will we level up automaticly

Post » Mon Jan 24, 2011 11:55 pm

imo, leveling up automaticly is bad, in OB if I leveled up as soon as I saw that little icon I would be grossly under powered compared to the enemies that begin to spawn. (mountain lion killing character with one shot) even if I was super specific about what attributes I increased, that still would not fix that problem, dedicating all you can on endurance (to increase health) would leave my agility weak so the mountain lion could not one shot me, but it would then stagger me down and kill me regardless. the only way that I found to work around this was by increasing sub skills to boost agility attribute as well as endurance. which may be a good reason to cut the class system.

and waiting to sleep in a bed until I had leveled up my armor skill as well so that I had some protection.

any ways, what do the people on the forum think, level up automaticly or keep it the same or simular to MW and OB style.
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rebecca moody
 
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Post » Tue Jan 25, 2011 7:59 am

I can't imagine why they'd change what's been working for them so far. Maybe there's a better way, but I like the sleeping-in-a-bed method. I especially enjoy the little message that accompanies leveling up, it's like a nice inspirational feeling as you wake up to start the day.
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hannaH
 
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Post » Tue Jan 25, 2011 12:16 pm

I want to keep it like MW and OB and I don't see why they would change it
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x_JeNnY_x
 
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Post » Tue Jan 25, 2011 10:11 am

any ways, what do the people on the forum think, level up automaticly or keep it the same or simular to MW and OB style.

I would like to see them keep it the same as OB. Or better yet, for the sake of the more immersive players who sleep regularily who might not want to level up at that time... maybe offer an option when you sleep if you'd like to level up. Or is that going too far?
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Suzie Dalziel
 
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Post » Tue Jan 25, 2011 7:24 am

I can't imagine why they'd change what's been working for them so far.



:D I;d say the same but such is not applicaple with recent reveals and information we have recieved :P
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Lucie H
 
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Post » Tue Jan 25, 2011 1:21 am

Well, unless they implement a hardcoe mode, it gives a reason for the inns (and even beds in general) to exist early in the game, so I don't see why they won't keep the current system.

Me? I don't prefer it. I find it being a hassle to always go into town and find a bed whenever I want to level up.
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Sandeep Khatkar
 
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Post » Tue Jan 25, 2011 2:23 pm

I brought this up partly because there have been alot of other things that worked just fine but are getting scrapped and I wondered what people would think if they leveled up automaticly. FO style was what I was thinking when I say automatic.

I would like to see them keep it the same as OB. Or better yet, for the sake of the more immersive players who sleep regularily who might not want to level up at that time... maybe offer an option when you sleep if you'd like to level up. Or is that going too far?

this= ftw. cannot count how many times I used a bed and realized I was trying not to level up.
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+++CAZZY
 
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Post » Tue Jan 25, 2011 10:29 am

I think it really depends on how you level.

Currently, you're taking into account Oblivion's level-scaling system, that created more powerful opponents the higher level you were.

If Oblivion did not have a level-scaling system (and it can be played that way if you're on PC through modding), it would of course be beneficial to level up faster so that you're strong enough to enter zones where higher level mobs appear.

As I have said in many other posts, I always likened the skill systems in TES to that of the Ultima series. You didn't have classes or even levels in those games. You just had skills. Those skills grew based on their usage, and that led to a higher level of character customization unparalleled even today. It didn't matter what you choose at the beginning to be your highest skills; you would grow stronger based on how you played that character. It makes more sense in the grand scheme of things anyway. Playing an unscrupulous rogue who gains much of her experience by doing legal, heroic activities like rescuing hostages or killing monsters should not be considered a rogue at all. If you started the game being unable to pick a lock and then miraculously through killing monsters and saving maidens you're able to pick locks with ease makes no sense.

