlevel monsters mixed with lower level ones, and a mixed loot, mostly lower level loots mixed with occasional mid-level stuff and a low chance of finding higher level loots, except for boss monsters and their personal stash that should always contain higher level loot.

And if the danger level of an area is high, then one should find a mix of mid-level to higher level monsters, with occasional low level monsters thrown in, and the loot should be a mix of low level to higher level loot with the emphasis on mid-level loot, and a minimal chance of finding real treasures in the encounters, and containers.

There should also be ultra-high level places that would be too much even for high level characters, with increasingly more chance of finding really great loot in those areas as you advance toward even higher level places.

These places should be there for players that like to have more challenges even when they have completed the main quest, and developed really high level characters, so they can gradually conquer those areas bit by bit, while developing their characters even more and finding better loot to help them with the next area, and so on...

This way with any advancement of your character, and with any better loot you find, you become even more powerful and you can survive in new areas that you could not hope to survive, and this relatively safe area can rapidly broaden as you develop your character, but there would always remain some places deep within dungeons or in unreachable surface areas that would remain too hard for even high level areas.

This world is filled with immense sense of progression and achievement.

As for cheating to obtain high level loot from high level areas, this can be prevented, or made into an advantage for the game, so for instance:

The invisibility effect of the spells should never be absolute, or you might call that camouflage or obfuscate to show the fact that it is not absolute.

The monsters can have a sight power or keenness to counter the effect of invisibility, this way, although the lower level monsters would have low level of keenness and could be easily avoided with low level invisibility spells afforded for low level mage characters, the higher level monsters found in the higher level areas could easily break through the power of the spell with their higher level of keenness, or sight power.

Thus if as a low level spell caster, you cast a low level invisibility spell, you might be able to avoid lower level monsters, but would not get past those higher level guards in the higher level areas, so cheating is off.

This also applies to skills like sneak, and spells like unlock and so on, as those skills and spells might seem adequate in lower level areas, but as you enter higher level areas, you would find your arsenal lacking, and might have to advance with more caution to be able to develop your character and his arsenal with more deliberation to be able to overcome the increasingly level of challenge ahead.

But a clever player with a well-chosen set of skills and stuff might be able to stick to the shadowy areas, or might be able to use the environment to his benefit and outrun the resident evil of the higher level areas and with a bit of luck gain access to a high level stash of items and run away for his life back to lower level areas with an immense sense of triumph and enjoy the new found treasure for a while and it is his rightful trophy, and no one could say that it is a cheat.

When a quest leads you to higher level areas, you might have to wait for a bit to become more prepared to be able to complete the quest, and those quests should yield to rewards in proportion to the danger level of the areas that they are set.

As for character development, the level of experience you gain in any skill, should be in proportion to the difficulty of the task, so if you are a character with a high skill level of sword play, and you kill a low level bandit with a blunt low level knife, you should gain little experience in sword play, because your opponent caused you little trouble, and added nothing to your knowledge of swordplay.

But a higher level opponent would be a better chance if you want to advance your skills, so the players would automatically chose the areas that would give them a moderate challenge in their tasks, and would not linger in lower level areas to power game and advance in levels, because it would take a really long time that way.

Also the level of experience that a player gains while hitting a monster with a weapon should be in proportion to the damage dealt, not the number of times that you hit an opponent, so power gaming with low level weapons would be out, as it would not be different if you kill a monster with a low damage weapon or high damage weapon, but the amount of damage you dealt in total, so you chose your best weapon for each fight and the fights would end sooner and would not bore you.

This also applies to non-combat skills, like mercantile, so you do not sell your loot one by one to the merchant, but sell them all at once and gain level by the total value of the loot, not the number of items.

The spells should follow this rule and give experience with the total power of the spell effects not the total number of casts.

This would result in a streamlined game, with no need for power gaming and doing things repeatedly with low level items or spells in order to gain experience in repeating minimal actions.

In another note, low level foes should be more interested in saving their own hide and keeping their distance from higher level players, but as they would give relatively low level of skill experience and loot, then it would be no problem, but maybe some players enjoy chasing those poor bastards, and finishing them off with one blow, or spell.

