Leveled Creatures - the Bane of Oblivion

Post » Tue Feb 01, 2011 5:25 am

Apologies if this is almost certainly a repeat of an earlier post :brokencomputer:

Here be my 2 cents.

The worlds of TES series are massive and open ended, where you can go anywhere and do pretty much anything, and in Oblivion there is nothing to stop you doing that as long as you brought enough potions and equipment with you.
And thanks fine if you are playing the TES series as a run of the mill FPS. :gun:


This was all thanks to the levelled creatre system they employed in Oblivion, a poor bit of design and no mistake for a game of this callabre. :swear:

But one of the reasons I loved Morrowind (and therefore brought Oblivion) was heading out and exploring the world, happily wandering into a dugeon and experiening an unpleasant trouser incident :ahhh: before running like hell from a Atronach or Golden Saint while only level 4 - vowing to return when I have a slight chance of actually surviving the incident.
Dont get me wrong, I'm not much of a masochist - But it gave the game a greater dimension, and made you appreciate your charater was not yet an Avatar of some angry war god, that it would take a while for you to get out there and kick donkey.

So to sum it up, I like being able to head anywhere and do anything, but I appreciate more having to admit my weedy charater has bug all chance of actaully doing everything, so I might have to admit I've bitten off more than I can chew - and come back later.

I only hope this is resolved for Skyrim, so I can employ the character of Rincewind, the Eternal Coward yet again...
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Lizzie
 
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Post » Mon Jan 31, 2011 9:36 pm

I do agree that Oblivion took leveling too far (however, I should point out that both Morrowind and Oblivion utilized leveling in determining what varieties of Daedra you'd run into), but I don't want it taken out altogether. I think it should be done for Daedra and Undead, like it was in both games, as well as bosses. That way there's still a challenge but you'll still feel more powerful as you level up.
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sunny lovett
 
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Post » Tue Feb 01, 2011 3:38 am

the levelled creatre system they employed in Oblivion

The system of leveling creatures was the same in Oblivion and Morrowind. What Oblivion added was scaling. Here's how the systems work:

Loot Leveling - this controls when loot appears
Enemy Leveling - this controls when enemies appear
Loot Scaling - this controls the strength of loot once it has appeared
Enemy Scaling - this controls the strength of enemies once they have appeared

When players say that they don't like bandits in Daedric armor, for instance, they are talking about loot leveling. When they complain about putting off a Daedric quest to get the best version of a weapon they are talking about loot scaling. When they complain about the landscape suddenly populated by Minotaurs that weren't there a half hour ago they are talking about enemy leveling. When they say they don't like level 50 Goblin Warlords they are talking about enemy scaling.

To this Morrowind also added much more hand-placed loot and enemies than were found in Oblivion. Personally I would like the system used in Morrowind - only extended so that it continued to be a challenge at level 50.
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Sophie Miller
 
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Post » Mon Jan 31, 2011 11:45 pm

Umm... Skyrim uses Fallout 3 leveling, wich is a mix of the two.
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Isabell Hoffmann
 
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Post » Tue Feb 01, 2011 4:13 am

Morrowind had some levelled lists: but unlike Oblivion's, they would never do away entirely with enemies of the lower level denominations. By the time you were a higher level, Kagouti may have been spawning, but there were still chances for Scribs and Nix Hounds to appear, which largely helped to make such areas feel random but not completely out of context of the game world.
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Laura-Lee Gerwing
 
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