TES V leveling

Post » Wed Feb 16, 2011 11:19 am

I would like a mix, i want to be able to fear heading into the unknown because i personally dont know what will be in the next room, i didnt have that fear in Oblivion, i knew what was behind the door was something i could handle because it was the same level as me. Morrowind did it good, although a challenge after level 20 would be nice. I think they could use the enemies levelling until a certain point, then they wont have any higher levels. A bandit could level around your level until level 14 or so, then stop, yet his boss could go to 17, and be a few levels ahead of your character to add some challenge, the Deadric quests shouldnt even be attempted until level 20 because the Daedric lords would need a powerful being to help them out. I would expect Umbra (going by the story that the sword demanded blood) to be a good challenge, going for the quest using OOO was a death sentence to anyone below level 25 or so. Thats the type of challenge i want in a game, not to feel weak enough to kill mudcrabs until level 5, but not to powerful enough to sweep everything to the floor. A nice inbetween would be good, look at OOO, thats how i feel it should be done.
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Sammygirl500
 
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Post » Wed Feb 16, 2011 2:48 pm

Other;

No, regional leveling imo is noooo good. Really, (I have no problem with WoW, but GW ftw....:P), but that is what WoW does. Would you seriously want to go from one area, level up, then go to another area and never go back to the areas which you have outleveled? It would really create a static world (Overall, you could have dynamic areas, but each area e.g. Level 1-10 and 10-25 would never interract with each other, because why would you go back to 1-10 when your level 20?), where nothing overly dynamic could happen.....

Instead, make it a world where it is full of heaps and heaps of creatures, but all remain a static level with an exception of some creatures (e.g. bosses. Bosses would, though have a beginning level, e.g. A certain Boss would be level 25, and would only start scaling when you reach level 22 or something....).

The world would intertwine, and there would be pockets of harder places in maybe the easier places and so on......

So there maybe low level quests and creatures, but no low level areas.

I just don't want an areas specifically for level 10-25 and 25-35 etc...

I want one (dynamic) world which is level 1 to the cap...

So a mix of scaling and static w/o regional leveling.....
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Catherine Harte
 
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Post » Wed Feb 16, 2011 12:08 pm

Other;

No, regional leveling imo is noooo good. Really, (I have no problem with WoW, but GW ftw....:P), but that is what WoW does. Would you seriously want to go from one area, level up, then go to another area and never go back to the areas which you have outleveled? It would really create a static world (Overall, you could have dynamic areas, but each area e.g. Level 1-10 and 10-25 would never interract with each other, because why would you go back to 1-10 when your level 20?), where nothing overly dynamic could happen.....

Instead, make it a world where it is full of heaps and heaps of creatures, but all remain a static level with an exception of some creatures (e.g. bosses. Bosses would, though have a beginning level, e.g. A certain Boss would be level 25, and would only start scaling when you reach level 22 or something....).

The world would intertwine, and there would be pockets of harder places in maybe the easier places and so on......

So there maybe low level quests and creatures, but no low level areas.

I just don't want an areas specifically for level 10-25 and 25-35 etc...

I want one (dynamic) world which is level 1 to the cap...

So a mix of scaling and static w/o regional leveling.....


I don't think many if any people here would advocate areas that only open up at certain levels. It would ruin a sandbox game where exploration is important. Regional scaling would be more like MW where certain areas like Red Mountain would be very tough for beginning PCs and other areas like the Bitter Coast much less dangerous. If on the MW model there would still be levelled lists for each area so there might be a few surprises to be found anywhere.
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Steve Bates
 
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Post » Wed Feb 16, 2011 1:08 pm

I missed that so much when I first played Oblivion. I disliked the fact that all loot everywhere leveled with the player. I longed so see some hand-placed loot. I longed to be able to travel to the Cryodiil equivalent of the Tower of Dusk and see a Bouyant Armiger wearing a full suit of glass armor. I longed to find the occasional enchanted axe in a tree stump or an enchanted ebony broadsword under a bed in a guard tower. Whether I actually took the time to get this stuff or not didn't matter. Just knowing there was cool loot out there to find and maybe I might be lucky enough to stumble across it made adventuring so exciting. That excitement was taken away in Oblivion.





