"When you go into a dungeon, it'll look at you and adjus

Post » Sat Feb 19, 2011 1:05 pm

I'm not sure how loot leveling is handled. I'm fairly sure unique items will be hand-placed, but generic loot might be randomly generated based on the dungeon's difficulty.


I gather that this is how it worked in Fallout 3.

A dungeon which ranges between, say, level 10 and 15 will have enemies and loot randomly generated to suit characters of that level (at least, those enemies and loot which are randomly generated at all).
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jadie kell
 
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Post » Sat Feb 19, 2011 1:52 pm

Actually I belive that the TODD said that much loot will be handled dnd style with a dice roll type of thing in which with the right roll a totally unique item will be dropped


Totally unique to that dungeon, or available with the right dice roll in other dungeons? I want to know if there will be items hidden in specific dungeons that cannot be found anywhere else.
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Guy Pearce
 
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Post » Sat Feb 19, 2011 10:57 am

Totally unique to that dungeon, or available with the right dice roll in other dungeons? I want to know if there will be items hidden in specific dungeons that cannot be found anywhere else.


Theres probably a few at least. Like Umbra and Daedric shrine items, or from quest dungeons. I would prefer randomized named bosses with their own personalized named item rather than just randomized items off generic NPCs though. Like a "Goblin" cave can draw from a list of unique Goblin bosses, and once its been spawned it cant spawn in another Goblin cave(because that would be silly).
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Neil
 
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Post » Sat Feb 19, 2011 3:52 am

Thats one thing that I hated about Oblivion was that basically all dungeons looked the same. I like how in Skyrim there will be uniqueness to the dungeons and not some dungeon that has the same feel and textures as the one I just got done looting.


Im pretty sure there was only one dungeon designer for the whole of Oblivion (not sure about expansions)
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Patrick Gordon
 
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Post » Sat Feb 19, 2011 12:23 am

Is that quote for real?

Groan..

Well, Oscuro or one of his heirs will put things to right :) I'll just have to buy Skyrim in '13 instead of '11.
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Tiffany Carter
 
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Post » Fri Feb 18, 2011 11:59 pm

Gotta love how the poll creator's bias-es show up like a sore thumb in the poll options...


Without a doubt.

Edit:


"No, I think that it's totally rad to go into each dungeon knowing beforehand the sorts of items that I am likely to find inside. I hate surprises."

"Yes. Dungeon-crawling is so much more enjoyable when the dungeon has unique items inside which can't be found anywhere else."

Aren't those basically the samething? Both are saying that they should be hand crafted..
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Sammi Jones
 
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Post » Sat Feb 19, 2011 10:30 am

Im pretty sure there was only one dungeon designer for the whole of Oblivion (not sure about expansions)


No there were 3, on skyrim there have been 8 for sure and I think I remember them saying 10 at 1 time, and there are less dungeons right now, but larger and much more unique over 110 at last count he said I also believe, oblivion had over 180 ? am not sure of this one
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chloe hampson
 
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Post » Fri Feb 18, 2011 10:04 pm

Oblivion had this, and it was one of the bad parts about the game. So much so that there were mods that got rid of the lame, artificially enforced level-the-world-as-you-level stuff.

Bethesda takes the easy way out when it comes to a lot of things, and this is prime suspect number one.

In Oblivion, there were about 200 or so dungeons. They had 5 different settings. You had your cave, you have your fort, you have your aelyd ruin, you had your sewer, and you had your mine. That was it. And it was dull, boring, repetitive and one of the BIG mods was (you guessed it) actual dungeons.

Bethesda really screwed up dungeons in Oblivion, not just with the lame level mechanic but because they were all totally bland.

Is it really that hard to sit down and come up with a unique dungeon with it's own storyline, setting, mobs and loot?

Bethesda=copy 'n paste dungeons.....sad to say, but it's true.
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casey macmillan
 
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Post » Sat Feb 19, 2011 3:49 am

Why does it seem to be so hard for open world games to deal with leveling?

