I think that for the first time ever I can bear playing as a Khajit. In fact I think I would WANT to play as a Khajit.
I think that for the first time ever I can bear playing as a Khajit. In fact I think I would WANT to play as a Khajit.
zarx said:
I will agree that early TES games handled it pretty poorly in the scheme of things and led to drab repetative worlds, but procedural generation and randomness has increadable potential if handled correctly. |
That's the issue though, especially in the current era of graphics. Having procedural generation can be cool, but it's very difficult to pull it off without feeling repetitive and having areas of near identical artwork.
That is impressive, I cant wait to get this on PC and see it run
Cannot wait for this gem to drop.
Rockstar: Announce Bully 2 already and make gamers proud!
Kojima: Come out with Project S already!
| zarx said: that was more to do with the fact that everything is scaled to your level in Oblivion, that and the fact that all the major cities are on the map from the start. |
that's what made me hate Oblivion
If it isn't turnbased it isn't worth playing
(mostly)
And shepherds we shall be,
For Thee, my Lord, for Thee. Power hath descended forth from Thy hand, That our feet may swiftly carry out Thy command. So we shall flow a river forth to Thee And teeming with souls shall it ever be. In Nomine Patris, et Filii, et Spiritūs Sancti. -----The Boondock Saints
I understand level scaling but there should be limitations and creatures should have a ceiling and floor to their abilities (eg. wolves are level 1-5, cat-things are 10-15, giant rats are 7-12, etc). That way you can heavily dissuade people from entering certain areas but you don't make it impossible if they're REALLY adventurous. You also avoid letting high level characters get their ass kicked by a pack of wolves when they're not a full strength.
Some areas should be easier than others. It doesn't make sense for it to be otherwise and I found Oblivion's "regress to the mean" approach to creatures to be VERY off-putting. It took a lot away from the game and adventuring.

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Naum said:
|
well you'll be happy to know that once you enter an area in Skyrim, the enemy's are fixed to that level regardless of what level you are later in the game
I actually quite liked that feature in Oblivion, the enemies never got too hard for the most part, I was only annoyed at the ghostly enemy's which required using particular weapons or magic
these screenshots are amazing though, as someone said, its effectively a whole generations gap between the games, and Oblivion doesn't look bad even today :D
TeddostheFireKing said:
well you'll be happy to know that once you enter an area in Skyrim, the enemy's are fixed to that level regardless of what level you are later in the game . |
An interesting solution. I still don't know if I entirely agree with it but that sounds a lot better than Oblivion's solution.

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| rocketpig said: I understand level scaling but there should be limitations and creatures should have a ceiling and floor to their abilities (eg. wolves are level 1-5, cat-things are 10-15, giant rats are 7-12, etc). That way you can heavily dissuade people from entering certain areas but you don't make it impossible if they're REALLY adventurous. You also avoid letting high level characters get their ass kicked by a pack of wolves when they're not a full strength. Some areas should be easier than others. It doesn't make sense for it to be otherwise and I found Oblivion's "regress to the mean" approach to creatures to be VERY off-putting. It took a lot away from the game and adventuring. |
Actually that's exactly how Oblivion's level scaling worked but when simple bandits wore elite gear like glass and daedra armor on top of that people felt like the primitive enemies were too powerful anyway.