From what I've read so far it looks like Bethesda is taking a sidestep with Skyrim instead of a step forward. They're some things I like such as Duelwielding, Improved Graphics, Improved AI and no more Leveled Quest Rewards (Somebody must have heard me say that) but NonRespawing Dungeons is a Big No No in my book and they're a couple other things that I won't talk about because it will lead to arguments.
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>Content is explanation of Fallout Level-scaling. So please no more "OMG HE MADE EVERYTHING UP!" posts<<<<<<<<<<<<
All items have the same set stats, and all non-human enemies have the same HP and stats across all levels. Quest rewards are always the same. This makes it so it better than Oblivion's Level-scaling. NPCs are scaled in their equipment.
Random spawns out in the world are scaled (stronger enemies appear at higher levels), but weak enemies aren't written out of the system, just become less common. Unlike Oblivion where imps and boars become impossible to find at higher levels, A single spawn at lower levels can have enemies spawning in pairs at higher levels.
.
After you enter an enclosed area, all enemies will be set to your level there for the rest of the game. You cant keep coming back to the same ruin to get better stuff as you level (especially since enemies usually don't respawn).
Stronger enemies exist in the world at the start of the game. You're usually given enough warning if you don't want to fight anything too strong. The fallout system was created from Oblivion's but Fallout was a testing ground for tweaking level-scaling from too easy from almost no level-scaling (Morrowind) to too much level-scaling (Oblivion).
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>End of Fallout level-scaling explanation<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
Please people, please read the thread carefully. I clearly separated the Fallout Level-scaling system (the part that talks about non-respawning mobs) It is just an example to give you an idea of a close comparison to what it might be in Skyrim with the comment "the level-scaling will be more like Fallout than Oblivion". I might as well remove the part that talks about the non-respawning mobs in fallout because no one seems to see the seperation even though it shows up twice and I'm tired of having to explain the same thing twenty time in one thread. So out that goes and I'll give you most of the rundown of the Fallout level-scaling system which of course I'll prolly start getting replies that say that I forgot that feature in the level-scaling...oh well, we shall see.