water_wendi
Water is not wet!
ive felt that way since he described magic in Oblivion like using a rocket launcher in a FPS.LCfiner said:that's some mighty fine cynicism there...
ive felt that way since he described magic in Oblivion like using a rocket launcher in a FPS.LCfiner said:that's some mighty fine cynicism there...
water_wendi said:ive felt that way since he described magic in Oblivion like using a rocket launcher in a FPS.
I just hope that this doesn't lead to situations like in vanilla Oblivion where I was unprepared for the retarded level-scaling system. I wanted to level non-combat skills initially (stealth, alchemy, restoration and block which were a really fun main skill combo and suited the game exactly how I wanted to play it at that time) which raised my character level too quickly and resulted in me getting anally raped by minotaurs every time I stepped foot outside.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.
Well, going from 21 to 18 suggests 1 skill of each spec was cut.water_wendi said:Getting rid of Mysticism now? ill be shocked if this is the only skill thats cut.
[b]Combat: Armorer | Athletics | Block | Blunt | Blade | Hand to Hand | Heavy Armor[/b]
Magic: Alchemy | Alteration | Conjuration | Destruction | Illusion | Mysticism | Restoration
Stealth: Acrobatics | Light Armor | Marksman | Mercantile | Security | Sneak | Speechcraft
If they fucking cut hand-to-hand...RAGESirPenguin said:Well, going from 21 to 18 suggests 1 skill of each spec was cut.
Magic - Mysticism
Combat - ???
Stealth - Mercantile + Speechcraft combined, perhaps?
I cannot imagine what they could cut from the combat section, assuming they did in fact cut one from each. Here are combat skills from Oblivion:
Code:[b]Combat: Armorer | Athletics | Block | Blunt | Blade | Hand to Hand | Heavy Armor[/b] Magic: Alchemy | Alteration | Conjuration | Destruction | Illusion | Mysticism | Restoration Stealth: Acrobatics | Light Armor | Marksman | Mercantile | Security | Sneak | Speechcraft
bounchfx said:I disagree here. MAYBE as an option, but a change like this would change how the entire game feels
Yo Gotti said:Sounds awesome so far.
Any mention of the size of the world?
Grimm Fandango said:Don't think so but here's the map of Tamriel:
http://images.uesp.net//thumb/c/c3/TamrielMap.jpg/800px-TamrielMap.jpg[IMG][/QUOTE]
TES games have never been scaled appropriately to the map, that tells us nothing.
Enchanting was a skill that was removed in Oblivion from Morrowind. And Mysticism is a different concept to enchanting.Confidence Man said:Enchanting is now a skill, so assuming it takes the place of Mysticism the Magic category hasn't lost any, though the way they're presented in the screen they don't seem to be classified anymore.
Mysticism is the school of sorcery least understood by the magical community and the most difficult to explain to novice mages. The spell effects commonly ascribed to the School of Mysticism are as extravagantly disparate as Soul Trap, the creation of a cell that would hold a victim's spirit after death, to Telekinesis, the manipulation of objects at a distance. But these effects are simply that: effects. The sorcery behind them is veiled in a mystery that goes back to the oldest civilizations of Tamriel, and perhaps beyond.
And if you're spotted, do guards on the other side of the world know about it instantly?Speevy said:I don't think this was mentioned in the OP.
If I break into a guy's house, will he still only have spoons?
If you kill the 50 skeletons in a cursed mine, will you still only walk out with a rusty shield and a dozen calipers?Speevy said:I don't think this was mentioned in the OP.
If I break into a guy's house, will he still only have spoons?
UrbanRats said:Should i trust them this time, about the AI? Remember Oblivion's bullshit Radiant AI video?
http://www.youtube.com/watch?v=pjbx6-KQoRg
uhm...
These NPCs are not scriptedUrbanRats said:Should i trust them this time, about the AI? Remember Oblivion's bullshit Radiant AI video?
http://www.youtube.com/watch?v=pjbx6-KQoRg
uhm...
