Hand crafted *non-storyline* locations / challenges

Post » Sun Jun 20, 2010 8:31 am

Please make some of these. This ties in a bit with the scaling issue. One of the problem issues with Oblivion was that all tombs, caves, or locations of a certain type had to look very generic because the developers could never tie certain monsters (nor lore) to these locations, knowing the inhabitants would be randomly generated based on the power of the character when he arrived.

By my reading of the current system, when you enter a region or localized area, the entire part of the map you are in will *lock in* at your level. At this point who cares where I explore, if the first dungeon I see is going to be the same level as any in the entire area?

Why push to the far and unique corners of the world (which is the fun of exploring) if the loot and challenges remain the same everywhere? Sure there is new scenery and maybe I get a tomb instead of a cave, but I don’t want every tomb to look even roughly the same.

A tomb occupied by high level necromances and liches should not simply be the same mundane looking tomb that is populated by skeletons and zombies that you face at level 2. It really takes the epicness out of such encounters when they are located in the same, for lack of a better world, tile-setted dungeons that the lowbie monsters of the same genre were populating early in the game. Powerful monsters should exist in locations befitting their power and station. They would not choose simple abodes.

I’m not talking about the main storyline locations either, which usually are hand crafted, but some other optional side quests, that are treated in the same quality way, that perhaps have their own quest chains and lore tied to them and definite benchmarks of ability that are required to defeat them.

There is no reason these things could not exist in tandem with the existing areas that are locked in randomly, and in fact, they would add to the richness and depth of the world for providing something stable, and yet not linearly tied into the main storyline - that everyone will see anyway. Basically areas that are especially rewarding and rich for explorers and completionists, but highly challengingly in their own right.
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Cesar Gomez
 
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Post » Sun Jun 20, 2010 6:40 am

You haven't read the new info have you, neither used the search button?

Level scaling ala Oblivion is out.
Areas will have a certain levels around them.
All dungeons are uniquelly made.

So your fears are unnecessary :)
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Lily Something
 
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Post » Sun Jun 20, 2010 2:03 pm

-double post-
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Tamara Primo
 
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Post » Sun Jun 20, 2010 3:05 am

You haven't read the new info have you, neither used the search button?

Level scaling ala Oblivion is out.
Areas will have a certain levels around them.
All dungeons are uniquelly made.

So your fears are unnecessary :)


I have read the new info, and listened to Tood Howard's podcasts. And I don't see how it hand waves away the issue. The Fallout scaling system is a modified version of the Oblivion one, less restrictive by some accounts, but there is till going to be scaling.

Yes areas will have certain levels around them, those levels will be *locked in* and never change based upon your level when you arrive in them, according to Howard. This is the opposite of what I'm talking about. I'm looking for specific *non story* dungeons that are made with their inhabitants in mind, and the power of those inhabitants pre-determinted before your character ever arrives there. To give parts of the world permanency and meaning.

Right now the level of opponents in these place are not defined until your character arrives in the region. This is the same 'easy mode', if I may be so derogatory, system used in Oblivion, with the only difference in Oblivion, the dungeons would actually rescale again and again. Now they simply stay the same, but the locations remain divorced in power from their inhabitants based on the character's level. This ends up providing very generic and often repetitive side quests and locations, because the devs still cannot ever know the level of the creatures inhabiting a place, which restricts design creativity and cohesion.

That the dungeons are uniquely made isn't the issue, it's that they are uniquely made without definite power levels of the creatures inside in mind. I'm asking only for *some* of these locations scattered around the world so that exploring has more meaning and the world has more static believability and depth.

If you have an article or interview that confirms any of this will be the case (outside the main storyline) I'd be glad to read it.

Relevant quotes explaining the current system:

Level-scaling makes a return. Meaning: “The game eventually logs a huge storehouse of knowledge about how you’ve played, and subsequently tailors content to your capabilities and experiences. Entering a city, a young woman might approach you and beg you to save her daughter from kidnappers. The game will look at the nearby dungeons you’ve explored, automatically set the mission in a place you’ve never visited, and designate opponents that are appropriately matched to your strengths and weaknesses.”

