You won't hear me disagreeing on this note, I'd like to have some places in Skyrim which have high quality, hand-placed loot which you would not expect to find there (Unless you already knew it was there, of course.) and would not find easily, if at all, anywhere else. It's when I find things like this that it really makes exploration feel rewarding, far more so than when I find a high quality item in one dungeon that I know I could easily find elsewhere.
How much randomized loot do you guys think there will be?
It's impossible to be certain, what we've been told is that the level scaling is more similar to Fallout 3, but this I think is mostly referring to the actual mechanics of level scaling, not how widely it's used, however, if it is like Fallout 3 in that regard as well, then we can still expect to see random loot in containers and on some enemies, but we would also see a fair amount of hand-placed items as well, both unique items and non-unique ones. Fallout 3 had a fair amount of both. I suspect that Bethesda saw that people didn't like Oblivion's level scaling, so they decided to change it in Fallout 3, and I guess they liked the system enough that they want to apply it to Skyrim as well.
I really hope that with handcrafted landscapes and dungeons, handplaced loot returns as well.
I really don't think the two had anything to do with each other, even if Oblivion's dungeons were't hand-crafted, which I'm not sure if they were or not (I know the landscapes were procedurally generated, but I think the dungeons were probably hand crafted.) they were still static, they were created before the game's release, rather than being generated when you start the game, so it really wouldn't have been unfeasible to go through every dungeon and drop whatever loot Bethesda wanted to put in it. The lack of much worthwhile hand-placed loot was purely a design choice, I wouldn't say it was the right choice, but it was still a choice, and Oblivion could easily have had lots of hand-placed loot if that was what Bethesda wanted to do at the time.
Oblivion did svck at that, but bethesda had improved, you could definitely see that with fallout, also Oblivion it kinda made sense, there was a huge influx of deadric artifacts becuase of he gates, so every bandit/maurader had one, also it caused the price to decrease
That doesn't explain the large amount of glass and ebony items. And the price reduction can't be explained like that as equipment in Oblivion as a whole costs less than Morrowind, it's just that the general balance of the sums of gold that will be exchanged at one time shifted towards smaller numbers, so whereas in Morrowind a high level item might easily cost over ten thousand, in Oblivion, one thousand was a pretty high price.