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So my posts about "sensitive" stuff seems to get alot of negative feedback because I suck at explaining my opinions (BTW, if my last post offended you, please go back and read the edit). So I thought maybe not make a post of stuff like that until I learn to express myself properly, instead I would make a post about Oblivion  Yes I know Skyrim is out, I'm downloading it now, but something I never figured out in Oblivion (and Fallout 3) is how did people handle being high level? I mean, monster taking forever to die even if you're blasting them with a Gatling Laser with 100 in both big guns and energy weapons? Is it supposed to be like this or do you have to modify the difficulty in later stages of the game? I don't like the idea of messing with the difficulty, my goal in theese kinds of games is just to become the some "God" on earth and just own everything, but it's is sad when I have to use up all my mana just to kill some skeleton champion in a cave...
And i hate how people can say you can do whatever you want in Oblivion/Fallout 3, this is semi-true, but the main quests are always good(ish) and there is no way to actually finish the game if you don't do theese quests. I think I searched the entire world of Oblivion in search of Necromancer quests/guilds etc, but all Necros I found just attacked me 
Anyone know if these problems exist in Skyrim aswell? Would be nice to know (Spoiler tags for spoilers are always awesome ).
I hope this post will be better recieved by the TL people than my preivous failures ^^
   
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Level scaling makes the 'treasure hunt' aspect of games like that less rewarding. I enjoy games like morrowind and minecraft where I explore dangerous places in search of valubles, and it is fun to find them and return safely to town/home.
But when enemies get stronger as I do, it makes such adventures less rewarding.
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Well these types of games are role-playing games, so depending on the role you choose to play, different paths will open up or close to you. For example if you try to kill everyone in sight in Oblivion, there won't be many towns that enjoy your presence and the guards will fight you. It helps for the replayability of a game, allowing you to try different paths and see what options open to you in each.
As far as the level scaling aspect, it's done for a reason in open-world games. In an open-world game, you could essentially complete the main quest up to the last point, and at that point still go through all of the dungeons and areas in the rest of the game and have a challenge. The advantage to this is that most of the items scale as well, so you won't find a basic longsword in a dungeon when your higher level even if the dungeon is right next to the starting area.
I wouldn't call it a problem, it's just how the game works. You're not going to be able to become a "God" and one-shot everything in sight...ever. From what I've heard, skyrim will at some points in the main quest have obstacles that will require you to be a certain level, meaning if you don't do any of the side areas or skills, you won't be able to pass that point in the story..maybe that's what you're looking for, but from what I've seen it's pretty similar to the other games in the series.
@Roie, how exactly is it less rewarding to go into a dungeon you may have skipped earlier in the game only to be challenged because the level scaling? Doesn't make sense to me. One would normally consider any sort of challenge more rewarding because it's actually a challenge.
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That's certainly one way to look at it and a very positive outlook on level scaling. The counter argument is nothing gets harder or easier- it all stays generally the same difficulty. I enjoyed using a mod (Can't remember which!) that included boss level monsters/npcs as well as hordes of less difficult ones. One skeleton is pretty easy, even to scale. A graveyard of 20 skeletons with their stats toned down is more challenging!
Anyway Oblivion great game because of the mods. It's an extension, imo, of choosing how to play and what role to play. A veritable buffet of alterations you can make to the default game to tailor it to the experience you want to have. I'm glad you enjoy it though!
Cheers.
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On November 12 2011 04:12 Battleaxe wrote: Well these types of games are role-playing games, so depending on the role you choose to play, different paths will open up or close to you. For example if you try to kill everyone in sight in Oblivion, there won't be many towns that enjoy your presence and the guards will fight you. It helps for the replayability of a game, allowing you to try different paths and see what options open to you in each.
As far as the level scaling aspect, it's done for a reason in open-world games. In an open-world game, you could essentially complete the main quest up to the last point, and at that point still go through all of the dungeons and areas in the rest of the game and have a challenge. The advantage to this is that most of the items scale as well, so you won't find a basic longsword in a dungeon when your higher level even if the dungeon is right next to the starting area.