- Dungeons will be locked at their level once you have been there
- In a dungeon, it will remain lvl 5 when you entered it on lvl 5

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Samantha Pattison
 
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Post » Sun Jun 20, 2010 4:26 am



Well all the dungeons are uniquely made this time around so I'm sure every dungeon will have the creatures that inhabit it in mind. And this is an even more modified Fallout scale. In Oblivion everything scaled, and in Fallout, the dungeons locked. But in Skyrim, they have max and minimum levels. So if a dungeon has a range of levels 30-35 and you enter at level 10 it will lock at the minimum 30. But if you entered it at say, level 40, it would be locked at 35. It is kind of fixed, there will still be some scaling but if you go to a dungeon at too low a level you will actually be screwed this time.
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elliot mudd
 
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Post » Sun Jun 20, 2010 7:02 am

Well all the dungeons are uniquely made this time around so I'm sure every dungeon will have the creatures that inhabit it in mind. And this is an even more modified Fallout scale. In Oblivion everything scaled, and in Fallout, the dungeons locked. But in Skyrim, they have max and minimum levels. So if a dungeon has a range of levels 30-35 and you enter at level 10 it will lock at the minimum 30. But if you entered it at say, level 40, it would be locked at 35. It is kind of fixed, there will still be some scaling but if you go to a dungeon at too low a level you will actually be screwed this time.

This would work far better if it was just loot which scaled like this, since this still promises us that it will be inhabited by different creaures if I enter it as a level 34 than if I entered it at level 27...
I would also prefer all humanoid enemy's to be none-respawning, and handnamed...
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Mark
 
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Post » Sun Jun 20, 2010 8:35 am

Well all the dungeons are uniquely made this time around so I'm sure every dungeon will have the creatures that inhabit it in mind. And this is an even more modified Fallout scale. In Oblivion everything scaled, and in Fallout, the dungeons locked. But in Skyrim, they have max and minimum levels. So if a dungeon has a range of levels 30-35 and you enter at level 10 it will lock at the minimum 30. But if you entered it at say, level 40, it would be locked at 35. It is kind of fixed, there will still be some scaling but if you go to a dungeon at too low a level you will actually be screwed this time.


hat would work fine for me.
Also cool would be if a third of the world would be handcrafted, a third scaled and the last third generated at random when an new game starts. That's some kind of compromise between a level scaled and a static world adding a new feature that generates more diversity every time you play again.

PS: I know im not a very good at english so please do not complain about that:P
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Prue
 
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Post » Sun Jun 20, 2010 2:40 pm

Completely agree with OP. A epic dungeon should have vampires and lichs living within from the very first level, instead of being guarded by mudcrabs.
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dean Cutler
 
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Post » Sun Jun 20, 2010 5:55 am

Snip

The areas will have some form of fixed level, meaning that you wouldn't be able to get inside the dungeon because the enemies guarding it and surrounding it could be very dangerous. However, successfully entering the high level areas dungeon at level one wouldn't make it level 1. It would be the closest possible that the specific dungeon can become, meaning on a high level place something around 30 or maybe even 35, at level 1. I think that this means that we'll encounter the enemies designed for the dungeon, not rats. We also level up faster accoring to Todd, which would mean that those who feel like exploring the high level areas soon could do so by simply using their skills to raise their level fast. however, I've never played Oblivion for example in a way that would have made me enter the same dungeon twice in One save. There simply is nothing there for me to do exept fight stronger enemies, I'd much rather enter a new dungeon straight away.
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Nicole Coucopoulos
 
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Post » Sun Jun 20, 2010 4:44 am

You haven't read the new info have you, neither used the search button?

Level scaling ala Oblivion is out.
Areas will have a certain levels around them.
All dungeons are uniquelly made.

So your fears are unnecessary :)


You mean "Level scaling à la Oblivion"...
haha...
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meg knight
 
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Post » Sun Jun 20, 2010 8:37 am

Completely agree with OP. A epic dungeon should have vampires and lichs living within from the very first level, instead of being guarded by mudcrabs.

It will. Just because there is a certain level scale with a maximum and minimum level in it doesn't mean the enemies will change. I'm pretty sure (my assumption, not confirmed) that the same creatures will be in the caves at any time, but they will just be stronger or weaker based on your level. This still remains to be seen though.
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Robyn Lena
 
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Post » Sun Jun 20, 2010 6:37 am

Completely agree with OP. A epic dungeon should have vampires and lichs living within from the very first level, instead of being guarded by mudcrabs.


Why can't we just have both? Dungeons with Liches and Vampires being guarded by mudcrabs. You see there is an exchange here, they can;t guard their fort by night so it's up to the mudcrabs to frighten the player away.
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Vera Maslar
 
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Post » Sun Jun 20, 2010 12:43 pm

What i liked about oblivions system for monster leveling was the simple fact that i could watch my wife play and it wouldnt effect my game much. when i hit the same cave the monsters would be different.

For example: i got into a cave just out of the walk thru and it was filled full of imps. cool. got some good stuff. she went to the cave and ended up with trolls and she was like WTF!? lol it made for some good fun. the new system i will learn what is where when i watch her play. it will be kind of cheating but it cant be helped.
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Timara White
 
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