Gattsu25 said:If you kill the 50 skeletons in a cursed mine, will you still only walk out with a rusty shield and a dozen calipers?
Speevy said:I don't think this was mentioned in the OP.
If I break into a guy's house, will he still only have spoons?
Yeah I definitely am taking things with a grain of salt. I enjoyed Oblivion and never saw these videos until about a month ago... so scripted.UrbanRats said:Should i trust them this time, about the AI? Remember Oblivion's bullshit Radiant AI video?
http://www.youtube.com/watch?v=pjbx6-KQoRg
uhm...
UrbanRats said:Should i trust them this time, about the AI? Remember Oblivion's bullshit Radiant AI video?
http://www.youtube.com/watch?v=pjbx6-KQoRg
uhm...
Speevy said:I don't think this was mentioned in the OP.
If I break into a guy's house, will he still only have spoons?
That sequence is literally impossible to replicate in the real game, too. I always wondered if there was some "untold story" about the Radiant AI. As in, it was forcibly downgraded. Because as it stands, I cannot imagine they were satisfied with the end results.Gattsu25 said:These NPCs are not scripted
*proceeds to show heavily scripted video*
Count of Monte Sawed-Off said:Level scaling was all that I was really worried about. It definitely killed Oblivion for me. I can live with Fallout 3 scaling, although I'd still prefer none at all.
SirPenguin said:That sequence is literally impossible to replicate in the real game, too. I always wondered if there was some "untold story" about the Radiant AI. As in, it was forcibly downgraded. Because as it stands, I cannot imagine they were satisfied with the end results.
This is bringing back all sorts of memories of the broken AI, like homeless people and their magically changing voices
However, RAI can sometimes influence an NPC to step out of their role and exhibit some unusual behavior that is motivated by a particular goal or a response to another agent. Players seldom witness these behaviors, since they are always being procedurally generated throughout the games world. But there was a period during the games development that RAI had more liberty to act on impulse and react to a personal motivation. Oblivion game designer Emil Pagliarulo described some of this bizarre and remarkable behavior (as did a few others):
"In some cases, we the developers have had to consciously tone down the types of behavior they carry out. Again, why? Because sometimes, the AI is so goddamned smart and determined it screws up our quests! Seriously, sometimes it's gotten so weird it's like dealing with a holodeck that's gone sentient. Imagine playing The Sims, and your Sims have a penchant for murder and theft. So a lot of the time this stuff is funny, and amazing, and emergent, and it's awesome when it happens. Other times, it's so unexpected, it breaks stuff. Designers need a certain amount of control over the scenarios they create, and things can go haywire when NPCs have a mind of their own.
Funny example: In one Dark Brotherhood quest, you can meet up with this shady merchant who sells skooma. During testing, the NPC would be dead when the player got to him. Why? NPCs from the local skooma den were trying to get their fix, didn't have any skooma, and were killing the merchant to get it!"
After reading of these past incarnations of RAI, it feels like the NPCs in the release build of Oblivion have been lobotomized. Over the course of the 200+ hours Ive spent playing the game, the only unusual RAI behavior I can readily recall witnessing is a battle to the death between two archers in a forest.
Yes, It's so annoying getting a piece of great armor and strutting around in the forest looking good. Then you get to town and everyone is wearing the same thing. Great, where were you guys hiding all this armour? If you had loaned it to me I would have an easier time sparing your lives from the goddamn END OF THE WORLD.EviLore said:Destroying any sense of exploration, excitement, uncertainty, or challenge. All in the name of balance and design convenience.
ZombieSupaStar said:
ivysaur12 said:It looks beautiful, as expected. I can only hope that many of the gameplay decisions that dragged it down are addressed. EvilLore is completely correct in his assessment of Oblivion's stalled sense of adventure thanks to level scaling.
Two NPCs fighting to the death in a forest? I never saw anything like that, but it sounds more impressive than any of the AI experiences I had in Oblivion.