I wouldn't call it a problem, it's just how the game works. You're not going to be able to become a "God" and one-shot everything in sight...ever. From what I've heard, skyrim will at some points in the main quest have obstacles that will require you to be a certain level, meaning if you don't do any of the side areas or skills, you won't be able to pass that point in the story..maybe that's what you're looking for, but from what I've seen it's pretty similar to the other games in the series.
@Roie, how exactly is it less rewarding to go into a dungeon you may have skipped earlier in the game only to be challenged because the level scaling? Doesn't make sense to me. One would normally consider any sort of challenge more rewarding because it's actually a challenge.
It makes leveling meaningless. What is the point of being stronger if everything else gets stronger too? Thats my number 1 reason why Morrowind is by far better than Oblivion.
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On November 12 2011 05:01 BrodiaQ wrote:Show nested quote +On November 12 2011 04:12 Battleaxe wrote: Well these types of games are role-playing games, so depending on the role you choose to play, different paths will open up or close to you. For example if you try to kill everyone in sight in Oblivion, there won't be many towns that enjoy your presence and the guards will fight you. It helps for the replayability of a game, allowing you to try different paths and see what options open to you in each.
As far as the level scaling aspect, it's done for a reason in open-world games. In an open-world game, you could essentially complete the main quest up to the last point, and at that point still go through all of the dungeons and areas in the rest of the game and have a challenge. The advantage to this is that most of the items scale as well, so you won't find a basic longsword in a dungeon when your higher level even if the dungeon is right next to the starting area.
I wouldn't call it a problem, it's just how the game works. You're not going to be able to become a "God" and one-shot everything in sight...ever. From what I've heard, skyrim will at some points in the main quest have obstacles that will require you to be a certain level, meaning if you don't do any of the side areas or skills, you won't be able to pass that point in the story..maybe that's what you're looking for, but from what I've seen it's pretty similar to the other games in the series.
@Roie, how exactly is it less rewarding to go into a dungeon you may have skipped earlier in the game only to be challenged because the level scaling? Doesn't make sense to me. One would normally consider any sort of challenge more rewarding because it's actually a challenge. It makes leveling meaningless. What is the point of being stronger if everything else gets stronger too? Thats my number 1 reason why Morrowind is by far better than Oblivion.
What it does is it eliminates the benefit of grinding, since it's just counterproductive.
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On November 12 2011 04:12 Battleaxe wrote: Well these types of games are role-playing games, so depending on the role you choose to play, different paths will open up or close to you. For example if you try to kill everyone in sight in Oblivion, there won't be many towns that enjoy your presence and the guards will fight you. It helps for the replayability of a game, allowing you to try different paths and see what options open to you in each.
As far as the level scaling aspect, it's done for a reason in open-world games. In an open-world game, you could essentially complete the main quest up to the last point, and at that point still go through all of the dungeons and areas in the rest of the game and have a challenge. The advantage to this is that most of the items scale as well, so you won't find a basic longsword in a dungeon when your higher level even if the dungeon is right next to the starting area.
I wouldn't call it a problem, it's just how the game works. You're not going to be able to become a "God" and one-shot everything in sight...ever. From what I've heard, skyrim will at some points in the main quest have obstacles that will require you to be a certain level, meaning if you don't do any of the side areas or skills, you won't be able to pass that point in the story..maybe that's what you're looking for, but from what I've seen it's pretty similar to the other games in the series.
@Roie, how exactly is it less rewarding to go into a dungeon you may have skipped earlier in the game only to be challenged because the level scaling? Doesn't make sense to me. One would normally consider any sort of challenge more rewarding because it's actually a challenge.
It certainly is possible to make global leveling work, but Oblivion does it the wrong way. For one, monster hitpoints scale WAY too fast compared to your damage. Unless you're running around making hundreds of poison potions (which is extremely tedious), weapon damage in vanilla Oblivion caps out at around 26, while enemy HP scales into the hundreds. It gets old really fast when your character needs 20-30 arrows to take down an ogre and there's 15 ogres around. Even sneak attacks do nothing except require you to use 2-3 less arrows.
Also, it doesn't make sense that the best armors in the game are more often scavenged from bandits than bought from shops or looted from chests. Random bandits almost always get the drop on you in terms of spawning with better equipment than you, which makes zero sense. If you're supposed to be the hero of the story, a superlative warrior with superior capabilities, then the average bandit or villager or guard shouldn't be just as strong as you.
