What can go

Post » Fri Feb 18, 2011 11:51 pm

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?


Perhaps we are old enough to enjoy what roleplay used to be, dice game driven by character stats and skills? You rolled for your success. I'd like a slider to determine how much should be player skill and how much should be character skill. I'd probably dial it quite a bit toward character skill, where I do get some "magnetic help" from the engine (wrt where I aim), but this is then countered with a skill roll check. You get your FPS, and I get my RPG. We both win.

Not so much gone as changed. I don't mind the color of night eye, but the amount of brightening and coloring should be based on how dark the spot it. Darker spots have greater effect, while well illuminated spots show up in original color. How much brightening and coloring depends on skill and spell strength.
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Kayla Keizer
 
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Post » Sat Feb 19, 2011 7:12 am

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?


RPG =/= FPS

Y'know all those "stats" that RPGs have and plenty of FPSs don't? Those are to set up the relation between the "skills" possessed by your "character" so the "difficulty level" of things like locks and traps can be compared to those "skills" I mentioned to see if your "character" can bypass the trap/open the lock/whatever. Seriously, why bother looking at RPGs if you want FPS-style play?
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Alister Scott
 
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Post » Sat Feb 19, 2011 1:22 am

The blue tint on Night-Eye. That is by far number one on the list of things I want removed.

Yeah, I thought my TV was broken for like 5 minutes. Not a big fan of the blue tint, and I loved that spell in Morrowind.

Another obvious issue was the over the top level scaling, but that is probably a thing of the past.
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Kayla Bee
 
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Post » Sat Feb 19, 2011 1:04 pm

Not really, as I dont normally travel during the nights any, but if I got caught to far away from a town to make if before sundown this would just mean that the dangers increase traveling by night as you cant see that far ahead to avoid enemies, this would actually enhance traveling at night alot more.

The main roads leading to towns/cities could be lit by lanterns, but in the middle of nowhere then it should be very dark

And with regards to your comparison with Murky water, if murky water was not murky for 12 hours of the day it would have been sooooo less annoying.......Unrealistic........but less anoying lol


I like your idea on the night lighting realism. However we are all talking about realism but how can u expect Bethesda to say okay at night we want there to be realistic lighting effects. But we are going to clean all the water because people hated the realism of murky waters.

However seeing how this is a mountainous region the lakes up in the mountains would be realistic if they were crystal clear seeing how their only made from melted snow. So in a way we can both win lol
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Erin S
 
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Post » Fri Feb 18, 2011 10:03 pm

RPG =/= FPS

Y'know all those "stats" that RPGs have and plenty of FPSs don't? Those are to set up the relation between the "skills" possessed by your "character" so the "difficulty level" of things like locks and traps can be compared to those "skills" I mentioned to see if your "character" can bypass the trap/open the lock/whatever. Seriously, why bother looking at RPGs if you want FPS-style play?


Although I would hate to derail this thread into an argument of what an RPG is or isnt but to me an RPG isnt about stats and letting the dice decide your fate but more about having a big world to explore, NPC interactions, defining your character through his actions and deeds and watching him go from weakling to mighty hero, last time I checked Call of Duty diddnt really offer that experience. Now while stats do play an important part in defining your character I would like to see more of a balance between player skills and character stats with the scales tipped in favor of player skill, the system that was in Morrowind which you seem to want threw the need for player skill out the window. Now when RPGs were still played on paper I would assume that the dice was introduced because of the limitations of the medium however now that we have computers capable of rendering full 3D worlds and enable us much more control of our characters those limitations have disappeared or at least lessened greatly and the dice arent needed as much.

Now I am not telling you what games you should like or how you should play them but in asking for a system somewhat like Morrowind where a dice roll determines your success of failure you must realise that you are in the minority and cant expect many people to take your demands seriously.
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George PUluse
 
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Post » Sat Feb 19, 2011 3:42 am

Underwear can go. I don't wear any in real life, so I think it is silly to in game! :P
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Gemma Flanagan
 
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Post » Sat Feb 19, 2011 2:26 am

Realism
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Hella Beast
 
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Post » Sat Feb 19, 2011 8:17 am

I dont think that an RPG game should rely on player skills at all.
That is not RPG, wich are games about your character.
My character has skills, like lockpicking, wich allow him to open locks.
It should not be a matter of my personal skills, how fast I can click a button, what makes a successful action.
Any game actions success or failure should depend on my characters skills.