That's an interesting idea. But I have to say I think pop-up messages are a tool of the devil. The fewer messages on my screen the better. I hate to use this word but I like to immerse myself in the world, in my character, in what my character is doing, and anything that yanks me out of that world is bad as far as I'm concerned. Really bad. But if a way could be found to provide the information that did not involve spamming messages on my screen it might be an interesting approach.

Its not like what you think it is a timed transparent pop up message that fallout had. I just didn't feel like explaining that much detail because I had a lot of other points I wanted to hit.
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Toby Green
 
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Post » Wed Feb 16, 2011 7:27 pm

Then again, Daggerfall suffered from pretty much the same problem.

But I think, as CABRON mentioned, that pop ups can add flavor is used correctly (as in Daggerfall, where smells, sounds, and looks where described upon entered a dungeon).

Ehh, I'm just feeling out what pop-ups he thinks are alright.

I would be alright with having a smell/environment indicator at the top of the screen, that you can toggle. It would tell you about the smell and any other info they feel like giving you for any given place when you enter, or any time you click the refresh on it.
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Alada Vaginah
 
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Post » Thu Feb 17, 2011 12:16 am

Use the Morrowind system of leveling. (Which isn't static, just a mix.) Because I don't wanna see all bandits running around with the rarest armor on Nirn, and I don't want my "powerful" blade to be useless after three levels of using it.

And, like Keg mentioned, I wanna be able to wander somewhere, see a powerful enemy, like a golden saint, get stomped by it, and return 20 levels later and kick its ass. It doesn't happen in Oblivion because everything is as weak and green as you are when your weak, and your equal when you're strong. That and the other point about the great house vaults was good too. No matter your level, the vaults always felt epic, as it should because it was so heavily guarded, there should be epic loot in it. If it was a "vault" in Oblivion it would have yarn in it, whoopie.
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sw1ss
 
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Post » Wed Feb 16, 2011 12:35 pm

I like the aforementioned ideas about the roads being safe areas while the outside the roads are unpredictable and unleveled. As for items; I don't like leveled items, but finding strong weapons, armor, etc. shouldn't be a give me. I think you should have to explore and they should be tough to find and to obtain.
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clelia vega
 
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Post » Wed Feb 16, 2011 10:52 am

Other;

No, regional leveling imo is noooo good. Really, (I have no problem with WoW, but GW ftw....:P), but that is what WoW does. Would you seriously want to go from one area, level up, then go to another area and never go back to the areas which you have outleveled? It would really create a static world (Overall, you could have dynamic areas, but each area e.g. Level 1-10 and 10-25 would never interract with each other, because why would you go back to 1-10 when your level 20?), where nothing overly dynamic could happen.....

Instead, make it a world where it is full of heaps and heaps of creatures, but all remain a static level with an exception of some creatures (e.g. bosses. Bosses would, though have a beginning level, e.g. A certain Boss would be level 25, and would only start scaling when you reach level 22 or something....).

The world would intertwine, and there would be pockets of harder places in maybe the easier places and so on......

So there maybe low level quests and creatures, but no low level areas.

I just don't want an areas specifically for level 10-25 and 25-35 etc...

I want one (dynamic) world which is level 1 to the cap...

So a mix of scaling and static w/o regional leveling.....



The idea behind regional levelling is so you can venture out of town and the surrounding farms (safe zone, nothing but low-level threats) into the wilds (more dangerous, some high and some low level threats). As you venture farther, you run the risk of encountering even more dangerous enemies but better rewards. You return to the "safe" towns to get your equipment fixed, sell your loot, replenish supplies, sleep, etc. It doesn't mean that each area has a specific "minimum and maximum" level, just that the odds of finding things above starting level are more or less. As your character progresses, you start looking for the more serious and dangerous places where you'd never even consider going at level 1. Getting attacked in town by high-level creatures and bandits (NO regional levelling) at random would be annoying and ridiculous. The totally dynamic, uncapped, and non-localized example of what you ask for, as used in FO3, where high-level creatures like Radscorpions, Deathclaws, and rampaging military robots would spawn about 50 feet from the front gate of Megaton (and eventually INSIDE the gate), was stupid, because they'd be taking fire from a distance, instead of being allowed to walk right up to the doors before somebody bothered to shoot at them. Localization, with intelligent placement, allows the levelled lists work in a more believable manner.

