Now, I know the dev's wont listen to anything anyone could, will, or did ever post here. So here's my modest proposal: TES VI should have no leveling or character variety or scaling at all. It would save dev time for programming in more Runescape. Yay crafting! And higher detail but never-quite-good-enough-for-spoiled-consol-itis-brats graphics! This would also fix the grinding issues, cause then you wouldn't need character skill to increase at all if there was no scaling and everything was the same! Fantastic! I wish I could throw in something about canabalistic Irish eating the children of the poor so you'd know I was being satirical, but half-way through that I realized I can actually see that happening! $%&!! I feel like I can't stop TES VI: Electric Boogaloo any more than I can stop the sun from burning out.
I guess I'll start with my opinions on leveling:
TES III was, IMO, the best for leveling in the TES series. Stats that provided a boost from one high skill to a related crappier skill, and allowed for characters that had significantly different attributes which played very differently. The "level up" screen and stat multipliers were clunky. Script mods took care of that with seamless "level ups", where relevant stats just increased on their own with relevant skill progression, and even still give you a couple stat points to freely place wherever to further help highly custom character builds.
Oblivion wasn't completely terrible either. Post-mods of course. Auto-scaling enemies really mucked it up in vanilla if you didn't max out stat multipliers.
Skyrim, they completely ditch stats altogether so that they can use some of the worst auto-scaling I've seen, outside of Oblivion. Rule #1 of Bethesda: If it only requires some actual thought and playtesting, and fan mods proved it was possible, scrap it. Rule #2: If it gets in the way of lazy game design, IE auto-scaling, scrap it. Leveling up in Skyrim is a bit of a joke really. With the extremely limited level up options (2/3 of which are largely useless) that don't affect character play-style or progression at all really, combined with the auto-scaling, they might as well have not bothered including auto-scaling and leveling-anything together.
My opinions on auto-scaling:
First off: what Fallout had with auto scaling an entire region and leaving it at that I almost liked. I don't COMPLETELY hate ALL forms of auto-scaling. I just hate it when it makes things pointless or feel pointless. Like running into chuck-norris bandits both everywhere and consistently, or making the Skinner's box so blantantly obvious it ruined the game for me like with Borderlands. Before auto-scaling, good RPG game design tended to have regions at certain levels, but they were fixed. Regions you "unlocked" with higher skill were always in the same order. Auto-scaling regions can break up the monotony of replays by changing the order of progression of regions. What I didn't like about Fallout was it set when you entered the region, which generally speaking you visiting regions more or less in the same order between replays. I honestly think if the regions should be more randomized from the start, but that's more difficult to program when a single quest has you across the map and back. Bethesda tends to avoid things that require playtesting, so the best they'll ever do is probably what they already did in Fallout.
The important thing to note is that each region had not different level content, but new unique content as well. The biggest cardinal sin of auto-scaling is using it as a substitute for content. I want to believe there is a circle in hell just for game devs that do that. Ever play an old RPG and run into the same enemy but with a recolored sprite and higher stats? You remember that dissapointment? That. EVERY time I run into chuck-norris-bandits (wearing no armor nonetheless) I die a little inside. Leveled content should change as it goes, else it's compeltely pointless. I mean: the areas should look and FEEL different, the enemies between regions should require the player to change up strategies, and the loot between regions should look, act, and function differently. Variety. That was the whole point in the first place.
Otherwise it's just a crappy skinner's box.
As for Grinding:
I was getting hammered by some Draugr, "blocking" (Phhh, Skyrim doesnt actually have blocking, just a damage reduction bonus), and my block skill is shoots up from 63 to 64 to 65 pretty fast. I intentionally squeeze out a few more levels in block while I'm there. Later, back at town, I finish grinding smithing to max and realize I'm an idiot for not just using the console commands to save myself the time and max out smithing at the start. There's a few things wrong with grinding in the TES series.
Elona I think had the best grinding system I've ever seen in an RPG. On top of that it actually makes realistic sense, which is the cherry on top.
Here's how it worked:
Each skill and stat had a "potential". The potential modifies the skill/stat specific XP gains. When you increase a skill or stat, the potential drops. This makes higher skilles and stats exponentially slower to gain. Potential dropped pretty fast. To raise up potential again you paid a trainer who would raise your potential in that skill. They didn't directly raise the skill itself.
This: Broke up grinding, added a money-sink which TES games still need, AND actually makes realistic sense. Your character gets 2% better at something, then hits a brick wall in his skill progression. No more gaining 10 skill levels by milking out enemies. You go to someone who has been doing that skill for MUCH longer than you. They critique your technique and show you some tricks that would take you a long time to figure out on your own. Then you go out and use the skill, make use of the critique you recieved and refine whatever little trick they showed you, get 2% better and hit another wall. Rinse and repeat. Not only did it not make sense that you could grind any skill to infinity in a day, but it broke the game balance too. Especially when you could double your armor and weapon damage at the start of the game and there was no reason not to with crafting.
Speaking of which, I think crafting skills need to be addressed specifically regarding grinding. As smithing is now: you abuse it or dont use it at all. I'd rather fix it, such that you can't break the game balance using it normally. I svck at modding. I'm too lazy to do this because Bethesda is full of sadists who didn't include batch-editing in the Creation Kit. But if I could: I'd remove XP gains for smithing altogether. Getting better things from smithing needs to tie in with you doing more things at places that are more dangerous. Generally speaking in an RPG, money is a good indicator. All recipies should cost gold just as though you custom ordered it from the smith, such that you can't pull ebony equipment out of your ass whenever. As it is there's no point to loot besides to sell it as you can make EVERYTHING you ever need for a tiny fraction of what it should cost and double it's stats. If you want to be able to improve gear more, you'd make an expensive investment in the smith. Or easier to mod option: the only way to increase smithing skill is by paying for expensive training and still no XP gains by actually smithing.
The point to all that being there's actually a tradeoff for having a +5 mace, in that you couldn't afford a keg sized IV drip of consumables at the same time. Or at least that you couldn't have a +5 bow AND +5 mace. AND robes of completely unbalanced enchanments. AND - oh wait, yeah, enchanting is a bit broke too.
Alchemy is not completely terrible in Skyrim actually. Ingredients are more expensive and limited than ever. The only way to seriously abuse alchemy is with alchemy skill boosters. They removed most of the skill boosting from previous games, but there's still a feed-back loop for alchemy and enchanting. Here's where enchanting is still broken, they didn't completely removed all of the readily abused effects AND it suffers from the same probem as smithing where you can make equipment better than all randomized loot. A simple nerf such that at least half of enchanted loot is more powerful than what the player can create, combined with no XP gains such that significantly boosting player enchantments requires $$$.
The point of all this is such that there's actually a trade-off to grinding crafting and crafting stuff. In that the player can't afford EVERYTHING, and break the game by doing so.
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Hmmm... there's more I could go on about, but not off the top of my head right now.
Anyway, discuss relevant leveling/scaling/grinding game design and the TES series!