I do not play platform games or shooter games for a reason. I dont like how heavily they rely on real life skills.
For some people that may be fine and heaps of fun, but remember that there are also people like me who are not as able. Who like games also as a sort of escape from the real world, where abilities are limited, into a world where my character can do amazing things, based on his skills, wich ive built up.
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Smokey
 
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Post » Sat Feb 19, 2011 10:19 am

I don't follow your logic. Why does the game need to know which areas you've visited?

Well Elder Scrolls is an open world game right? The player is free to go wherever he chooses. Now that's not a problem in itself but as it's also a RPG a player's strength can vary extremely unlike other open world games such as Grand Theft Auto where your overall strength is maintained during the game. In GTA wherever you go you will get a challenge because you never get significantly stronger.

So in an Elder Scrolls without level scaling of enemies, what if a weak player goes to hard areas or a strong player goes to weak areas? That is just not fun, you either die immediately or you own everything. And you might miss out a lot of the game if you level up and have some easier areas unexplored, you will not get a challenge once you enter them.
:banghead:
Elder Scrolls among other games tries to balance this somewhat by putting the weaker areas close to your starting region and the harder areas in the periphery. But there is a limit to this design. What if the player decides he wants to go and explore in a remote area right away? Maybe he doesn't even know that the periphery is more challenging. That's what I meant by "the game doesnt know which areas the player will visit at a certain level".

So therefore level scaling must be there so that a challenging difficulty is maintained wherever the player decides to explore.

Obviously this can be done in a more elegant way than Oblivion (where you had simple bandits with glass and Daedra gear :banghead: ), and that elegant way is already confirmed for Skyrim. :celebration:
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SHAWNNA-KAY
 
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Post » Sat Feb 19, 2011 5:57 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.

You could ID monster type pretty well, you could even see Khajiit and Argonian tails not that it had any use. No you could not see the direction they looked, but with a 120+ feet wallhack it was pretty little interesting as you saw them long before they had any chance detecting you, as in walk around enter sneak mode to shoot, remove sneak mode and continue to explore.

One other thing I will not miss in Name Potions.
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Naazhe Perezz
 
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Post » Sat Feb 19, 2011 12:53 am

Well Elder Scrolls is an open world game right? The player is free to go wherever he chooses. Now that's not a problem in itself but as it's also a RPG a player's strength can vary extremely unlike other open world games such as Grand Theft Auto where your overall strength is maintained during the game. In GTA wherever you go you will get a challenge because you never get significantly stronger.

So in an Elder Scrolls without level scaling of enemies, what if a weak player goes to hard areas or a strong player goes to weak areas? That is just not fun, you either die immediately or you own everything. And you might miss out a lot of the game if you level up and have some easier areas unexplored, you will not get a challenge once you enter them.
:banghead:
Elder Scrolls among other games tries to balance this somewhat by putting the weaker areas close to your starting region and the harder areas in the periphery. But there is a limit to this design. What if the player decides he wants to go and explore in a remote area right away? Maybe he doesn't even know that the periphery is more challenging. That's what I meant by "the game doesnt know which areas the player will visit at a certain level".

So therefore level scaling must be there so that a challenging difficulty is maintained wherever the player decides to explore.

Obviously this can be done in a more elegant way than Oblivion (where you had simple bandits with glass and Daedra gear :banghead: ), and that elegant way is already confirmed for Skyrim. :celebration:


Why dont we just remove leveling altogether? I mean if all content is accessable and beatable at level 1 then why level up? The whole point of getting stronger is to be able to hold your own in an area that would normally destroy a lower level character, introduce level scaling and you might as well scrap the whole leveling system as far as I am concerned. If you are finding an area lacks challenge then find a tougher area, if you find that an area is too difficult and you are getting your [censored] handed to you then go find an easier area and work your way up to the harder area but for the love of god dont scale every encounter and every dungeon down to the players level. I can see no good points to level scaling, hell it even dulls finding new weapons and monsters as by the time you encounter your first Ogre they now appear everywhere and are no more challenging than a rat was at level 1.
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noa zarfati
 
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Post » Sat Feb 19, 2011 9:13 am

my list is wayyyy too long to fit the 10 page post limit

so i will mention the most important

lose the:

1- lame magic ball effect, ball this ball of that = LAME (guess the new magic system is way better now)
2- spell making (nightmare to balance and i would rather have amazing spells than lame same old spells with different numbers)
3- the possibility to have 100% resist,reflect, absorb values through enchants or alchemy.
4- lame ugly NPCs
5- lame HP sponges
6- GPS
7- scrolling down inventory :thumbsdown:

I have more but my stupid vista wants to restart to update.
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John Moore
 
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Post » Sat Feb 19, 2011 3:19 am

How about barrels with pointless.loot like tongs what do I want 30 of those for

Well, that pointless loot is definitely adding to the atmosphere of the world, IMO, and is one of the trade marks of TES series.

