Prophet Steve
Member
Haven't played a lot of Fallout 3, but that means boundaries of levels depending on the area right? Can be content with that.
That's what I assumed, buts it's great to get confirmation.gstaff said:Scaling is similar to what we had in Fallout 3. See the comment I put in our official forums
gstaff said:Scaling is similar to what we had in Fallout 3. See the comment I put in our official forums
Those aren't real quests. They just randomly pop up from time to time. They still have all the side quests as they always have.BlueTsunami said:Reading about the way quests are handled has lowered my enthusiasm a bit. The most common complaint you read about all of Bethesda's open world games is about the level scaling and yet they go and make it even more expansive in their newest game. They need to stop worrying about how gamers will handle challenges (by opting to keep them out completely) and just balance the thing traditionally. Its like their trying to procedurally generate the games balance to save themselves and the gamers the trouble. If I go to that gloomy mountain off in the distance I'm expecting something awesome, not a bunch of scamps and some low level alchemical gear (which happened far too many times in Oblivion).
I think the opposite! The core of oblivion is ROTTEN. It's all the accoutrement that I liked. The RPG systems needed a complete overhaul.disappeared said:How did Oblivion suck? Comments like this make no sense. The core of Oblivion is good. There are simply some areas where it lacked. Fortunately modders stepped up and fixed a good 99% of it.
I was fine with Fallout 3's, so I'll take it. As long as there is ample truly dangerous places to do when I really shouldn't. Because that's how I like to explore.gstaff said:Scaling is similar to what we had in Fallout 3. See the comment I put in our official forums
WanderingWind said:- No classes - The fuck? I mean, if you tag skills the same way, it's a cosmetic change, but come on. Why, in an RPG, are you disallowing for ROLE PLAYING. Picking a class is as basic as picking a race, or "build' in ES games - and most RPGs.
EviLore said:The whole point is that you aren't going to be selecting major/minor skills. You start out as a blank slate, and your skills increase entirely based on how you play. It's the previous Elder Scrolls system taken to an extreme.
WanderingWind said:- Level scaling - Have always, and will always hate this feature. You will never convince me it's anything but a horrific idea brought on by marketers who think players are fucking idiots. And then who decided to pander to those idiots. EDIT: Well, hey. At least that FO3 thing is a step up from vanilla Oblivion. No hard feelings about the marketing thing gstaff. We're in the same line of work. :lol
Minsc said:Even if it's a very finite range, and logical? Rats 1-3, Liches 20-25, not Rats & Liches 1-60 (or whatever).
To me having somewhat random stats across identical enemies helps immersion a little. If your enemies always have exactly the same health and do exactly the same damage, well it's slightly more boring. I like a little variation. Besides, why should you be the only thing in the entire world that gets stronger?
gstaff said:Scaling is similar to what we had in Fallout 3. See the comment I put in our official forums
LCfiner said:I expect to be in the minority on this board for liking the elimination of early game class choosing.
In every WRPG I've played, I've never felt comfortable deciding what skills I want to use after only one hour (or zero hours) of playtime.
How do I know if the game world places an importance on lockpicking? or stealth? or is it balanced more towards brute strength?
is that even how i want to play? I just ran around in a dungeon for 20 minutes fighting the same two enemies. How do I know if it'll be more fun (or more useful) to conjure the dead or shoot fire from my hands for the next 40 hours?
Any attempt a developer makes to reduce those game defining decisions from the early levels and let me figure out the way I want to play by actually playing is OK by me. Skyrim seems to do this by focusing on many perks adding up for every level plus the skills increasing via use.
the perk system, in particular, could be very well suited to how I want to evolve a character.
LCfiner said:I expect to be in the minority on this board for liking the elimination of early game class choosing.
EviLore said:The whole point is that you aren't going to be selecting major/minor skills. You start out as a blank slate, and your skills increase entirely based on how you play. It's the previous Elder Scrolls system taken to an extreme.
DennisK4 said:Level-scaling: It is coming back
"Radiant storytelling" or Level Scaling 2.0: "The game eventually logs a huge storehouse of knowledge about how you've played, and subsequently tailors content to your capabilities and experiences. Entering a city, a young woman might approach you and beg you to save her daughter from kidnappers. The game will look at the nearby dungeons you've explored, automatically set the mission in a place you've never visited, and designate opponents that are appropriately matched to your strengths and weaknesses."
disappeared said:How did Oblivion suck? Comments like this make no sense. The core of Oblivion is good. There are simply some areas where it lacked. Fortunately modders stepped up and fixed a good 99% of it.
Are you suggesting something like a dungeon that would feature rats at lvl 2, but a lich at lvl 20 versus just lvl 20 rats?Minsc said:Even if it's a very finite range, and logical? Rats 1-3, Liches 20-25, not Rats & Liches 1-60 (or whatever).
To me having somewhat random stats across identical enemies helps immersion a little. If your enemies always have exactly the same health and do exactly the same damage, well it's slightly more boring. I like a little variation. Besides, why should you be the only thing in the entire world that gets stronger?
