Unlock the dungeons

Post » Sat Dec 18, 2010 4:24 pm

What we know they're planning on as far as dungeon difficulty, quoting someone from another thread -
Dungeons have a maximum/minimum set level. I,e Dungeon A is level 15-20. You go in at level 17 it locks to 17. Dungeon B is level 45-50. You go in at level 1 it locks to level 45.


It's basically a reduced form of level scaling, except the dungeon never levels up.

I would suggest that they do level up, after you've surpassed their max level.

Example
You go into to dungeon A, a level 10-20 dungeon, at level 6 and can't complete it. Dungeon is level 10 for you now and will remain locked level 10 until you're level 21 at which point it will unlock and become level 20 the next time you enter.

This retains the feeling of reward when you enter that dungeon after gaining some levels and can beat it, but doesn't make some players worry that dungeon exploring early on will lock dungeons at their lowest level and they won't later be able to get as much loot or challenge out of them.



Thoughts?
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Eileen Müller
 
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Post » Sat Dec 18, 2010 2:00 pm

I call for Morrowind's way.
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Amy Gibson
 
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Post » Sat Dec 18, 2010 4:39 pm

What we know they're planning on as far as dungeon difficulty, quoting someone from another thread -


It's basically a reduced form of level scaling, except the dungeon never levels up.

I would suggest that they do level up, after you've surpassed their max level.

Example
You go into to dungeon A, a level 10-20 dungeon, at level 6 and can't complete it. Dungeon is level 10 for you now and will remain locked level 10 until you're level 21 at which point it will unlock and become level 20 the next time you enter.

This retains the feeling of reward when you enter that dungeon after gaining some levels and can beat it, but doesn't make some players worry that dungeon exploring early on will lock dungeons at their lowest level and they won't later be able to get as much loot or challenge out of them.



Thoughts?


Don't see why this needed its own thread considering it's been talked to death in the other one. As I've stated though before, this current incarnation of the system gives us a sense of reward and power to our characters. On top of that, this gives us the feeling of a wonderful thing called variety. Personally I don't want 130 arbitrary dungeons that eventually just keep up with me. Who matters how long the change takes if it just ends up doing the same thing before anyway? It'd just delay a horribly, inevitable end to the dungeons.
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Alister Scott
 
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Post » Sat Dec 18, 2010 1:24 pm

My goal was kind of a compromise to make the system they've got planned worked better for everyone.

I'd love more hand placed creatures/NPCs as in Morrowind but it doesn't sound like it's going to happen.

Although it's hard to say, a fair number of Morrowind's dungeons had level scaled creatures, we just didn't notice because they just used higher level variations of the same type of creature - IE Dremora became Dremora Lord, Scamp became Clannfear, Skeleton became Bone Lord, etc.
On top of that, this gives us the feeling of a wonderful thing called variety. Personally I don't want 130 arbitrary dungeons that eventually just keep up with me.

They wouldn't keep up with you, they'd be limited to their max level.
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Rozlyn Robinson
 
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Post » Sat Dec 18, 2010 1:39 am

My goal was kind of a compromise to make the system they've got planned worked better for everyone.

I'd love more hand placed creatures/NPCs as in Morrowind but it doesn't sound like it's going to happen.

Although it's hard to say, a fair number of Morrowind's dungeons had level scaled creatures, we just didn't notice because they just used higher level variations of the same type of creature - IE Dremora became Dremora Lord, Scamp became Clannfear, Skeleton became Bone Lord, etc.

They wouldn't keep up with you, they'd be limited to their max level.


Having a black plague wearing rat that makes a lot of damage is pretty ridiculous...
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Kayleigh Williams
 
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Post » Sat Dec 18, 2010 3:50 am

Having a black plague wearing rat that makes a lot of damage is pretty ridiculous...


I'm not sure what you're talking about. o_o
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saxon
 
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Post » Sat Dec 18, 2010 5:17 pm

I'm happy with the system they talk about. The dungeons with the artifacts in them will be of enough high level to prevent you from getting them early in the game, but still accessible for adventure and loot.
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Rachyroo
 
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Post » Sat Dec 18, 2010 2:26 pm

That sounds awesome. I love the way Morrowind did it and I love the way Oblivion did it. This seems like a combination of the two and in favor of Morrowind. Sounds good to me. Hats off for them trying something new!
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rheanna bruining
 
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Post » Sat Dec 18, 2010 9:21 am

Here is my thought on it...This lock cave level system is pretty close to being realistic enough even for me...
It is basically how it works in real life...you enter a cave with wolves, they pawn you and the wolves stay in that cave...strong as they are...they don't somehow gain strength or get higher in levels. So when you come back stronger, you can pawn them...that's quite realistic for me...I mean isn't it?

P.S. Nothing should level anywhere from the INITIAL settings of the game...That's why they are putting this system...If a cave has certain magnitude of level it STAYS that way...It could change for example if instead of wolves, some bad ass bandits claim the cave as theirs...That would be legit...but NO LEVELING PER SE with a character PLEASE!

And another thing...that's exatcly why there are not only 5 caves but more than 100. You're all talking like you're gonna go trough the same caves over and over again...an you can still do that...simply revisit the ones you "remember" to be hard...like - "Hmmm...that cave near that big city had some strong Leeches...I'm gonna check if they appeared again from the depths of hell..." Or something like that
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LuBiE LoU
 
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