The fact that you can't use it much doesn't mean it's pointless. It's just that Dragon Age-like if-I-press-Tab-and-something-shines-on-the-floor-I-need-to-pick-that-up-cause-it's-loot thinking kicking in, my friend :) It's TES, this loot is not necessarily for you, it's there to show you that the world is alive and doesn't resolve around you.
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Jessie Butterfield
 
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Post » Sat Feb 19, 2011 1:55 pm

Why dont we just remove leveling altogether? I mean if all content is accessable and beatable at level 1 then why level up? The whole point of getting stronger is to be able to hold your own in an area that would normally destroy a lower level character, introduce level scaling and you might as well scrap the whole leveling system as far as I am concerned. If you are finding an area lacks challenge then find a tougher area, if you find that an area is too difficult and you are getting your [censored] handed to you then go find an easier area and work your way up to the harder area but for the love of god dont scale every encounter and every dungeon down to the players level. I can see no good points to level scaling, hell it even dulls finding new weapons and monsters as by the time you encounter your first Ogre they now appear everywhere and are no more challenging than a rat was at level 1.

Because enemies will still have huge differencies on difficulty on top of level scaling - ie a rat is always much easier to beat than a Daedroth or Dremora Lord.
You want a game where you can only kill rats in the beginning and you need to level up til you can beat strong monsters.

A linear game would make sure that you wouldn't meat that Dremora Lord until you are high enough level. But in an open world game you are free to meet him wherever you want. level scaling ensures that the Dremora Lord will give you a challenge even at level 30 as well as on level 15, but until you are level 15 he will kick your ass.


It's the open world design that demands level scaling.
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Frank Firefly
 
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Post » Sat Feb 19, 2011 1:25 pm

Mainly I would want level scaling gone. Always bothered me.

IMO, level scaling = bad world design = programmer laziness
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Breanna Van Dijk
 
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Post » Fri Feb 18, 2011 11:13 pm

I heard they want to keep the silly quest markers. I'd prefer having no stupid markers making quests super easy and even confusing, sometimes.
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Cassie Boyle
 
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Post » Sat Feb 19, 2011 10:22 am

You want a game where you can only kill rats in the beginning and you need to level up til you can beat strong monsters.


And you want a game where you dont have to level up at all?

A linear game would make sure that you wouldn't meat that Dremora Lord until you are high enough level. But in an open world game you are free to meet him wherever you want.


Lack of level scaling doesnt make the game linear, in a game without level scaling you can still meet that Dremora Lord at level one however he will turn you into mincemeat, in a game with level scaling you will only run into a Dremora Lord once the computer deems you a high enough level to be able to beat him. With level scaling you only ever find loot or monsters that have been scaled down to your level, no stumbling upon a superior foe, no finding a kickarse weapons at lower levels and once you actually do find a good weapon they become so common that the sense of reward for finding them is lost, simply put level scaling is boring and I can see no redeeming qualities about it.

Some would argue that not including level scaling restricts freedom however this is completely false, you can still go anywhere you like however there are consequences to that freedom which make it all the more interesting, you can still walk into an ogre's nest at level 1 but dont expect to make it very far, with level scaling you can never get in over your head and you just know that any situation you find yourself in the computer is going to scale it to your level so that you will always be able to handle it, it just makes the game that much more bland and boring.

There is nothing good about level scaling and nothing you say will convince me otherwise.
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Wayland Neace
 
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Post » Sat Feb 19, 2011 10:57 am

And you want a game where you dont have to level up at all?



Lack of level scaling doesnt make the game linear, in a game without level scaling you can still meet that Dremora Lord at level one however he will turn you into mincemeat, in a game with level scaling you will only run into a Dremora Lord once the computer deems you a high enough level to be able to beat him. With level scaling you only ever find loot or monsters that have been scaled down to your level, no stumbling upon a superior foe, no finding a kickarse weapons at lower levels and once you actually do find a good weapon they become so common that the sense of reward for finding them is lost, simply put level scaling is boring and I can see no redeeming qualities about it.

Some would argue that not including level scaling restricts freedom however this is completely false, you can still go anywhere you like however there are consequences to that freedom which make it all the more interesting, you can still walk into an ogre's nest at level 1 but dont expect to make it very far, with level scaling you can never get in over your head and you just know that any situation you find yourself in the computer is going to scale it to your level so that you will always be able to handle it, it just makes the game that much more bland and boring.