I definitely hate wild scaling (even the kind in DA I'm not terribly fond of, but it works ok for such a fake open-world game), but I think it adds a bit when heavily restricted in real open world games.
Since people are asking, wanted to briefly touch on level scaling. All our games have had some amount of randomness/levelling based on player level. Skyrim's is similar to Fallout 3's, not Oblivion's.
Ceebs said:Are you suggesting something like a dungeon that would feature rats at lvl 2, but a lich at lvl 20 versus just lvl 20 rats?
This is why level scaling is pretty awful to me in all situations. You look at a super mutant and your thought process should be "run" if you are a low level. Instead you have a shot at killing it just because it has a level cap that has been scaled to your level. The world should be menacing at low levels and only the most exotic and powerful foes should give you pause at higher levels.SirPenguin said:I can't say I noticed the scaling in FO3 too much. Which I think means it was great. I was seeing bandits and super mutants from pretty much beginning to end, which is what I wanted.
Ceebs said:This is why level scaling is pretty awful to me in all situations. You look at a super mutant and your thought process should be "run" if you are a low level. Instead you have a shot at killing it just because it has a level cap that has been scaled to your level. The world should be menacing at low levels and only the most exotic and powerful foes should give you pause at higher levels.
Ceebs said:Are you suggesting something like a dungeon that would feature rats at lvl 2, but a lich at lvl 20 versus just lvl 20 rats?
SirPenguin said:I can't say I noticed the scaling in FO3 too much. Which I think means it was great. I was seeing bandits and super mutants from pretty much beginning to end, which is what I wanted.
All the info sounds excellent. I know people might be upset at 18 skills (6 per specialization DOES sound incredibly low), but I'm all for the other changes made to leveling/classes. The WORST part of TES games is how you have to wrestle with the stupid leveling system.
Like, somehow it was more advantageous to make skills you use a lot Misc. because you can gain more attributes this way. And god forbid you do too much in Oblivion, lest you level too quickly. Oh! But don't level too slowly, as quest items are also based on level.
Bah. This is just making me realize how crazy the scaling system is. Guess I gotta trust Grats Nick Fuck Nick on this one. Speaking of which, I'm glad someone that has a knowledge of forums like GAF (/the rest of the internet) got a community manager position. I feel like his comments re: the engine and the scaling system were purposefully to stem the negative hate train that inevitably crops up around these issues. Most CMs tend to turn a blind eye to those things.
Minsc said:Maybe best would be if it didn't scale though, the more I think about it. Just leave some randomness in though, and let the creatures be randomly generated in a finite level range when entering the area that doesn't scale or depend on your level.
Hmm, not sure I understand. Supers were tough at low levels for me. I know they leveled up with me as I did, but all this did (as far as I understand) is increase the chance to see "Overlords" and...uh...the other Adjective Super Mutants. That felt very natural to me, like any other RPG that has variations of enemies to signify that they are tougher.Ceebs said:This is why level scaling is pretty awful to me in all situations. You look at a super mutant and your thought process should be "run" if you are a low level. Instead you have a shot at killing it just because it has a level cap that has been scaled to your level. The world should be menacing at low levels and only the most exotic and powerful foes should give you pause at higher levels.
An ideal for me would be a dungeon that featured enemies tagged a certain way being random in a dungeon. For instance a mountain crypt would have enemies that are tagged as "undead" like your skeletons and liches. It would then have a dungeon level so each enemy should be within a few levels of that range. You could also use the skeletons as lower tier monsters and just have like a group of 5 lvl 10's be considered a lvl 20 creature. That give you plenty of variety and the dungeon could be different every time you explored it due to the random nature of the enemy selection. (You would still want placed boss and special creatures though)Minsc said:Oh, I see how I might be getting confused. I don't like the idea of the actual types of enemies changing based on your level, just to some extent the level of those enemies changing.
I'd want the dungeon with the lvl 20 lich to still have a lvl 20 lich when you're level 2, but it'd be fine if it the lich's power scaled to a small extent over time.
Maybe best would be if it didn't scale though, the more I think about it. Just leave some randomness in though, and let the creatures be randomly generated in a finite level range when entering the area that doesn't scale or depend on your level.
bounchfx said:I still don't understand people hating on fast travel.
It's an option
AN OPTION
bounchfx said:I still don't understand people hating on fast travel.
It's an option
AN OPTION
It still uses the same engine, I don't see why not._tetsuo_ said:This needs answering.
water_wendi said:Not surprised they did away with classes. Classless systems are my ideal but i know in my bones Howard is doing this because its "easier" and not because they put a bunch of thought into it. The most thought they probably put into it was how much it would save them by not having to pay someone to do class art. Probably saves Bethesda a couple thousand dollars.
Getting rid of Mysticism now? ill be shocked if this is the only skill thats cut.
God damn.. how did the guy responsible for those shit awful Terminator games get into my fucking Elder Scrolls?