Captain Dopetastic on 28/3/2006 at 08:19
Quote Posted by Tuco
If you find it too difficult for your crappily made character, lower the difficulty settings to 'puny worm' level.
I love you too, Tuco.
Tuco on 28/3/2006 at 08:21
If you're inability to extend word usage is such that you are confused by the word 'crappily', then I now understand your dismay, confusion and difficulty with Oblivion's combat.
While playing Oblivion without a monitor, I managed to become quickly bored with the combat system once I unlocked the secrets of Oblivion. I was greatly aroused by the difficulty slider, which had a 'Hard', 'Very Hard', 'Champion', 'Unbeatable' and "Tuco" level. The Tuco level is adequate thus far.
scumble on 28/3/2006 at 08:27
Your inability to grasp elementary punctuation takes the edge off your latest attempt at a witty put-down somewhat.
Epos Nix on 28/3/2006 at 08:38
Quote:
I was greatly aroused by the difficulty slider
Doesn't take much to get you off, does it? ;)
Mercy Dealer on 28/3/2006 at 09:42
Quote Posted by The Blob
Sometimes it's fun for a challenge, but not when that big, scary, hairy rat is causing you second thoughts at level 20.
That won't happen. The leveling works by replasing monsters with new kind of monsters. You still get occasionally to meet wolves, rats, crabs and the like, but it seems for example that I myself have out leveled Will-O-Wisps. (Which I have never killed, and wanted to try my new spell on them, haven't found any lately.)
Convict on 28/3/2006 at 14:10
I'm thinking that a better idea would be a compromise between the Morrowind and Oblivion levelling systems. Please note I don't have Oblivion... yet! ;)
Maybe enemies should be relatively more powerful when you are low level but they only level up at a slower rate than you do. To represent this diagrammatically Figure 1 shows you levelling up and Figure 2 shows monsters levelling up.
Figure 1:
Inline Image:
http://gdchart.freeservers.com/gdchart/docs/line_graph.gifFigure 2:
Inline Image:
http://www.8886.co.uk/img/trly_b1.gifThe point is that monsters start more powerful but with levelling up you gradually overtake their levelling up and thus you become more powerful than them.
Stitch on 28/3/2006 at 17:27
The scaling difficulty works wonderfully as long as you plan on playing a character with great offensive capabilities. If you want to be, say, a thief, however, you're pretty much fucked.
The system is retarded, really, as it encourages you to swap your major and minor skills so that you aren't constantly running into uberbears that twist you into a balloon animal. I don't mind the occasional huge challenge when walking through the wilderness but constantly bumping up against serious nasties gets old quickly. It discourages exploration both in regards to traveling and character growth.
And, of course, there's the inherent flaw of populating the countryside with ecosystem-devouring beasts in a game that lives and dies on environmental immersion.
Tuco on 28/3/2006 at 17:46
Quote:
Your inability to grasp elementary punctuation takes the edge off your latest attempt at a witty put-down somewhat.
What is this shit? Is this my 2nd grade teacher come back, to stand over my shoulder and haunt me as I frequently, misuse, commas? Here's a hint, "scumble", I don't give a shit about your elementary punctuation.
But ignoring the folk whose sole contribution to this forum is a nagging voice of grammar..
They should have made the system more rigid and less fluid.
IE: min/max caps. For people who can't understand words like crappily, this means that bears and lions would be capped at a certain max level(say 10), and that certain NPCs in certain areas would be capped at a min level.
I was hoping Oblivion would have an NPC that was not based on the player's level, and happened to be level 50ish(The high-end cap for a player... normally...). This player, optimally, would not be able to beat this character until the player got to a very high level.
Myoldnamebroke on 28/3/2006 at 20:58
Pros:
The game has no way of predicting where you're going to go when you head out. To maintain this freedom, the dungeons have to be roughly scaled - otherwise, if a player heads to Anvil early on and the easy stuff is in Chorrol, then Anvil will just be frustrating and Chorrol will be a chore when you arrive there. There is no choice but rough leveling in this regard. The game remains a challenge whereever you choose to head.
Cons:
There's a lot to be said for finding stuff you can't beat and coming back to it later and taking revenge.
Some of the implementation
-------------
As far as I can tell, the levelling is done in 'trees'. That is to say, a 'rat' marker is placed, and this rat is generated by the levelled list. But the max level rat is still level 10 (eg). The minimum level roarmonster is level 20. The game then makes the levelled creature as close to you as it can - so you get level 10 rats at level 50, and level 20 roarmonsters at level 1. This solves the problem of 'why bother to level up if it doesn't improve your performance?'
A significant problem appears to be item leveled lists. That is to say - bandits get decked out in super armour when you get in it. Not only does that break immersion by just being daft and makes acquiring vast amount of loot really easy, but also lessens your achievement of getting some uber item. Mods are being made to fix this right now! Roar!
There is also the problem of coping with high level mobs when you've got to high levels but without aquiring high combat skills. Hopefully tuning the equipment of the NPCs so they have great stuff more rarely will go towards fixing that.
Also, I loved being a collector in Morrowind - finding uber stuff and placing it on display. I prided myself on my stockpile of mad kit. It's kind of dissapointing I can't do that yet. I'm just bitter because my carefully planned and wonderfully executed job on the Umbracano Manor yielded little or no loot ;)
Wildlife is probably the biggest let down so far. There seems to be very little variation in terms of what you find in the wild - wolves and deer is it so far. Morrowind was teeming with different life. Clearly, the game needs more herds of friendly garr
Teh-Builder on 28/3/2006 at 21:31
Having every leveled character move from fur and iron armor/weapons to the high level stuff as you do is really silly tho... Your every day low life bandit's who waiting in ambush on the road to steal some coins from bypassers will end up doing so in glass and deadric. Crime surely pays of it would seem.
Also annoying that the stuff on shelves in shops does not reflect the actual stuff for sell, nor does it get updated. Unless you can find some fat loot in a leveled container, you will only be able to steal iron, steel and other low level stuff from shops.