I feel an easy to implement system that adds mystery to the game is difficulty based on civilized locations, just like real life. The further you get away from civilized areas, the more hazardous the environment and fora/fauna become. This can be overturned for unique situations or story-line happenstances.

I don't just mean more difficult the further out you go, but the more randomly changing ranges of difficulty. Half a mile out of town you probably won't run into anything more than a colony of imps, wolves, or a small bandit camp; you know, the things that society only sees as annoyances but not world shattering threats. On the flip side, traveling to an unexplored cave in the side of a mountain fifty miles from the nearest civilized area bigger than a hermit's shack could contain from a simple wolf's den all the way to a forgotten tomb now host to diabolical lich.

This = win.
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StunnaLiike FiiFii
 
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Post » Sat Feb 19, 2011 10:36 am

If it's handled like FO3 without damage sponges added like in BS, it should be pretty good.
An on off leveling style, with OOO style npc equipment tables would be great.
Not to mention that it's implied that caves and their denizens are not static.
That they go out hunting is said already, if it holds true in reverse maybe we'd see some caves with randomesque unscripted battles going on.
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Jacob Phillips
 
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Post » Sat Feb 19, 2011 9:31 am

The thing is..
Didn't Beth say the exact same thing about Oblivion dungeons?
"Oblivion dungeons will be nothing like Morrowind dungeons. Every dungeon in Oblivion will feel unique and different, unlike Morrowind dungeons."
and now we have,
"Skyrim dungeons will be nothing like Oblivion dungeons. Every dungeon in Skyrim will feel unique and different, unlike Oblivion dungeons."
:whistling:
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Matt Terry
 
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Post » Sat Feb 19, 2011 12:05 am

This tends to ruin the spice of exploration for some people. They like to be able to go anywhere at any time. I think it can work (go from city to city by paying 500 to some transport service), but still is boring. This is because you don't get any surprises, or interesting notes. For example, there could be a draconic overlord of a city. With your system, he would be easy to kill. With no level scaling. He would be difficult (as it should be), but that means the player could note it down, level up some, and come back to kill him.

I honestly think that no level scaling is good. Enemies should be located where they could logically be found. This makes it so that high level enemies probably wont be near big cities anyway, using the logical approach (cities have armies, kill bad guys so that trade is not disrupted, citizens stay alive and don't revolt). That said, they probably wont clear out dungeons (army in a dungeon? what?). Virtuous adventurers would have put up warnings around caves, or the environment in and near the dungeon can give signs of what enemies lay in wait. Ex: If you're going into a crypt or burial ground, expect UNDEAD.


That's why I said the conformity can be broken by unique circumstances and quest-line events. In general, the further you go from cities, the more dangerous random events become. In cities though, there could still be plenty of high level mysteries put in by hand or as part of a random unique encounter list.

And you're right, armies probably wouldn't clear out dungeons, only if they feel the threat is not substantial enough. Random undead probably wouldn't cause a near by city concern, but a fully fledged necromancer cult would.
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Sarah Knight
 
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Post » Sat Feb 19, 2011 6:45 am

i dont understand why dungeons cant just be filled with random leveled enemies(could be lower, could be way highier than the character) and random loot(some handplaced items/some random) Once the dungeon is cleared, after so much time it is refilled with another random leveled group of enemies.



So pretty much just like Oblivion right?

Random loot svcks bro, you open a hard-locked chest only to discover towel and a cup. Random leveled enemies sound ok in theory but end up feeling fake and obvious in practice, makes the world feel fake and kills the exploration/fear factor of discovering a new dungeon, is it going to be hard? or is it going to be easy? neither it's scaled to you. Plus it's fun to steam-roll a dungeon with easy baddies and it's fun to find a really hard dungeon and get your [censored] handed to you. This doesn't tend to happen
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Rob
 
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Post » Sat Feb 19, 2011 12:21 pm

Without a doubt.

