"When you go into a dungeon, it'll look at you and adjus

Post » Sat Feb 19, 2011 4:22 am

World revolving around the PC svcks. You can't immerse in that kind of a world. Example: NPCs reacting to your skill masteries. I facepalmed when I first heard someone make a 'witty' comment on something they have no way of knowing.
World changing around you, rats or imps going extinct, giants and trolls suddenly appearing in every hole, that also stinks. Bandits in rare gear is the same thing.
Things have to make sense if you're supposed to immerse and enjoy the gameworld.

Hand placed loot is fun once. The next time you play it stinks. You know where everything is. Now your character has godly information in his/her head that's not supposed to be in there.

My suggestion for hand placed loot: Have 1000 hand placed item locations in the game world for unique items, then have all the 100 items randomly scattered around for every new game. You would only have 10% chance to find any item in the same spot you found something with your 2nd character, and you will find stuff in places that were empty before.
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Krista Belle Davis
 
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Post » Fri Feb 18, 2011 11:52 pm

They have already said that the level scaling will be more like Fallout 3 than Oblivion.
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Tania Bunic
 
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Post » Sat Feb 19, 2011 7:19 am

Your poll is biased because the first question only emphasizes one aspect of leveled dungeons, the fact that you can go in at any level. You fail to mention how non-leveled dungeons are a walkover once you get high enough. Furthermore, Oblivion's implementation was crappy but FO had a much improved system, which can be made even better.
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CSar L
 
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Post » Sat Feb 19, 2011 9:32 am

World revolving around the PC svcks. You can't immerse in that kind of a world. Example: NPCs reacting to your skill masteries. I facepalmed when I first heard someone make a 'witty' comment on something they have no way of knowing.
World changing around you, rats or imps going extinct, giants and trolls suddenly appearing in every hole, that also stinks. Bandits in rare gear is the same thing.
Things have to make sense if you're supposed to immerse and enjoy the gameworld.

Hand placed loot is fun once. The next time you play it stinks. You know where everything is. Now your character has godly information in his/her head that's not supposed to be in there.

My suggestion for hand placed loot: Have 1000 hand placed item locations in the game world for unique items, then have all the 100 items randomly scattered around for every new game. You would only have 10% chance to find any item in the same spot you found something with your 2nd character, and you will find stuff in places that were empty before.



This
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lisa nuttall
 
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Post » Sat Feb 19, 2011 2:19 pm


Hand placed loot is fun once. The next time you play it stinks. You know where everything is. Now your character has godly information in his/her head that's not supposed to be in there.

My suggestion for hand placed loot: Have 1000 hand placed item locations in the game world for unique items, then have all the 100 items randomly scattered around for every new game. You would only have 10% chance to find any item in the same spot you found something with your 2nd character, and you will find stuff in places that were empty before.

This work, however instead of empty you might find other boss level loot, you expect to get something nice then killing the boss.
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jessica breen
 
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Post » Sat Feb 19, 2011 4:29 am

I thought it meant more like, "the game will always be challenging, but not impossible or facerollish". But that just how I thought of it.
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josie treuberg
 
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Post » Sat Feb 19, 2011 4:31 am

I don't like level scaling, and I want both levitation levitation and hand-placed loot... but why is levitation in the second poll?
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Add Me
 
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Post » Sat Feb 19, 2011 1:53 pm

Not hand placed loot, but a bunch of *possible* locations rated in difficulty to spot, where loot can be placed. The "I'm a big treasure sitting in the middle of the room just waiting to be grabbed" should be kept at a minimum. Minimum scale on dungeons are ok. Not so sure about quested ones should have a maximum scale. Instead if should look at the quest giver, what sort of reward was expected, and build the quest and creatures from there. If I'm lvl 12 and a quest giver gives me a hard assignment, creatures and rewards could be in the lvl15-20 range. If I wait and enter the dungeon at lvl 14, it might have scaled up to level 16-17, and good loot positions should be picked from the 16-17 range. If I take on the quest at lvl 25, the reward is a much easier quest and simpler loot, scaled at 20, the maximum for the quest. So *finding* the really neat stuff is also dependent on you level.

If you race through the corridors, you may never even spot the good stuff. There might be crates of the usual stuff, but not the really cool stuff. And also, it's not like every dungeon *will* have cool stuff, not at all. That only makes us overpowered way too quickly.
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anna ley
 
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Post » Sat Feb 19, 2011 7:05 am

So *finding* the really neat stuff is also dependent on you level.

