Pardon any places where it seems I lost my train of thought and kept typing anyway. It's hard to finish a thought while checking three sets of game data, only to realize that the preview feature in two of them is no longer working locally, and will probably not do so again until I reboot.
However, HMA fails to mention the biggest difference between those: In Morrowind (and Fallout 3), generally any of the monsters at or below your level could appear. In Oblivion, only those most close to your level did.
Here's the deal: show me the cells and spawns that demonstrate this behavior. Something verifiable.
Or, I can sling the unprovable as well: at higher levels, I claim all manner of lower creatures drop off most of Morrowind's lists as well on the basis of "half of these lists contain creatures I forgot were in the game" and "last time I saw (random low-level creature), I think I had a single digit level". Like Ancestor ghosts. Ain't seen one of them in the last 10 tombs I've entered.
Since the Morrowind CS lacks any list-related debugging features, I propose a test: Omelan Ancestral Tomb. No idea where that is, but it uses exactly one spawn list for the 12 undead enemies. It will also spawn a rat that we don't care about. What we need is a survey of these undead enemies, character level, and a generic check to make sure mods haven't altered the tomb or in_tomb_all_lev+0. Hopefully, the largest sample size is "people at levels higher than 9". I expect to see something missing from this sample set.
Morrowind contains 49 lists with 3 or fewer entries, which pretty much keeps everything "close" to your level. Most of these contain lower level spawns and are placed in specific regions. Your rat probably isn't coming off the grand lists of the region, it's coming off a list that is called ex_wild_rat_lev+2 (or +0 or -2, depending). If it was up to Morrowind to pick him off a real list instead of a rat-only list, are you so sure he'd still show up? I wouldn't be so sure, because if you're right, why did bonelords displace ancestor ghosts in my pass through Morrowind?
Fallout 3 uses very short lists (the longest without Broken Steel is a whopping 6 entries), which makes it "much harder" for enemies to drop off at all.
All of which goes back to what I've said before: Oblivion's main problem is that the lists that are used for most spawns are "very much the same". Oh, Oblivion HAS a rat-only list. I think it's even used in a few places. But pretty much "every external spawn" comes from about 14 lists that tend to be "all non-daedra" with individual items subtracted. (Do we want Will o the Wisps in the Jeralls? No? OK! I'll delete it from this copy!)
In no way has anyone done the kind of anolysis that supports your contention that Morrowind and Fallout 3 have appreciably different drop-off properties than Oblivion. What can be proven is "they use a lot of really short lists that are used" and "Oblivion uses a lot of larger lists that overlap heavily".
That's what I was getting at. Named bandits and other NPCs in Morrowind did NOT level, only monsters.
Nothing actually levels in Morrowind. There's absolutely no mechanic for it. What spawns is leveled, but the spawn itself is the same no matter where it is (except for disease effects). There is only one rat. Even when he attacks you from four directions at once, it's the same freaking rat. The ultimate question is whether "a living, dynamic world" is more or less important to you than "I want to become godly against the characters that beat me up when I was level 1". If you say the former, then you're probably discussing the "half-level scaling" idea or something. (BTW, bad idea, since it's a regression from FO3, where the scaling possibilities amount to "set a minimum, set a maximum or 0 for no max, and set a scaling factor that need not be an integer", offering half scaling with a 0.5 factor, or pi scaling, with a factor of 3.141592, if you have the insane urge to use it.). Then again, I'm also sure the half-scaling proponents will accept the FO3 leveling on the "default to .5" caveat. Because flexibility is good. (Speaking of which, the best NPC scaling solution is to combine TESIV and FO3: allow us to add a constant to the mix, besides simply multiplying the PC level by a constant. Because it's one more option at very little complexity)
So... do bandits do things, or do they just sit around waiting for random adventurers to slaughter them.
If they do things, why should they be fixed level? They can fight and practice and train. As AI and other systems evolve, we should even allow them to switch into peasant cloths and visit a city without going psycho on the guards.
If they are simply window dressing... can we make them creatures and be done with any pretense that they are actually Bosmer and Argonians and Orcs? Let's make them "things to be slaughtered without mercy" and stop pretending they have family.
Thanks. You've ruined Morrowind forever for me ><
The truth will set you free.
There are aspects you can appreciate now that would've been mundane before. A dev had to specially select THAT spawn to be a rat list instead of it being a Winged Twilight. A dev made an Alit list so that you felt threatened at low levels, but at high levels, the Blighted Alits had a chance of still holding a degree of menace. All for you, they created lists that filled in gaps that appeared. Before, you might have assumed it was purely regional what appeared. Now you know someone spent time and effort to make that balance you liked. It shouldn't "ruin" anything for you, except the ability to slam Oblivion for using lists. It definitely still gives you cause to bash the lists ultimately used. I have no problem with people bashing them because "they're too similar" or "so big nothing ever hits the bottom". Those are both true. Demonstrably so. And so you can appreciate Morrowind's attention to detail in adding MORE lists to do what people assumed they did with no/fewer lists.