What can go

Post » Sat Feb 19, 2011 7:02 am

Level scaling needs to stay. I don't want to be like a God and slay everything without any challenge.


When your a lower level everything above you will be a challenge. When you are uber powerful top level pro warrior, you are like a demi-god and most enemies should crumble beneath you. A City guard should not be a challenge. Of Course there should still be challenging enemies who are at top level. But level scaling wrecked Oblivion more than it did help it.
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RAww DInsaww
 
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Post » Sat Feb 19, 2011 5:57 am

Petey Hines.
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Oceavision
 
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Post » Fri Feb 18, 2011 10:27 pm

What I want gone, is level scaling as others have said. I don't want a "I never fail". I want to fail casting a magic spell. I want to fail hitting someone in combat. I want to fail trying to attempt to pick a level 100 soemthing. Yes I know this is more Fallout 3 and New Vegas, but since it seems they are combining the two, I don't want a "you must be level 50 to pick this" and then bang, I can pick it.

Also gone is the "I have to be able to do it" things. I hated if I wasn't quick enough to pick a lock in Oblivion or I wasn't steady enough in Fallout 3, the easiest locks I coudln't pick, even though my character can. Also the reverse is true as well. If my character can't pick a level 100 lock, I shouldn't be able to pick the lock just because I could do it.
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Alan Cutler
 
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Post » Sat Feb 19, 2011 6:57 am

Hi were all excited about what we hope sky rim will include , but is there anything you think we no longer need or should be left out, just for debate I personally was more than than happy with the previous games but what do you guys think ?


LEVEL SCALING!!!!!!!!!!!!!!!!!!!!!!!!!!
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priscillaaa
 
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Post » Sat Feb 19, 2011 12:08 pm

Level Scaling,
Psychic Guards,
Ugly Non Player Characters,
Monotone Dungeons,
Did I mention Level Scaling?


I agree with your list, and everything you have mentioned is going to be solved in Skyrim by the news we have so far.

I can't really think of anything I want "removed' that they aren't fixing or removing in Skyrim.
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JD bernal
 
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Post » Sat Feb 19, 2011 3:07 am

When your a lower level everything above you will be a challenge. When you are uber powerful top level pro warrior, you are like a demi-god and most enemies should crumble beneath you. A City guard should not be a challenge. Of Course there should still be challenging enemies who are at top level. But level scaling wrecked Oblivion more than it did help it.

Yes I agree Oblivion did it in a clumsy way, but in an open world game some level scaling is a must.

How can the game know which areas you visit first, the easy or the real hard ones? It can't. Therefore areas and population in them must level with the character to some extent.
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CArla HOlbert
 
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Post » Sat Feb 19, 2011 10:35 am

Level Scaling,
Psychic Guards,
Ugly Non Player Characters,
Monotone Dungeons,
Did I mention Level Scaling?


This!! I hate when you murder someone then as soon as you leave the house you have guards swarming around you. And level scaling destroyed oblivion, when people got Daedric armor in Morrowind it was like a huge thing since there were only two well hidden sets in the entire game + expansions. But in oblivion once you reach level 25 it's like everyone in the world has Daedric gear.
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K J S
 
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Post » Sat Feb 19, 2011 6:58 am

What I want gone, is level scaling as others have said. I don't want a "I never fail". I want to fail casting a magic spell. I want to fail hitting someone in combat. I want to fail trying to attempt to pick a level 100 soemthing. Yes I know this is more Fallout 3 and New Vegas, but since it seems they are combining the two, I don't want a "you must be level 50 to pick this" and then bang, I can pick it.

Also gone is the "I have to be able to do it" things. I hated if I wasn't quick enough to pick a lock in Oblivion or I wasn't steady enough in Fallout 3, the easiest locks I coudln't pick, even though my character can. Also the reverse is true as well. If my character can't pick a level 100 lock, I shouldn't be able to pick the lock just because I could do it.


I really dont understand you people, failure should be determined by the player doing something wrong and not a random roll of the dice, seriously why bother playing the game if you want the computer to decide everything for you?
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Alan Whiston
 
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Post » Sat Feb 19, 2011 6:18 am

The plastic wrapping the ground seemed to have in Oblivion. Dirt shouldn't shine like that!
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Antonio Gigliotta
 
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Post » Fri Feb 18, 2011 9:40 pm

Yes I agree Oblivion did it in a clumsy way, but in an open world game some level scaling is a must.

How can the game know which areas you visit first, the easy or the real hard ones? It can't. Therefore areas and population in them must level with the character to some extent.