Edit:


"No, I think that it's totally rad to go into each dungeon knowing beforehand the sorts of items that I am likely to find inside. I hate surprises."

"Yes. Dungeon-crawling is so much more enjoyable when the dungeon has unique items inside which can't be found anywhere else."

Aren't those basically the samething? Both are saying that they should be hand crafted..


You're quite correct if we assume that the player has already played the game, and so knows where all of the items are hidden in each dungeon. But for someone playing the game for the first time, or even for the second or third, then they won't have a clue about what might be inside a dungeon if the loot is hand-placed and constant. But if the loot is random and dependent on the player-character's level, then he will know that the loot within the dungeon will be no different from the stuff that he could find in any other dungeon. If loot is random, you still have an idea about what will be in a dungeon, as it can only be something suitable for your current level. Soon after the game is reelased there will be spreadsheets detailing what kind of loot you can expect to find in dungeons at a particular level, and you will be able to see exactly what you might find inside a given dungeon. That is very different, on a first playthrough, to not having a clue as to what you might find because the loot has been hand-placed and can't be predicted in any way.
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Tiffany Castillo
 
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Post » Sat Feb 19, 2011 8:01 am

Actually I belive that the TODD said that much loot will be handled dnd style with a dice roll type of thing in which with the right roll a totally unique item will be dropped


Source?
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Kelsey Hall
 
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Post » Sat Feb 19, 2011 9:54 am

Yet another poll were there is no "other" option. Do you want people to respond to your poll? Do you really want to know the answer to your question, you gave hardly any options at all. I am starting to think that "other" should be mandatory in polls, automatic by the system, so all polls are much better and add more value to the forum.
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Kate Murrell
 
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Post » Sat Feb 19, 2011 9:09 am

i dont understand why dungeons cant just be filled with random leveled enemies(could be lower, could be way highier than the character) and random loot(some handplaced items/some random) Once the dungeon is cleared, after so much time it is refilled with another random leveled group of enemies.

nah i think dungeons should be filled with monsters that make sense to be there, i mean, id hate to see ice trolls in a stone castle-like dungeon, it would make no sense, how the hell it got there, why is it there, that whats they are fixing, probaly , every dungeon its going to be unique, your gona look at it and think" wow this dungeon is awesome", the right quantity of monsters, the monsters themselfs, and the dungeon athmosphere is what make it amazing, some puzzles , some unique loots over there, bigger number of diference betwen dungeons would make the perfect dungeon set, the thing is, we must remenber that the dungeon isn't only a underground bunch of corridors, it have a reason to exists, and thats pretty much what i want to see on the dungeons, oblivion only had a bunch of corridors with some bigger halls, maybe some bridges, nothing else, real dungeons are big, they have corridors but they have too amazingly big parts, full of mystery to solve, secrets to discover, evils to wake, who knows! the possibilitys are almost limitless if the radiant story actually works!
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Kate Norris
 
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Post » Sat Feb 19, 2011 5:14 am

You guys really dont read anything do you, they dont set to your lvl, dungeons have a high range and a low range say you a lvl 6 character and you enter a dungeon the lowest range for the characters in this dungeon is lvl12-16, whereas if you enter the same dungeon at lvl 28 the dungeon will set itself at maybe lvl 28- 34 this is not the same way in which oblivions dungeons were set up


Quoting this so everyone sees it.


So basically each dungeon has its own range, so if you're like level 1 and enter a 16-20 dungeon you'll end up with a 16 dungeon.
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Luis Longoria
 
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Post » Sat Feb 19, 2011 5:59 am

I'll post what I said last page again since everyone seemed to skip right over it.