In Oblivion I did not select the armor, blade and block skills as primary skills, then I went inside a sewer and found some rats in there and drank a long lasting, but low power health regen like those found in fighter guilds of an OOO game, then put some weight on keyboard block key and went away to drink a coffee or any other jobs needed in RL.

I did the same thing by combining auto-moving while sneaking around a place that some people were near. but at the other side of a wall that could not see me, and at the same time having drunk a long effect but weak mana potion like the ones found in mage guilds of an OOO game, and selecting a low power buff spell, and puting a weight on the cast key, and lean back to read a book and occasionally looking back to see if I needed to drink another potion and so on...

Not to mention that I jumped around whenever I wanted to walk a distance.

But the combined effect of those two threads and the other post would prevent the need to power game in most of those occasion, except for the jumping around which currently I do not know how to prevent.
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Wayne W
 
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Post » Tue Dec 29, 2009 2:57 pm

As almost everyone has said:

yes to attributes affecting stats
yes to level up through skill use
NO to the +5 system,

pretty much anything that lets us earn our stats without handicapping me for happening to do a crapload of alchemy one level and getting the next solely on combat-related skills would probably be a step up, honestly. Current system says "gee, you worked so hard on your alchemy out of fun or necessity, or simple curiosity. Now most of that means nothing because you leveled"
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suzan
 
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Post » Tue Dec 29, 2009 1:34 am

I would vastly prefer something similar to Daggerfall's system. You still learned by use in Daggerfall, but there were no attribute multipliers. When you leveled up from skill use, you were given 4-6 points to spend on whatever stats (not skills, just stats) you wanted. I want something like that, but with a static amount of points awarded per level. I hate attribute multpliers.


This is my vote. I was one of those players who (after my first horrible character) made sure I did the min/max efficient leveling approach getting +5 in my attributes every level until maxed. It was asinine in retrospect, but I couldn't bear to play any other way knowing that I could do it by constructing this bass-ackwards major/minor skill set (that had nothing to do with my character's "class") and training via repetition not related to actually playing the game.

1. Get rid of modifiers
2. Choose a set of custom skills or a premade class
3. Level by using those associated skills
4. Distribute a set number of points awarded each level into the attributes you feel need boosting.
5. Play the game

You could still have a 5 point cap (or whatever) in a given attribute each level to avoid packing 15 points in Endurance for example. Luck could remain at +1 only per level.
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Mike Plumley
 
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Post » Tue Dec 29, 2009 7:25 am

An xp system with skill and attribute points to spend on lvl up would be an immense gain. It's just boring that repetition of menial tasks can make you a superhero. Fanatsy literature is not excatly full of stories of a mage becoming an archmage by casting a small flame incantation for two years repeatedly alone in his chamber...
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Nicole Coucopoulos
 
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Post » Tue Dec 29, 2009 3:19 pm

An xp system with skill and attribute points to spend on lvl up would be an immense gain. It's just boring that repetition of menial tasks can make you a superhero. Fanatsy literature is not excatly full of stories of a mage becoming an archmage by casting a small flame incantation for two years repeatedly alone in his chamber...


Try Fallout 3 or NV, and explain to me why it's possible to get better at Energy Weapons without having ever SEEN one. That's the counter-argument, and one which I've never seen convincingly countered.
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Jessie Rae Brouillette
 
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Post » Mon Dec 28, 2009 11:45 pm

An xp system with skill and attribute points to spend on lvl up would be an immense gain. It's just boring that repetition of menial tasks can make you a superhero. Fanatsy literature is not excatly full of stories of a mage becoming an archmage by casting a small flame incantation for two years repeatedly alone in his chamber...



i disagree with you completely
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Lisha Boo
 
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Post » Tue Dec 29, 2009 10:10 am

An xp system with skill and attribute points to spend on lvl up would be an immense gain. It's just boring that repetition of menial tasks can make you a superhero. Fanatsy literature is not excatly full of stories of a mage becoming an archmage by casting a small flame incantation for two years repeatedly alone in his chamber...


uhhhh that's exactly how a mage would become more Powerful.... by PRACTICING. It makes less sense for that mage to kill a few enemies with a sword and all of a sudden he's more proficient in magic.