On November 12 2011 05:20 Gummy wrote:Show nested quote +On November 12 2011 05:01 BrodiaQ wrote:On November 12 2011 04:12 Battleaxe wrote: Well these types of games are role-playing games, so depending on the role you choose to play, different paths will open up or close to you. For example if you try to kill everyone in sight in Oblivion, there won't be many towns that enjoy your presence and the guards will fight you. It helps for the replayability of a game, allowing you to try different paths and see what options open to you in each.
As far as the level scaling aspect, it's done for a reason in open-world games. In an open-world game, you could essentially complete the main quest up to the last point, and at that point still go through all of the dungeons and areas in the rest of the game and have a challenge. The advantage to this is that most of the items scale as well, so you won't find a basic longsword in a dungeon when your higher level even if the dungeon is right next to the starting area.
I wouldn't call it a problem, it's just how the game works. You're not going to be able to become a "God" and one-shot everything in sight...ever. From what I've heard, skyrim will at some points in the main quest have obstacles that will require you to be a certain level, meaning if you don't do any of the side areas or skills, you won't be able to pass that point in the story..maybe that's what you're looking for, but from what I've seen it's pretty similar to the other games in the series.
@Roie, how exactly is it less rewarding to go into a dungeon you may have skipped earlier in the game only to be challenged because the level scaling? Doesn't make sense to me. One would normally consider any sort of challenge more rewarding because it's actually a challenge. It makes leveling meaningless. What is the point of being stronger if everything else gets stronger too? Thats my number 1 reason why Morrowind is by far better than Oblivion. What it does is it eliminates the benefit of grinding, since it's just counterproductive.
Really? Because I can't even count the number of times I've left the game on with my character autorunning against the wall while I'm away doing other stuff for hours just to level up Athletics and Sneak skills.
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On November 12 2011 05:20 Gummy wrote:Show nested quote +On November 12 2011 05:01 BrodiaQ wrote:On November 12 2011 04:12 Battleaxe wrote: Well these types of games are role-playing games, so depending on the role you choose to play, different paths will open up or close to you. For example if you try to kill everyone in sight in Oblivion, there won't be many towns that enjoy your presence and the guards will fight you. It helps for the replayability of a game, allowing you to try different paths and see what options open to you in each.
As far as the level scaling aspect, it's done for a reason in open-world games. In an open-world game, you could essentially complete the main quest up to the last point, and at that point still go through all of the dungeons and areas in the rest of the game and have a challenge. The advantage to this is that most of the items scale as well, so you won't find a basic longsword in a dungeon when your higher level even if the dungeon is right next to the starting area.
I wouldn't call it a problem, it's just how the game works. You're not going to be able to become a "God" and one-shot everything in sight...ever. From what I've heard, skyrim will at some points in the main quest have obstacles that will require you to be a certain level, meaning if you don't do any of the side areas or skills, you won't be able to pass that point in the story..maybe that's what you're looking for, but from what I've seen it's pretty similar to the other games in the series.
@Roie, how exactly is it less rewarding to go into a dungeon you may have skipped earlier in the game only to be challenged because the level scaling? Doesn't make sense to me. One would normally consider any sort of challenge more rewarding because it's actually a challenge. It makes leveling meaningless. What is the point of being stronger if everything else gets stronger too? Thats my number 1 reason why Morrowind is by far better than Oblivion. What it does is it eliminates the benefit of grinding, since it's just counterproductive.
How is it counterproductive? You train something and your character gets better at it. I personally prefer the system where you have to work to be able to accomplish tasks and missions. And when you are finally done training to a certain point you are super strong in the world reflecting the work your character put into getting better.
The grind is part of the overall experience that makes it satisfactory. If you don't like it or think its a waste of time, then you shouldn't be playing level based rpgs and it makes me sad the bethseda felt the need to make level scaling in Oblivion to cater to people who didn't want to explore and grow their characters the way you had to in previous elder scrolls games.
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The name of the blog hardly correlates to its contents at all. I agree with everything you wrote except the title which i would switch to Oblivion FTL.
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