The thing is..
Didn't Beth say the exact same thing about Oblivion dungeons?
"Oblivion dungeons will be nothing like Morrowind dungeons. Every dungeon in Oblivion will feel unique and different, unlike Morrowind dungeons."
and now we have,
"Skyrim dungeons will be nothing like Oblivion dungeons. Every dungeon in Skyrim will feel unique and different, unlike Oblivion dungeons."
:whistling:
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Jessie Rae Brouillette
 
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Post » Sat Feb 19, 2011 10:52 am

I'll post what I said last page again since everyone seemed to skip right over it.

The thing is..
Didn't Beth say the exact same thing about Oblivion dungeons?
"Oblivion dungeons will be nothing like Morrowind dungeons. Every dungeon in Oblivion will feel unique and different, unlike Morrowind dungeons."
and now we have,
"Skyrim dungeons will be nothing like Oblivion dungeons. Every dungeon in Skyrim will feel unique and different, unlike Oblivion dungeons."
:whistling:

Except OB had 1 dungeon designer and 230 dungeons, Skyrim has 8 designers and 120 dungeons.
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laila hassan
 
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Post » Sat Feb 19, 2011 11:02 am

You guys really dont read anything do you, they dont set to your lvl, dungeons have a high range and a low range say you a lvl 6 character and you enter a dungeon the lowest range for the characters in this dungeon is lvl12-16, whereas if you enter the same dungeon at lvl 28 the dungeon will set itself at maybe lvl 28- 34 this is not the same way in which oblivions dungeons were set up

Uh, are you sure that's actually what having a high-low range means? If a dungeon is set it to a range of 8-16, for instance, it should means the challenge therein can scale to be suitable for characters of level 8 to 16. If you're lower level than this threshold the dungeon will be difficult, reaching its minimum level of 8 despite your level being only level 3. If you're higher level than this threshold it still won't go any higher than 16 even if you're level 35, meaning the dungeon will be easy. Whatever level the dungeon is set on is then remembered for this play-through, so if it turns out to be too difficult for you still, you can come back later and clear it out when you're stronger. This accomplishes a measure of flexibility not found in completely static difficulty set-ups, but steps away from having so much flexibility that each area ceases to be unique. This set-up also allows you build on the theory that the further you get into the wilderness, or dangerous areas the harder the difficult levels get. This is how I understand that Skyrim is doing it.

In my opinion it's the best way to do it as well. Completely random levels would probably just feel messy. It would probably also put many people off playing the game when they at early levels have their faces smashed by horrible monsters, and then later when they are strong, just keep meeting weaker crap that don't challenge them. Having it random would probably be a good way to ensure that the player is frustrated or downright bored throughout the entire experience. On the other and, having carefully tailored levels (without ranges) for each individual dungeon robs the player of his freedom of exploration, requiring him to go through the dungeons in a set sequence to be strong enough to handle the threats ahead of him. Having these set thresholds allows you the player to explore- not as freely as he wants, but sensibly exploring nearby locations in whichever order he prefers. If he chooses to head deeper into the wilds to far outlying dungeons without being ready for them, well then they will be hard- as it should be.

If I got this wrong, I'll really have to read a few more interviews. I seriously doubt it would dynamically adjust the challenge as you progress through the dungeon however. The phrasing of the quote suggests its an instantaneous decision made at the moment of entry. The core difference between Oblivion and Skyrim would simply be these thresholds, setting a boundary in each dungeon for how far Difficult or Easy it can go. It ensures that a group of bandits never end up in Daedric Armour, and that your sewer rats don't suddenly feel like Demonic Sabertooth Rodentizers; on the flip-side it also ensures that you never encounter feeble Daedra or Ogres that seem little stronger than the before mentioned sewer rats. I think it's a good call. It's how many mods decided to fix leveling in Oblivion, and I believe also how SureAI went about balancing Nehrim. It's tried and tested and it works, and people tend to like it. *Shrugs* Makes sense Bethesda would go with that option.

