» Wed Mar 09, 2011 2:49 am
I am fine with whatever they decide to do.
I enjoyed Morrowind's system once I figured it out, and I enjoyed Oblivion's system equally well.
The exceptions would be the lack of research or time that the devs took which was made apparent by their misjudging the player skill maximums.
By this I mean that, unless you are cheating, there should be a monster specifically designed to be challenging for your level, all the way to the cap.
I'm not saying the devs did this on purpose, perhaps they didn't have time to make enough variety of monsters.
But, if you want to know my idea of an epic system:
Each main city should be an origin point for people. Many people would find it hard to exist in the poor economy and would decide to be an outlaw, adventurer, bandit, marauder, etc.
Each main city would have a different level range for NPC's, a 0-10 city, 10-20 city, etc. probably based on combat training services or something.
There should also be a main forest area with similar situation for creatures.
Next, NPC's and creatures would be simulated to spread out around from their major birth/spawn locations and discover dungeons and caves. Exactly which creatures, nobody will ever be sure. Also, NPC's will want to frequently fight along their adventures to hone their skills, and meeting monsters, and so they can find an attractive dungeon which they will call their own, and bring all of their loot back to it when they want to relax. To make it easier, each type of creature and NPC class will be attracted to a different dungeon style, so it's not quite as mysterious what is inside.
This brings us to items. I think that a large group of weaker beings should be able to mob up on a few stronger ones, and then raid their dungeon for epic loot, or a small group of super strong beings could raid weak ones, just like you can. They may decide to stay, or they may decide to go to their original dungeon, and have that surprise epic loot in a chest for safe keeping. This would make questing for epic loot impossible to cheat at on your next playthrough, although there may be plenty of dungeons that are magically guarded, with items that only you can grab. The armor that they wear should be based on the nearby economy, not so much based on their level, since if you can go to the big city and buy epic armor, then your enemies should be able to as well.
Furthermore! You should be able to have the same questing options that they have. You could form a band of merry marauders and plunder an awesome dungeon, and decide to stay there! Just wait a while and maybe they have a few battles with other bandits that are adventuring, and gain some great items, or maybe make friends with them and add to your ranks, or maybe they will be all wiped out, and hopefully you run your boots off and survive. Someone in your group might decide you are weak, and want to challenge you in the main room, or stealthy betrayal, or mutiny!
Anyways, that's just my view, but I'm fine with whatever traditional level scaling random spawn thing they decide upon.
(Please excuse my over-use of the word EPIC...)