I don't know how it was noticeable, because I got out of the vault, travelled east and ran into Deathclaw.Confidence Man said:Meh. Not as offensive as Oblivion, but the scaling in Fallout 3 was still noticeable.
EviLore said:Depends on how much they're relying on the scaling to balance the game for them. For the benefit of those who didn't recognize this issue in Oblivion:
Oblivion had a strict adherence to the idea that everything should be balanced, in every facet of play. Bethesda developed a scaling system such that at level 1 you would never find powerful loot, no matter what enemies you defeated in the game world or regions you explored, and as you advanced in level the loot tables would provide you with level-appropriate loot from the dynamically generated contents of treasure chests and the corpses of enemies.
Loot is WYSIWYG in Elder Scrolls, too, so at low levels you'd only encounter bandits wearing basic hide armor (because after defeating them you'd be able to wear that armor), and at high levels you'd encounter those same kinds of bandits wearing the most powerful magical glass armor. Only then did many players start to realize the treadmill-like scaling in place.
Shopkeepers didn't sell good equipment, since the player could hypothetically save up and buy some armor or weapon and have it before it would be balanced with the difficulty of the enemies in the game world (all scaled to the player's current level). Completing the same quest at level 5 or level 20 would yield the same item but with vastly different stats, again so that the player would always be using something balanced and appropriate.
Then we come to static objects placed in the game world, like items being proudly shown off in display cases by nobility or merchants. All of these items had to be unusable imitations to not upset the balance in case they were stolen by the player. Can't give the player too much money, either, even though nothing of value can be bought from merchants, so the nobility use copper plates and not anything that could be stolen and resold at a high price.
In Oblivion the player's level is advanced by skilling up the skills tagged as major or minor at the start of the game. So if you had an interest in alchemy or acrobatics or anything else not directly related to combat, you might tag a few of those skills. But if you actually used them frequently, you would level up and all the enemies in the game world would become stronger. Yet you had only increased skills not directly related to combat, so your combat proficiency hadn't increased. Since players had no idea that the game world scaled in such a way, this often spiraled out of control and left gamers with game worlds completely broken for their characters. It didn't help that if this delicate balance between player strength and enemy strength wasn't maintained, for whatever mechanical reason under the hood it could suddenly take dozens of sword slashes or spells to defeat every enemy.
After people started realizing that these mechanics were in place, they would create characters where, intentionally, none of the skills they planned on using would be tagged as major or minor skills. That way they would never level up just by using the abilities they wanted to use, and could control the scaling curve or become all-powerful compared to the enemies.
Destroying any sense of exploration, excitement, uncertainty, or challenge. All in the name of balance and design convenience.
Morrowind was anything but balanced. The noble houses had bank vaults under extremely heavy guard, filled with powerful treasures. If you were clever enough you could use stealth and/or magic to break into these vaults long before you encountered treasures of that sort of power from the traditional routes of questing or dungeon crawling. Morrowind could be "broken" in dozens of different ways. Alchemy could be used to create potions that boosted your alchemy governing attribute and then making more of those potions while under the effect of those same potions. Rings could be enchanted with short duration effects to, for example, be able to jump for miles at a time across the game world. Levitation could be exploited to gain extreme advantages over grounded adversaries. There were many such opportunities, yet in potentially breaking Morrowind many times over, they didn't at all make Morrowind a bad game. On the contrary, that sort of freedom allowed for a strong sense of creativity to foster, and subsequently awe when something you came up with actually worked. It allowed players to plan out dramatic unscripted heists, or to defeat powerful enemies with careful planning and execution. It made Morrowind a brilliant game, not a bad one.
EviLore said:Shopkeepers didn't sell good equipment, since the player could hypothetically save up and buy some armor or weapon and have it before it would be balanced with the difficulty of the enemies in the game world (all scaled to the player's current level). .
subversus said:well, I think this kind of level scaling was still noticeable in FO3. It was not that obvious with enemies though.