There is nothing good about level scaling and nothing you say will convince me otherwise.

About your first sentence, with "you" I mean everybody, as in me too.

In a game without level scaling you have to decide a static level for the Dremora Lord. Let's say they put him at level 15. This means that if you are level 15 you won't have much of a chance and on level 23 he will be too easy.

What I want, and Bethesda understands, is to have the Dremora Lord level scale from a certain point. He will have a relatively high minimum level, let's say 15, so that if you arer character is less than level 10, you will not have a big chance against the Dremora Lord.

But when you hit level 15, the Dremora Lord starts to level with you. This is to ensure that even if you happen to stumble upon him on level 15 as well as on level 25 he will give you a match.

In Oblivion the problem was that some enemies leveled too much. But in Skyrim it will be more elegant. You can htweak the balance you (the developer) want. Lets say Dremora Lord starts at 15 but he will be only 18 when you hit 20, he will be only 22 when you hit 25 and he will be 25 when you hit 30, and he will stay at 25 because level 30 you are so badass that you should always be able to beat a Dremora Lord easily.
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SiLa
 
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Post » Sat Feb 19, 2011 6:40 am

About your first sentence, with "you" I mean everybody, as in me too.

In a game without level scaling you have to decide a static level for the Dremora Lord. Let's say they put him at level 15. This means that if you are level 15 you won't have much of a chance and on level 23 he will be too easy.

What I want, and Bethesda understands, is to have the Dremora Lord level scale from a certain point. He will have a relatively high minimum level, let's say 15, so that if you arer character is less than level 10, you will not have a big chance against the Dremora Lord.

But when you hit level 15, the Dremora Lord starts to level with you. This is to ensure that even if you happen to stumble upon him on level 15 as well as on level 25 he will give you a match.

In Oblivion the problem was that some enemies leveled too much. But in Skyrim it will be more elegant. You can htweak the balance you (the developer) want. Lets say Dremora Lord starts at 15 but he will be only 18 when you hit 20, he will be only 22 when you hit 25 and he will be 25 when you hit 30, and he will stay at 25 because level 30 you are so badass that you should always be able to beat a Dremora Lord easily.

I really hope that from when that point is reached, the things that level with you will level slower than you to still give a sense of progression. Especially when level scaling has been confirmed.

Edit: Forget what I said, didn't finish reading your post. This kind of level scaling sounds perfectly OK, what I hope they avoid is loot scaling, that is annoying.
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Astargoth Rockin' Design
 
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Post » Sat Feb 19, 2011 11:36 am

Night-Eye needs to go or the vision could be made more user-friendly. Light can also be improved by reducing the green light, make it the light normal instead.
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Céline Rémy
 
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Post » Fri Feb 18, 2011 10:09 pm

Non-killabel NPC, Not only do I think that everyone should have a chance of dying, one of the funnest things I did in Morrowind was to kill the Old lecher Crassius on a daily basis after He violated me, but tired of NPC Is unconcious. Also Loot leveling, I want to be able to find an Ebony Sword or powerful enchantment at low level, and not everywhere at high level. In Morrowind when I saw the Guys with Nice Armour I knew they were somebody, no Bandit should have awesome armour just normal stuff with occasional wow stuff. If you have a infamous bandit or gang give them names.
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Albert Wesker
 
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Post » Sat Feb 19, 2011 1:42 pm

Level Scaling.
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Jason Rice
 
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Post » Sat Feb 19, 2011 1:59 pm

Get rid of all or most of the face generation stuff.
Get rid of the background light for night and caves
Get rid of simplistic dialogue
Get rid of empty cities
Get rid of scaled loot
Get rid of shallow quest lines
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john palmer
 
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Post » Sat Feb 19, 2011 1:04 pm

No one even slightly sick-to-death of the encumbrance model of inventory management, with it's 'oh, I've picked up a strawberry and now I can't move!' failings?

I'd like a proper 'paper-doll' style inventory with a small (but expandable via purchase from traders) backpack to keep my loot in.

The 'rotate you equipment in amazing 3D-o'vision' model that were promised in Skyrim sounded good at first, but can you imagine having to flick thru loads of these images everytime you want to get to the equipment you want to trade? I think it might get a bit tiresome the hundredth time you visit a trader :sad:
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Sheila Reyes
 
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Post » Sat Feb 19, 2011 12:00 am

LEVEL SCALING
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koumba
 
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