In my opinion, this is how all RPGs should be. No levels, no classes. Just a long list of skills that you can become better at by practice.
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Emily Jones
 
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Post » Tue Jan 25, 2011 12:10 pm

I want to keep it like MW and OB and I don't see why they would change it

I would actually have to say that is pretty terrible, it wasn't a bad idea, but you had to get only certain levels up to level effectively
I dont see why you wouldn't
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Zualett
 
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Post » Tue Jan 25, 2011 4:50 pm

I like how it has been done in the past games. In Morrowind it was done better due to the lack of level scaling but I think that we will see more of what they did in Fallout with Skyrim. :)
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Quick draw II
 
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Post » Tue Jan 25, 2011 1:30 pm

I want to keep it like MW and OB and I don't see why they would change it

THIS!
I like having the option to level up whenever I want to.
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gemma king
 
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Post » Tue Jan 25, 2011 4:15 pm

I think it really depends on how you level.

Currently, you're taking into account Oblivion's level-scaling system, that created more powerful opponents the higher level you were.

If Oblivion did not have a level-scaling system (and it can be played that way if you're on PC through modding), it would of course be beneficial to level up faster so that you're strong enough to enter zones where higher level mobs appear.

In my opinion, this is how all RPGs should be. No levels, no classes. Just a long list of skills that you can become better at by practice.


yeah, Ive always thought that having areas where enemies were tougher (like in MW) was better than scaling enemies to your level. but OB was too small to restrict certain areas with tougher enemies as would make sense. FO:NV did that with the road north of sloan. but that was mostly to make the map seem less puny by making you walk around the whole map to get some where within 2 minutes of running distance.
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Mike Plumley
 
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Post » Tue Jan 25, 2011 2:12 pm

yeah, Ive always thought that having areas where enemies were tougher (like in MW) was better than scaling enemies to your level. but OB was too small to restrict certain areas with tougher enemies as would make sense. FO:NV did that with the road north of sloan. but that was mostly to make the map seem less puny by making you walk around the whole map to get some where within 2 minutes of running distance.


Actually, much of NV was unscaled. The way they made that world seem larger wasn't through having unscaled enemies in key locations, but by putting mountain ranges and invisible barriers between a lot of different zones, making the trek into new territories much longer than they would have been if you could have simply gone in a straight line over the mountains and hills. Not to mention there are many mods for Oblivion that remove level-scaling and change spawns to be area appropriate; most of which are very well done, and it still works despite the confining nature of Cyrodiil, which Bethsda has said is larger than Vvardenfell. So saying it works in MW but wouldn't in Oblivion is ignorance.
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Reanan-Marie Olsen
 
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Post » Tue Jan 25, 2011 4:41 am

:D I;d say the same but such is not applicaple with recent reveals and information we have recieved :P

You forgot the very next line of my post!

Maybe there's a better way

;D
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Fam Mughal
 
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Post » Tue Jan 25, 2011 10:04 am

I hope they make it so you can rest anywhere. Like in MW if you are in the wilderness you can sleep on the ground and level up.
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Dean Brown
 
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Post » Tue Jan 25, 2011 11:11 am

Actually, much of NV was unscaled. The way they made that world seem larger wasn't through having unscaled enemies in key locations, but by putting mountain ranges and invisible barriers between a lot of different zones, making the trek into new territories much longer than they would have been if you could have simply gone in a straight line over the mountains and hills. Not to mention there are many mods for Oblivion that remove level-scaling and change spawns to be area appropriate; most of which are very well done, and it still works despite the confining nature of Cyrodiil, which Bethsda has said is larger than Vvardenfell. So saying it works in MW but wouldn't in Oblivion is ignorance.


thats what I said, the death claws cut off the direct path to new vegas which forced you to go the primm, nipton, novac route which is much longer. but once your character can pwn deathclaws the time it takes to get to point a to b is unimpressive.
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Imy Davies
 
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Post » Tue Jan 25, 2011 1:40 pm

I can't imagine why they'd change what's been working for them so far. Maybe there's a better way, but I like the sleeping-in-a-bed method. I especially enjoy the little message that accompanies leveling up, it's like a nice inspirational feeling as you wake up to start the day.