I strongly disagree, if you are looking for harder content then go to the areas of the world that offer it, it doesnt make sense that once you reach a certain level Ogres frequently appear on the main roads and areas that should have a heavy guard presence, the reverse is also true, it doesnt make sense that if a low level character walks into Ogre territory all he finds is bunnies and butterflies.
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Aliish Sheldonn
 
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Post » Sat Feb 19, 2011 11:47 am

Bound armor. Weapons make sense. Armor... maybe if it was the whole set. What's the point of summoning just a pair of gloves or boots? The armor's also made obsolete with shield spells.
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Anna Watts
 
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Post » Sat Feb 19, 2011 4:23 am

pointless treasure chests
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Latino HeaT
 
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Post » Sat Feb 19, 2011 6:12 am

Bound armor. Weapons make sense. Armor... maybe if it was the whole set. What's the point of summoning just a pair of gloves or boots? The armor's also made obsolete with shield spells.

Perhaps. I never ever actually used a bound armor spell in practice, only weapons. Or as I've suggested somewhere else there should be a high-level perk that let's bound armor stay bound forever (until cast again). That would make it a lot more useful.

Oh and yeah, level scaling is my number two. Or at least it should be done such that it's unnoticeable. Oblivion's problem wasn't the sheer presence of level-scaling, but how badly it was done and hence how obvious it felt.
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Kill Bill
 
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Post » Sat Feb 19, 2011 6:17 am

Petey Hines.


Hey, Pete Hines is great at his job, he just gets a little agitated sometimes at some of the fans asking so many questions when its obvious he can't answer most of them yet. We should be happy hes giving any info at all.

On topic, My two major concerns have already been dealt with. Level scaling and Character looks. So far, I'm totally pre-ordering this game once the CE is announced :D
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mimi_lys
 
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Post » Sat Feb 19, 2011 2:03 am

Unrealistic loot like fresh apples and gold Septims in ancient Reliquaries that have been locked for hundreds/thousands of years.
Glass/Ebony/Daedric armor being so common, every marauder and his grandmother was wearing a set.
Psychic guards.

;)
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Stephanie Kemp
 
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Post » Fri Feb 18, 2011 11:12 pm

The whole, touching is stealing thing. It was annoying if you knocked something down, went to pick it up then you had a 25 gold bounty on your head. Also, you should be able to remove spells from your inventory. Or at least navigate through them a bit easier.
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jessica robson
 
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Post » Sat Feb 19, 2011 11:49 am

personally I like that, gave a feeling the world was it′s own, not something just built around being there for the player, only having fancy swords and armours.


Those items are fine so long as they are placed as scenery (on tables, plaques, etc.) but at least give them some kind of function. I agree that they add realism, but they need to have an effect.
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Neliel Kudoh
 
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Post » Sat Feb 19, 2011 12:18 pm

It was so annoying to find a chest hidden on top of a mountain or under a lake with a super hard difficulty lock on it only to find out it's just got some clay cups and clothe in it.
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Dean Ashcroft
 
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Post » Fri Feb 18, 2011 10:02 pm

Level scaling better be gone or at least cut back. I liked morrowind where only a few characters had level scaling.
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Jack Moves
 
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Post » Sat Feb 19, 2011 8:05 am

Yes I agree Oblivion did it in a clumsy way, but in an open world game some level scaling is a must.

How can the game know which areas you visit first, the easy or the real hard ones? It can't. Therefore areas and population in them must level with the character to some extent.


I don't follow your logic. Why does the game need to know which areas you've visited?
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Michael Korkia
 
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Post » Sat Feb 19, 2011 6:31 am

The detect life spell effect... When I had it on I knew where enemies were but couldnt tell:

1) What they were
2) Which direction they were facing.
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louise hamilton
 
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Post » Fri Feb 18, 2011 11:03 pm

Remove nothing, improve everything.
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Tania Bunic
 
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Post » Fri Feb 18, 2011 11:45 pm

Nothing that hasn't already been said, but to elaborate on the monotonous dungeons point written earlier I thought the caves, ruins, etc. were not only monotonous aesthetically, but all too linear as well. For these reasons, coupled with item scaling, adventuring was heavily disincentivized. Even the way these dungeons played out felt cookie cutter, because everything was made as convenient to the player as possible. For instance, the devs, so worried about players backtracking, had every cave loop you back to the entrance or back outside. Or, "Wuh, would you have guessed, that enemy up ahead is conveniently standing in the killzone of this trap, laid right out in front of my only playable path."
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cosmo valerga
 
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Post » Fri Feb 18, 2011 9:41 pm

Those items are fine so long as they are placed as scenery (on tables, plaques, etc.) but at least give them some kind of function. I agree that they add realism, but they need to have an effect.


do you place all the stuff at your place on tables etc? :P
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Brooke Turner
 
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Post » Sat Feb 19, 2011 6:56 am

I'd probably just like themt to change the colors of Night Eye and the light spells in general. I mean green? Really? I dunno, just seemed a weird choice.
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Marilú
 
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