In Oblivion, that kinda thing encouraged meta-gaming, causing people to not do quests until the reward would be approprtiately levelled (and sometimes, by the time it was levelled well you no longer needed it because you got something better). Ultimately, it made a bunch of quest rewards useless.
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Katie Pollard
 
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Post » Sat Feb 19, 2011 12:14 am

Finding the neat stuff shouldn't be dependent on your level, it should be dependent on your ability.

Instead of putting that ebony shortsword deep in some leveled list, put it in a dungeon full of dangerous monsters or on a ledge that only someone with high mobility can reach.

Make us earn it, not WAIT for it.
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Bloomer
 
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Post » Sat Feb 19, 2011 1:11 am

In Oblivion, that kinda thing encouraged meta-gaming, causing people to not do quests until the reward would be approprtiately levelled (and sometimes, by the time it was levelled well you no longer needed it because you got something better). Ultimately, it made a bunch of quest rewards useless.

Most quest rewards are useless at the end anyway as self enchanted stuff are better. Mage guild and Dark brotherhood has some good rewards but most is far weaker than self enchanted daeric.
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Jason White
 
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Post » Sat Feb 19, 2011 9:23 am

Finding the neat stuff shouldn't be dependent on your level, it should be dependent on your ability.

Instead of putting that ebony shortsword deep in some leveled list, put it in a dungeon full of dangerous monsters or on a ledge that only someone with high mobility can reach.

Make us earn it, not WAIT for it.

Your ability? ability to read the cheats hints and spoiler forum and uesp? In practise it's only one way to find it then it's useful would be to read about it, study the map, drink invisibility potions, run down cast fireball to knock it down, grab it then run out again.
in random exploration 95% of the players would not find it, or have 20 ebony sword then they find it.
People killed umbra at level 5, yes it require planning and patience and is dangerous but earn you the best sword you can get at low level.
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Angel Torres
 
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Post » Fri Feb 18, 2011 11:19 pm

Most quest rewards are useless at the end anyway as self enchanted stuff are better. Mage guild and Dark brotherhood has some good rewards but most is far weaker than self enchanted daeric.

Yeah, but now that enchanting is a skill again (meaning I doubt you can make good enchantments without levelling in it), and hopefully stuff like Daedric will be rarer, making unique quest items more important.
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Neil
 
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Post » Sat Feb 19, 2011 3:49 am

I will address this as best I can. The level scaling in Skyrim will be more similar to Fallout 3 than Oblivion. While a player's level may have someone of an impact on npcs, locations are set at a certain level. The only time this may not be the case is for radiant story as we don't really know the specifics of that.
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Eoh
 
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Post » Sat Feb 19, 2011 2:00 pm

I don't like the idea of getting rid of leveled enemies. People always want to destroy the leveled system. No one seems to believe it can be tweaked to suit all of us better.
The deeper you go in a dungeon the harder it should get.
The further a dungeon is from civilization the harder it should be.
The enemies in both situations could be scaled to your characters level, just in different amounts.
In Oblivion some enemies should have had lower maximum levels and others should have perhaps been stronger.
I for one usually focused on non-combat skills and so I always had strong challenge in Oblivion.
I feel like straying too far from what Oblivion was will doom Skyrim.
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Avril Louise
 
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Post » Sat Feb 19, 2011 12:42 pm

From what they've said, I like the sound of what they're doing in Skyrim

Didn't vote, as the first question seemed focused on how OB leveled, not Skyrim.
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candice keenan
 
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Post » Sat Feb 19, 2011 7:43 am

Why the hell is the OP so ridiculously biased? The poll is a piece of [censored], and makes everyone who wants leveled dungeons look like a [censored].
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Kathryn Medows
 
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Post » Fri Feb 18, 2011 10:32 pm

I'm a little sad to hear that dungeons will be locked to your character level too. Kind of defeats the purpose of going back in to a dungeon that way! Will enemies even respawn?!?! We need more details.
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Victoria Vasileva
 
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Post » Sat Feb 19, 2011 9:38 am

Why do you assume that it will scale the enemies down?

What if it scaled the dungeon UP in difficulty?

*gasp*
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BEl J
 
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