I like it too, something about it just feels more natural, you have a whole nights rest to recover and assimilate what you have done that day and come back better and ready for more. I hated when level mods got rid of this, and many that were very good(fixed the +5 stuff,etc) did this.

And I also loved the messages, I hope they have 50 of them now, instead of 20.
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sally coker
 
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Post » Tue Jan 25, 2011 2:58 pm

the current system is fine
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Timara White
 
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Post » Tue Jan 25, 2011 4:10 am

I hope they make it so you can rest anywhere. Like in MW if you are in the wilderness you can sleep on the ground and level up.

Bedrolls ftw.
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Nana Samboy
 
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Post » Tue Jan 25, 2011 11:55 am

I think it really depends on how you level.

Currently, you're taking into account Oblivion's level-scaling system, that created more powerful opponents the higher level you were.

If Oblivion did not have a level-scaling system (and it can be played that way if you're on PC through modding), it would of course be beneficial to level up faster so that you're strong enough to enter zones where higher level mobs appear.

As I have said in many other posts, I always likened the skill systems in TES to that of the Ultima series. You didn't have classes or even levels in those games. You just had skills. Those skills grew based on their usage, and that led to a higher level of character customization unparalleled even today. It didn't matter what you choose at the beginning to be your highest skills; you would grow stronger based on how you played that character. It makes more sense in the grand scheme of things anyway. Playing an unscrupulous rogue who gains much of her experience by doing legal, heroic activities like rescuing hostages or killing monsters should not be considered a rogue at all. If you started the game being unable to pick a lock and then miraculously through killing monsters and saving maidens you're able to pick locks with ease makes no sense.

In my opinion, this is how all RPGs should be. No levels, no classes. Just a long list of skills that you can become better at by practice.


The problem I have with the use and get better system of TES is how do you reward the player for things that are not skills.

Many games, including Fallout reward the player for the following with xp:
-Finding new locations
-completing quests
-random stuff like reading a book, etc

I always though this was fantastic way of doing things.

That not to say I don't like how it is done in TES and Skyrim sounds like there doing it the best so far, but I would like a way to implement some reward for the player for doing these kinds of things.
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Katharine Newton
 
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Post » Tue Jan 25, 2011 10:41 am

I dont want it to FORCE me to level up every time I use a bed though. Sometimes I like to keep at a lower level for the sake of challenge, but I might also want to use beds for RP or (hopefully) hardcoe more.
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(G-yen)
 
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Post » Tue Jan 25, 2011 2:29 pm

I dont want it to FORCE me to level up every time I use a bed though. Sometimes I like to keep at a lower level for the sake of challenge, but I might also want to use beds for RP or (hopefully) hardcoe more.


if they do implement a hardcoe mode, they probably would make you level up instantly. thats one of the best ways I can think of that makes the game harder without pumping enemies with extra health.
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Josh Lozier
 
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Post » Tue Jan 25, 2011 12:23 pm

I'm not a fan of the sleep to level up or the instant level up. If there is a UI element indicating that I have leveled up, I remove it.

Ever since my D&D days, when we had a DM that made us go into town and visit a university/guild/master trainer, I prefer that method. I'd rather not know I gained a level as that takes me out of the immersion.

I'd rather check when I'm back in town and see if my skills have improved enough for me to level up. Then, I can do it when I want.
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Mr. Ray
 
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Post » Tue Jan 25, 2011 6:30 pm

Either option is fine but I hope it's instant.
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Prue
 
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Post » Tue Jan 25, 2011 5:07 am

Most likely as soon as you can level you will hear a noise and as soon as combat is over a perk selection screen will show up and blamo your one level higher.

I doubt stats if they even exist work the same was as before so you dont need to micromanage you skill progression. I dont even think there are stats as we knew them.
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Roddy
 
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