Oh, no worries. I still fully enjoy the pre-assigned, unchanging items, dungeons, and quests. Especially the well written quests. But my point is to give the player something MORE.
For example: So I'm the master of the theives guild. Yay for me! Now what? :unsure: Or I'm a warlock in the mage's guild. I could just play the guild storyline to become the grand wizard...... :dance: .....just like I did with my 32 preceding characters........orrrrrrr...........I could take a sideline assignment from some higher ranking wizard to pass the time. Who knows? While I'm out on that mission I might encounter some great staff of power that none of my other character's has ever seen before, which will make the completion of the guild MQ that much funner. B)
Furthermore: I too enchant almost all of my high level equipment. So? It would still be cool to find that one in a million random uber item that would keep even my 95th level uber character interesting to play. But as my post says; that uber item should NOT be in the hands of some mugger in a back alley.
The ideal system for me:
- Caves and dungeons contain various random loot chests, but also some set loot
- The most deep/dangerous of these will contain the most rare/powerful set loot, and/or 1-3 boss chests that contain high-levelled random loot
- This allows for a mix of replayability/variety, and guaranteed value
- Random encounters can be found throughout the world (e.g. an escaped prisoner on the run, and you can choose whether to ignore him, kill him, capture him, or help him; or you run into a thief disguised as an innocent traveller and you have to make sure he doesn't get the better of you)
- Randomly generated assignments for guilds, and the player should be required to do a certain number of these to advance (while also completing the main quest line for that guild, and meeting skill/reputation requirements as well)
- Most enemies are at a set level; weaker enemies can be found near civilization and in small caves, but as you get out into the wilderness or into deeper dungeons/caves, you will find stronger enemies and more powerful set loot.
- There should be ~10 mega caves, bigger than any we've seen yet in a TES game, with unique bosses at the end, and these bosses should be level 50-80+, and the player should have to be cunning and resourceful to defeat them. The first time you defeat each of these, you should get access to a special unique reward, and some high-leveled random loot. If you return later, that boss should be gone, but a new high-leveled enemy should be there, and the random loot should still be available as a reward.
- The MQ should be leveled/scaled to a degree, just so that it can be done at level 1 or level 50, and the level 1 is able to succeed, and the level 50 is not bored from lack of challenge. Though the level 50 player should still have an advantage in the end.
- The overworld should have very little random loot, if any. Random loot should only be found in caves/dungeons, which should also have an abundance of set loot.
- Outside of the MQ and possibly some faction quests, there should be very little scaling/leveling of enemies.
- There should be even less scaling/leveling of items; random loot should be leveled but there shouldn't be such drastic differences in an item's power based on the level at which it was found
- No set items should be leveled (quest rewards, unique shopkeeper items, unique NPC heirlooms, set dungeon loot, etc.).
Regarding travel...
- More incentive not to use it, and more consequences for relying on it . . . maybe make it possible to be "ambushed" when you fast travel, and you lose 20% of your money and/or some items... And add some random encounters that give nice rewards for players who walk.
- Fast travel only to major waypoints (cities, settlements, points of interest, etc.)
- Carriages act as shuttles from these waypoints to more out of the way locations, and you can skip a carriage ride once you've paid for it, but it costs extra to do so, and you can still be ambushed.
- Improved mount system. Horses should be more responsive and fluid, like in Red Dead Redemption. Maybe offer some other form of mount as well, though I dunno what that might be...
- Mark/Recall
- Levitation (presumably requires that cities be in the overworld cell)
- I agree that there should be a greater scope; the biggest "mountains" in Oblivion took about 3 minutes to scale, and it took about 5 minutes to get from even the most remote location to a major city)
- Don't sacrifice content though; only make the world as large as possible without making it feel too empty/repetitive.
- Add a wide variety of terrain/landscape types, as well as flora and geographical features
- Minor wildlife to add to immersion (birds, small game like squirrels, etc. but make them fit in with the TES world)
- Set loot in hard to reach places to add to the incentive to explore by foot
- Some places should only be reachable with certain skills, perks, and/or items (e.g. you need to have Expert Strength to move a boulder from a cave entrance, or Expert Agility to scale a castle wall, but if you have a crossbow with a grappling hook you can bypass that Agility requirement)