AltF4 on 21/6/2011 at 23:57
On the topic of npc/monster levelling in sync with the player character levelling, I'm not a fan either, but given that its going to be in, I'd prefer favour a range of levels that moves with the character, with some random (or fixed) areas having monsters at the extreme high and low ends of the range.
EG, for the vast majority of the content (dungeons, towns, wilderness), set a range of +/- 4 levels (pick any variable you want here, depending on how much difficulty/variety you want), obviously ignoring negatives when the pc level is low.
For specific areas, allow random mobs that exceed this scale at either end - ie, encountering a will o wisp in a spooky swampy area, or a powerful undead in a necromancer cave. There should always be those areas you feel really scared to go into, so that when you do level up, you get a feeling of accomplishment when you're smashing the mobs to bits.
At the other end, running into a weak mud crab near the coast should always be possible too...
northeast on 22/6/2011 at 14:30
They should just return to the Morrowind system as far as enemies and loot are concerned. The randomly spawned overworld monsters were based on level lists, which varied by geography too. Certain far off areas would eventually spawn the likes of Golden Saints and Daedroths, but only after you levelled about a certain number. The areas closer to "civilization," mostly the southern and western parts, would generally have easier enemies, which is completely natural.
In stark contrast, the dungeons were static. If you wandered into a cave with level 30 daedra, your piddly little level 1 will have to run for its life. Sometimes you can get lucky and beat the hard beasts (after a savage and epic battle) and find some legendary loot. To me, this maximized the enjoyment from exploration, and coming back to a place you had to flee earlier and finally smite everything was immensely satisfying.
If everyone and their mother is wearing glass and Daedric armour after level 20/25 and loot is (tragically) levelled again, I will probably not bother with this game until a suitable set of mods are made to rectify the problems. In Morrowind there was precisely two complete sets of Daedric armour, the armour that sells for enough to live like a king. In Oblivion, beggared bandits wear it and harass you for 50 gold pieces. In Morrowind, a level one character can descend a dank dungeon and find amazing sword, but you'll likely have to really work for it. In Oblivion, the dungeons adapt to you level, so a level one character can find the same amazing sword with no problems... then level up a few times and find the hallowed sword is worse than the common weaponry the pimped out bandits are carrying.
Nameless Voice on 22/6/2011 at 16:57
Unfortunately, you're misremembering some of that.
Morrowind, and Daggerfall before it, had entirely level-based lists of enemies to spawn (as you mentioned), but they didn't quite work how you said.
If you went into a daedric ruin in Morrowind at level 2, it would decide that that all the daedra were too tough for you, so it wouldn't spawn any. You'd still have to deal with the cultists, though, and those weren't levelled, so you might still be in for a rather nasty fight. It doesn't change the fact that there would be no daedra.
One problem with allowing you to go anywhere and find anything is the ease with which you can find amazing items early on and break the entire difficulty curve of the game (e.g. I know exactly where the Dragonbone Cuirass is in Morrowind, I could easily start a new game, head right there, and have an amazing suit of armour making me ridiculously hard to kill for the entire early parts of the game). The Gothic series got around this in a rather interesting way, by having crazy Strength requirements on all the weapons, so even if you found a really good weapon, you couldn't use it until you were strong enough. Having minimum skill requirements before you can effectively wield certain weapons would have the same effect, so for example, at low skill levels an iron longsword would actually be more effective than a daedric one, because you're not skilled enough to use the latter properly.
And yes, I realise I've just made a comparison between armour and weapons, but eh, the point should still be valid.
Briareos H on 22/6/2011 at 18:34
Quote Posted by Nameless Voice
(e.g. I know exactly where the Dragonbone Cuirass is in Morrowind, I could easily start a new game, head right there, and have an amazing suit of armour making me ridiculously hard to kill for the entire early parts of the game)
If a static game with less replay value is the price to pay for an amazing first playthrough, then so be it. I'm actually thrilled that I can remember how to get the Daedric Crescent from rummaging through Divayth Fyr's stuff, because the feeling I got as I discovered the amulet (all the more so as there was no official written quest related to it) was some 'only once in a year'-powerful stuff.
Getting it at level 12 or level 45 wouldn't have changed my enjoyment. However, it needed levitation/jump and great lockpicking skills which pretty much set the minimum requirements to a moderate level thief. With a low-level character you'd have to get pretty clever. Actually, this "quest" was friggin' perfect and should be taken as a model for everything Bethesda does.
northeast on 22/6/2011 at 20:22
Hm. Perhaps I am misremembering. It's been 8(?) years since I played it. I also modded the hell of of that game too. Though, really, the fun fights in the game were usually with NPCs of playable races, which were all static. I suppose that was my main point. Everything scaled in Oblivion, and it was horrible.