Edit:
In regards to the uniqueness of Dungeons I do feel that Bethesda delivered on their promise in Oblivion. At least in regards to the layout and structure of their dungeons. They were longer, had individual quirks and were far more fun exploring than the three minutes it took to explore and loot one of Morrowind's Ancestral Tombs. The problem came from their auto-matched loot and monster levels to the player's level, ensuring that you never encountered anything actually surprising. Though the dungeons themselves were not predictable, but quite well built, the overall experience ended up predictable and quite lacklustre because of it. Sure they had a limited number of tilesets to work with, and sure you recognized the pieces they had used, and were able to predict with traps were going to be because of it, but I think their designers did a good job with what they had.
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Lily
 
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Post » Sat Feb 19, 2011 5:57 am

I think Forral nailed it.
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Sheila Reyes
 
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Post » Sat Feb 19, 2011 3:26 am

The quote from this post's title seems to suggest that the problem that Oblivion had will remain, and that dungeons will still be predictable in the sense that you'll know going in that the monsters inside are probably going to be around the same level as yourself. So still no more Morrowind-style dungeon-crawling where the enemies are sometimes far more powerful than you are, and where it's only by a great deal of effort and a large dose of luck that you occasionally somehow manage to sneak your way past everyone to snag the unique, hand-placed loot hidden inside. It looks like this most joyful of gameplay elements from Morrowind, sorely lacking in Oblivion, will again not be making a return.


It has been stated that lvl somewhat to your level, that doesn't mean they will be exactly at your level, some will be offset higher than your level, while others will be lower, and the level will be locked as you enter them.

However, I don't think that we have any word yet on whether the loot found within dungeons will also, like the enemies, be levelled to the player-character's level. I can just about accept the enemies within dungeons being levelled to the player-character, but I really hope that Bethesda have learned from the levelled-loot fiasco in Oblivion, and make dungeon-crawling feel worthwhile. In Oblivion I very quickly realised that unless a quest asks you to dungeon-crawl, it's really not worth the effort, as the rewards for doing so were so often both uninspiring and hugely predictable.

Now, I know that dungeon-crawling is not the be-all-and-end-all, and I have no doubts at all that whatever Bethesda serve up, it's going to be very well done and hugely enjoyable. I just can't really see how having the enemies and loot in dungeons levelled to the player-character will make them enticing places to explore. I want to pass a dunegon and become giddy with excitement at what I might find lurking within, not shaking my head in a derisory manner as I stroll past, firm in the knowledge that it would be a fruitless exercise.



I don't know about loot, even though I found dungeon crawling satisfying on higher levels in OB.

In any case, I can't vote in your poll, because I kind of want some kind of level scaling, exactly because I don't want to be able to steamroll through every dungeon.
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how solid
 
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Post » Sat Feb 19, 2011 2:59 am

I think Forral nailed it.

Indeed based on what we know, about its simlaritys to Fallout, the level ceilings that are mentioned,etc This seems acurate. Also mention is that some dungeons level will be set by radiant story(I assume over riding whatever it was at to begin with).
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Averielle Garcia
 
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Post » Sat Feb 19, 2011 12:23 pm

You guys really dont read anything do you, they dont set to your lvl, dungeons have a high range and a low range say you a lvl 6 character and you enter a dungeon the lowest range for the characters in this dungeon is lvl12-16, whereas if you enter the same dungeon at lvl 28 the dungeon will set itself at maybe lvl 28- 34 this is not the same way in which oblivions dungeons were set up



Actually I belive that the TODD said that much loot will be handled dnd style with a dice roll type of thing in which with the right roll a totally unique item will be dropped



No there were 3, on skyrim there have been 8 for sure and I think I remember them saying 10 at 1 time, and there are less dungeons right now, but larger and much more unique over 110 at last count he said I also believe, oblivion had over 180 ? am not sure of this one



I'm sorry but where are you getting this info from? I'm not saying your wrong i'm just saying i don't remember hearing/reading any of this
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roxanna matoorah
 
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