Give me a regionally distinct set of levelled lists, with a mix of both static and levelled adversaries and loot. Add MORE spawn points than in the previous games, but lower the odds of things spawning at each of them. The AVERAGE number of spawns could be the same, but you'd have more variation, so even if you see something there already, that doesn't necessarily mean that there isn't something ELSE hanging around too. The THREAT of what MIGHT be there is far more intimidating than when you KNOW what you're up against.
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Charles Weber
 
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Post » Wed Feb 16, 2011 8:41 pm

Its not like what you think it is a timed transparent pop up message that fallout had. I just didn't feel like explaining that much detail because I had a lot of other points I wanted to hit.

I'm with Pseron Wyrd. Although I think Fallout's UI is way cool, it just doesn't fit TES. If it was me there would be nothing on screen. I hate bars for example. I know they are simple but they lack the artistic touch of the game. I'm not a scripter nor artist but I decided to make something on the matter. Yes, this really bothers me, that should explain why it is my first mod.

(This is WIP, it will have auto fade and manual appearing features. I will make a transparent crosshair too.)

http://i51.photobucket.com/albums/f386/vtastek/morrowind/Morrowind2009/new%20UI/New-UI-11.jpg
http://i51.photobucket.com/albums/f386/vtastek/morrowind/Morrowind2009/new%20UI/new-ui-33.jpg


They look horrible, also I have to move them around a bit. But I think this is better than those bars and also a better fit to game's theme.

This is what I experience with Morrowind, when I start the game first time, I needed the feel to check my xp on my skills and leveling. I realized later, I just needed confirmation that my action is being recorded. After that I never looked back to skill progression meter. Now if you remove it, it won't be the same. It should be there, to assure the system is working. But after that, it can be something deep in the gui. So the gui is under our command. Oblivion is like that too. Except its auto-pop journal and markers.

Ehh, I'm just feeling out what pop-ups he thinks are alright.

I would be alright with having a smell/environment indicator at the top of the screen, that you can toggle. It would tell you about the smell and any other info they feel like giving you for any given place when you enter, or any time you click the refresh on it.

http://s51.photobucket.com/albums/f386/vtastek/morrowind/Morrowind2010/sc03/?action=view¤t=MGE-stormy.jpg

This is the most awesome visual indicator I have ever seen. This is thousand times better than any on screen hud. But I also like Ghost Recon's hud view indicators. The gui must fit the game. TES is about details. Now putting an on screen indicator is laziness, imho. If we want a smell indicator,

visual:
particle effects, flies for bad odor, pollens for nice smells.

sound:
Our characters are not totally mute like Gordon Freeman. Yes they don't talk but they can cry, hmpf, ahh.. They can react to smells realistically too this way. There can even be character hand gestures.

These can be done if you work on a solution for smells indication. Doom has flash like guis. It fits. But for TES we should think bigger. :)

If anything will be made for TES, it must serve immersion.
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Kelli Wolfe
 
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Post » Wed Feb 16, 2011 6:37 pm

The game should become both easier and more difficult as you level up: old challenges become easier, and new more difficult ones open up, but in a static way. "That certain dungeon that was impossible is now merely challenging thanks to my new silver claymore and my increased long blade skill! Thank god, because those bandit caves were becoming boring." That kind of thing.
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Julie Ann
 
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Post » Wed Feb 16, 2011 10:56 pm

I posted for a regional game with leveled regions that have monsters and loot for a specific level in each region.

Or even better I want something like what I have described http://www.gamesas.com/index.php?/topic/1092502-idea-the-next-elder-scrolls-game/page__st__2.
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Tiffany Carter
 
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