Imagine picking the locks to Vivec's Palace at level 1 (with some buffs, scrolls or whatever you need) and finding a Char_level + 5 Vivec. (I wonder if Shivering Isles's story line is a response to the people who complain that Oblivion does not leave you feeling like a god at the end.)
I don't mind being able to find and use amazing equipment early in subsequent playthroughs. I find the notion of equipping requirements rather silly. If you can use a low-quality variant of a sword, the similar legendary variety should often be easier to use. (Though, comparing real-world weapon to imaginary weapons is rather silly too.) And, really, if I can carry it in my loot bag, I should have the strength to swing it or wear it.
A compromise I'd make for people who want to maintain a semblance of balance through multiple playthroughs would be randomized location for some items. This would fit in with Skyrim's flirtations with quest randomization. (Of which I am a bit worried.) It follows, in a way. If they can randomize quests (and keep quality), then you can minimize the amount of metagaming knowledge the player has. Knowing item locations is fairly similar to knowing quest solutions in the effect it has on repeat plays.
Actually... Perhaps... Say you find a legendary long sword. It has an array of lovely abilities, known through countless fables. A skilled swordsman using it would have the ability to deal larger base damage AND have access to the abilities (fire on strike, paralyse, etc.) The problem is that you begin the game terrible at wielding a long sword; using this thing is just as effective as using a wooden imitation. As you gain in skill you will be able to better utilize the beautiful deadliness of the artifact. The effective stats progress to the legendary potential. One can even mix and match skills to artifact effects, like knowing destruction to a certain degree better utilizes the fire strike.
Nameless Voice on 22/6/2011 at 21:09
Oh, I agree that everything being levelled is horrible.
Daedric swords, for example, weigh insanely much more than any normal weapon, so it stand to reason that you'd need more skill / strength to use one. But, yeah, even just having the effects of weapons scale much more based on skill, will less difference of base damage at low levels, would be a thousand times better than having early-found artefacts being worthless junk five levels later.
Matthew on 23/6/2011 at 09:33
Is the compromise perhaps to have some variation on the 'item levelling' systems that some MMO games like Lord of the Rings Online and Star Trek Online have?
Nameless Voice on 23/6/2011 at 09:57
There was a mod for that for Oblivion, and it was pretty much one of the "essential" ones if you kept the old levelling style.
AltF4 on 24/6/2011 at 04:58
The mods for oblivion that focused on character, NPC/monsters, and item levelling were generally a must have if you didn't want to move the difficulty slider to easy side in direct proportion to your charatcer level.
On a slightly different note, I'm curious about Skyrim with regard to casting spells while holding a bow. Most of the stuff I've read indicates that you can "set" each of your hands to use a weapon, or spell or shield etc, and for spells, you can either have different ones, or the same one, thereby supersizing the power of that spell. Two handed weapons such as claymores and bows take up both your hand "slots".
But if bows take up both hands, does that mean you cant cast spells until you unequip the bow and then equip one of your hands with a spell, and THEN cast it ? Ie, my preferred play style involves sneaking through dungeons, holding my bow, while casting detect life, shield, "see in the darks" spells, weakness to poison, unlock, summon scamp etc, as appropriate to the situation. The point is, I dont have to unequip my bow to cast these spells, I just change my current spell selection (bound to hotkeys usually), and then select my casting button, WITHOUT having to unequip my friggin bow !
If true, this would be quite a downside to Skyrim, in spite of the generally positive directions it seems to be taking elsewhere...
dexterward on 24/6/2011 at 15:38
Quote Posted by AltF4
Ie, my preferred play style involves sneaking through dungeons, holding my bow, while casting detect life, shield, "see in the darks" spells, weakness to poison, unlock, summon scamp etc, as appropriate to the situation
Heh, the Thief lives...I do the same...
Regarding bows, I think you hold the bow with one hand, only using two whilst shooting. So you`d be ok casting a spell first, then pulling the bow.
(
http://www.ausgamers.com/features/read/3076322) Here`s recent Todd Howard interview, maybe not directly on topic, but it has few positives - no big surprise, but PC version better looking - mods on consoles ? - consolidating DLCs into "less frequent but bigger" (so more like expansion pack than Horse
shit Armour.)