That's how it works in real life as well I don't use a hammer for a few hours and suddenly become a better cook
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Bethany Watkin
 
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Post » Tue Dec 29, 2009 4:27 am

They need to get rid of the multipliers and implement a system that doesn't punish natural play. I don't really care that much how they do it, but my suggestion is a refinement of the "skills directly increase attributes" system.

In Morrowind and Oblivion when you use a skill you get skill experience and when you get enough experience in a skill it increases by 1. I propose that in addition to getting skill experience you also get attribute experience for the governing attribute of the skill you used and when you've gathered enough of it the attribute increses by 1.

I believe this is the most elegant and natural way of handling attribute increases. It also has the benefit that how fast an attribute increases is based purely on how often you use any skill governed by it and not on how many different skills governed by it you use. If you use only Blunt weapons or if you alternate between Blunt and Blade, your Strength will increase at the same rate. That's because how much Strength exp you need to improve your Strength depends on how high it is, and not on how high the skills are.

Another thing is that if you max out a skill before maxing out it's governing attribute, you can still keep on using that skill to increase the attribute further. For example if you have 90 Strength and 100 Blunt Weapons you still get Strength exp whenever you hit something with a Warhammer so you're not forced to switch to a sword in order to keep improving your Strength.

If they want to keep levels they can then make them based on attribute increases. For example, characters start at level 0 with an average attribute value of 50. Then for every 10 attribute increases you get a level which results in a max level of 40. I would also like it very much if they used level only for the purpose of scaling the game. I'd actually prefer scaling by location instead of scaling by player level, but I sincerely doubt they'll go for that. Anyway, level shouldn't be used in Health calculation. Instead Health should simply be based on stats just like Magicka and Fatigue already are. Something like 2x Endurance would be fine. Maybe slap a fixed base value over that so player's don't automatically die if they get their Endurance drained to 0. Just make it so it isn't level based.
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Andrew Lang
 
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Post » Tue Dec 29, 2009 3:21 pm

The way GCD and nGCD did it in MW and OB, respectively, is how leveling up should be done.
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John N
 
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Post » Tue Dec 29, 2009 12:41 am

This is my vote. I was one of those players who (after my first horrible character) made sure I did the min/max efficient leveling approach getting +5 in my attributes every level until maxed. It was asinine in retrospect, but I couldn't bear to play any other way knowing that I could do it by constructing this bass-ackwards major/minor skill set (that had nothing to do with my character's "class") and training via repetition not related to actually playing the game.

1. Get rid of modifiers
2. Choose a set of custom skills or a premade class
3. Level by using those associated skills
4. Distribute a set number of points awarded each level into the attributes you feel need boosting.
5. Play the game

You could still have a 5 point cap (or whatever) in a given attribute each level to avoid packing 15 points in Endurance for example. Luck could remain at +1 only per level.


I like this solution, is clean and simple, and gets rid of most problems. Wasn't Daggerfall leveling somewhat like this?
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Taylah Illies
 
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Post » Tue Dec 29, 2009 9:56 am

I like this solution, is clean and simple, and gets rid of most problems. Wasn't Daggerfall leveling somewhat like this?

Yeah, every time your major and minor increased to a certain level, you were given 4-6 attribute points (at random) to freely put it wherever you want.

But I prefer GCD's version, which is, seamless leveling, and when you increase skills, it also increases attributes (with the main stat being what will most often be increased)
--Basic idea, the specifics are more complex of how it's handled.
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Elle H
 
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Post » Tue Dec 29, 2009 12:57 am

The problem with the system in morrowind and obilivion is that I start out always thinking that I'm just going to play causually, try do immerse myself in the world but it always ends up me having spreadsheets and planning my leveling to get the most optimal stats and that takes out much fun for me...
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Julia Schwalbe
 
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Post » Tue Dec 29, 2009 6:30 am

Yeah, every time your major and minor increased to a certain level, you were given 4-6 attribute points (at random) to freely put it wherever you want.

