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lestatdark said:
marciosmg said:
lestatdark said:
marciosmg said:
lestatdark said:

After playing OOO's mod extensively (over 300hundred hours), I can't see myself going back to the old enemy scaling system.

Nothing beats wandering the outskirts of Imperial City, entering a random cavern, finding out that it's loaded with amazon warriors that are level 30 and that will destroy your level 1 character in a single hit xD.

It's not only until much, much later in the game, when you actually have a chance against them, that you find out that it's the lair of one of the most powerful forces in OOO's mod, Wisdom Of Nature, which has part of the Pegasus Set, also another of the most powerful ones in the mod.

It really adds a whole new layer of challenge and authenticity to Oblivion


You talked and talked and didnt answer my question.

What about level scaling only on the main quest?

OOO's mod also addressed the main quest, so that also meant no level scaling during the main quest.

That made some parts of the MQ actually challenging, like storming the Mythic Dawn Shrine, the fight against Mankar or the Defense of Bruma mission, since the enemies inside the Great Gate were of a very high level and the time limit for the siege engine was extremely strict.

So yeah, I would rather not have level scaling for the main quest. In fact, I would love Bethesda for the rest of my life if they let Jorge Oscuro design the overall mechanic of the game

Ah, ok. Wasnt he hired by Bethesda or something?

Yup, to work with Obsidian in the development of Fallout: New Vegas. It was he who designed the hardcore mode as well.

He didnt do a great job there.

It wasnt bad. Just annoying and not challenging at all.



www.jamesvandermemes.com