Like "pallet swapping armour" like in ME2? Sure. Useless customisation is what Oblivion really lacked.Darth Roxor said:They actually raise a handful of good points in that article too, but don't let me interrupt you.
That's a problem with Oblivion's character leveling system. It exists along side the problem with Oblivion's level scaling system, but they are separate and distinct. Both detract from the game.
Ogg said:Like "pallet swapping armour" like in ME2? Sure. Useless customisation is what Oblivion really lacked.Darth Roxor said:They actually raise a handful of good points in that article too, but don't let me interrupt you.
Some Moron On Welfare said:ITT: TOO HIGH STANDARDS.
Nobody's going to make a game just for you. Get over it, you fucking rebellious teens. You're not unique snowflakes.
Some Moron On Welfare said:ITT: TOO HIGH STANDARDS.
Nobody's going to make a game just for you. Get over it, you fucking rebellious teens. You're not unique snowflakes.
Jaesun said:Does a single person at all look forward to another Bethesda ES game?? WHY? There is nothing they could ever do to make it even *somewhat* playable.
I thought that, in Oblivion, the weight limit had the purpose of being one of several retarded economic limits that prevented the player from being able to buy everything he wanted after a very short play time.I.C. Wiener said:Encumbrance is only another roadbump in the tried and true Oblivion/FO3 formula of dungeon crawl/kill shit/loot corpse/fast travel to hideout and stash goods/repeat. Removing the weight limit would make finding and collecting useless identical junk 5% more streamlined.
Does a single person at all look forward to another Bethesda ES game?? WHY? There is nothing they could ever do to make it even *somewhat* playable.
Silellak said:Level scaling is just a game design tool, and like any tool, if used properly and subtly, it can improve a game.
Unfortunately, Oblivion vastly overuses the technique. In a sandbox RPG, one of the largest aspects, if not the largest aspect, is the exploration of the world. Unfortunately, exploration quickly becomes pointless if every enemy you encounter and - more importantly - every piece of loot you find - is scaled precisely to your level. No more sneaking into the dragon's den at a low level to try and find the Sword of Whoopass - instead you'll encounter baby dragons guarding a Dagger + 1. Exciting.
The level scaling is the biggest issue with exploration in Oblivion, but far from the only one. The copy/paste auto-generated dungeons don't help matters - give me a dozen hand-crafted multi-level dungeons over a hundred "auto-terrain-generated" dungeons any day of the week. It is lazy and it shows. Once again, there's no point in exploring new places if they're all going to use the same half-dozen tilesets with roughly the same layouts. The fact that those copy/paste dungeons are filled with enemies and loot that are perfectly-scaled-to-your-exact-level really just adds insult to injury.
Without going into the overused voice actors, NPC models, and outdoor areas (WHO WANTS MORE FOREST? I DO!), Oblivion is quite simply a game based around exploration...where exploration is boring. The overuse of level scaling is directly - though not solely - responsible for that boredom.
"It just makes the game more interesting and challenging. "
BethesdaLove said:"It just makes the game more interesting and challenging. "
Level scaling is a cheap, shitty trick because its autonomous.
Why did the game have a balance to be fucked up in the first place? What's the point of balance in a friggin' adventure game? And let's face it, it's going to be an adventure game.Rhalle said:Scaling means the world is truly open; I don't see any point in powergaming in some zone way above your level until you beat it, which then fucks up the balance of the rest of the game. What's the point of that?
Rhalle said:Scaling means the world is truly open; I don't see any point in powergaming in some zone way above your level until you beat it, which then fucks up the balance of the rest of the game. What's the point of that?
POOPOO MCBUMFACE said:Rhalle said:Scaling means the world is truly open; I don't see any point in powergaming in some zone way above your level until you beat it, which then fucks up the balance of the rest of the game. What's the point of that?
Because sneaking through an area you have no business being in, stealing the best loot you can carry and then running for dear life, with a huge edge (be it in the shape of gold, experience or equipment) for the next few levels in return for your daring, is the most memorable and fun thing that open-world RPGs can offer. If you just want a standard, scaled, level-balanced experience from beginning to end, I don't really understand the appeal of playing an "open" RPG beyond sightseeing (which can be cool too, don't get me wrong).
If the game's well-designed, it's not going to fuck up the balance of the rest of it anyway; you've gone through an extraordinarily challenging hour or so in return for an easier time of it until you reach the level where whatever you gained would be standard anyway, at which point normal difficulty resumes.