But I prefer GCD's version, which is, seamless leveling, and when you increase skills, it also increases attributes (with the main stat being what will most often be increased)
--Basic idea, the specifics are more complex of how it's handled.


Awarding a given set of points would also get rid of the whole max every stat race, which I get some people like, but its kind of out there. You would have to use your points in your most useful attributes depending on your class, and there would be a place for specialized characters.

Ive never used any custom leveling mod, but if its been implemented and people like the way it works, could be something to check out. Nevertheless, the current system needs to be tweaked somehow, the current iteration is pretty horrible.
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Roberta Obrien
 
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Post » Tue Dec 29, 2009 1:05 am

keep stats, keep skills, ditch levels completely. problem solved.


+1

Also, what I disliked the most about leveling in MW and OB: The higher your major/minor skills after char creation, the lower your maximum level. Race and birthsign bonuses should be on top of the 100 point limit.
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ONLY ME!!!!
 
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Post » Tue Dec 29, 2009 12:51 am

Bring back minor skills!! :brokencomputer:
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joseluis perez
 
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Post » Tue Dec 29, 2009 1:36 pm

Well, I haven't played Morrowind or Oblivion without GCD / nGCD for a long while, but I remember the pains of the original leveling system quite well.

"This time, I want 5 points in endurance, so I better go and grind Block with a mudcrab now!"
"And now for speed. I better go to Olav's Tap and Track and so some Acrobatics on that one bed now."

It was horrible, absolutely not immersive, and a pain in the rear. And the way the hitpoints were calculated basically made the first few levels identical for everyone ("go train block with a mudcrab"), unless I was sure that I just didn't care that my character would svck at about level 17 if I wouldn't.


It should definitely be tweaked. Or, well, I'll just use the next generation of the GCD type of mods.
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Tai Scott
 
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Post » Tue Dec 29, 2009 5:29 am

When I heard 'class perks' I was instantly opposed "that's too DnD" and hearing many of your (scattered) suggestions I thought you (Sphagne) should be tarred and feathered. But after thoroughly reviewing your posts in your linked threads (I've scanned them several times, but only now been able to read them properly) I think your system is superior to previous TES games. However, I still would do some things differently.
For one, I always custom class, even if I'm making a class similar to a pre-made class. (there is always 'something' wrong with them even if its just to trade block for armorer. I have hardly even LOOKED at pre-mades since Daggerfall.) And regardless of how you tweak Pre-gen classes for flexibility, I feel this could tie my hands.
Furthermore, perks, IMO, detract from the power of the idea of skills based leveling. If your a master of the skill, it follows that you should be able to achieve abilities a priori as previous masters have done before you. If you are competent as a swordsman, it follows that you would know to target the head, and it follows that you would know how to swing a sword. Therefore, why would you need to pay a teacher to tell you how to do a head chop? If my mage CAN'T eventually figure out how to raise the dead then how did the first necromancer figure it out. (Mannimarco was killed by the player, how can Mannimarco be THAT much more powerful than I can ever be? Wait, was he the first necy or did he just do it better? *goes back to the lore books*)

Secondly, I am not opposed to area based level scaling. However, I must inform everyone that level based scaling will inevitably force players forward from the 'pretty' noob-section to the scarier leet-section. part of the value of the game is the environment and some may tire of living in one environment as opposed to another.
a perk of oblivion was that you could enjoy any part of the country just as well. albeit, that scaling was inferior to Morrowind's. In Morrowind you just stay away from the deadric shrines and you'll be fine, you could still go anywhere. DF's was of course more in line with OB's scaling.
Another thing to consider about this is that it may add to the replay value of the game. If your forced to leave or get bored with your warrior in the first play, your thief may enjoy the dungeons your warrior didn't have the time to see. I'm on the fence here; I'm just pointing things out.

Also the level of experience that a player gains while hitting a monster with a weapon should be in proportion to the damage dealt

It is imperative that Bethesda implements this concept, or allows room for this in the Construction editor. I cannot overstate my anticipation of this improvement.

I am in support of abolishing the leveling system. A "level" could be present in the form of an arbitrary number based on total skill advances (major/minor skills or whatever system they want). In other words, "your stats determine your level" not "your level determines your stats". This number could be hidden from the player (optional?) to smooth over the immersion. I like Absinthe's idea of HP=100+En (or w/e in place of 100). I might add another variable like say HP=100+N(En) where N could be .75-1.50 depending on character generation 'perks' (similar to DF HP/Lvl slider) or a birth sign.

I am in support of abolishing the HP system. and would like to see MP/fatigue merged. Hp was a gauge of character skills/ endurance/ defence fatigue that old games used to show the 'progress' of a fight. Nowadays we have things like skills, endurance, fatigue and other mechanics (Player skill in more arcade-style games *cough* Oblivion *cough*) to show the state of a fight. namely, I would like to see locational damage be properly implemented now that physics isn't just a class that smart people take in college. People have limbs, a trunk, a skeleton, AND organs: hit-boxes, IMO, aren't enough anymore. Grazing headshots, regardless of power, should only be superficial wounds. Cerebral cortex-shots = Ded.
MP should equate Fatigue. MP was a system to prevent spamming potentially unbalancing spells. It was Role Played as the mental endurance to perform very stressful mental abilities. Fatigue was a system to ... justify sleeping as a game mechanic? Now it is so a fighter cant spam potentially unbalancing fighting techniques (or, based on opinion and more accurately, to show the real world limits of a human being in a stressful situation). Why can my spellsword CAST until he is exhausted and then FIGHT until he is exhausted. Why can my exhausted paladin heal himself of potentially deadly toxins after he barely manages to strangle an assassin that caught him off guard.

Also, I am in support of abolishing the Fed. (oops sry, unrelated)

As for cheating to obtain high level loot from high level areas, this can be prevented, or made into an advantage for the game,

I don't believe that cheating should be considered an issue. Anyone can use the console. I know 10-yr-olds that use the console for god mode. How many mods are there that that add Uber items? If your worried that your going to be pwnd by hackers, take a breath.... its single player... they will only ruin their own experience. (unless they have multi-player in skyrim?) how many people can call themselves fans of TES that don't understand role playing well enough to cripple the part of their mind that recognizes or ignores a blatant exploit. There shouldn't be Morrowind-enchanting-or-alchemy level exploits, but lets not punish the honest folks for the actions of the pirates. That said, I like the "keen senses" idea, as long as not all creatures should have them. High level humans should not have better smelling or hearing than low level humans (tho, better attention to detail makes sense.)

That was supposed to be a quick yes/ no response. LAFF. As soon as I commit to make a response; I commit to write a book, it seems.

Well, while I'm wasting everyone precious "waste-time-speculating-on-a-game-that's-prolly-too-far-developed-to-be-changed-significantly" time I'd like to address Max caps as well. An orc is naturally strong, a breton is not. Does it make since that the highest strength an orc can aspire to is the same as a breton's? of course a breton works harder... That's not really the issue tho let me start again. Does it make sense that I can spend every moment of my life devoted to study and never atrophy? If there was a natural decay to skills and attributes (which should be tied to skills) then there would be a natural limit to how strong a person is. There's only 24 hrs in a day, you can only train so much. At some point skill increases would be so slow, they would be outpaced by decay. Furthermore, your warrior could decide to become a wizard. Why cant a body builder learn to be a cook. Sure he would shrivel (look at Arnold Schwarzenegger the Terminator, then at Arnold the goovanator.) there would be jacks-of-all-trades but no master-of-all-trades. This is only possible if levels are changed, as many people here seem to want, since in Ob skill decreases lead to unlimited leveling. It would probably frustrate many people (especially the less than hardcoe crowd). And it would punish you for taking a casual stroll through the forest. But the role playing and realism could add a lot.
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Steve Bates
 
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