[WIP Interest check] Static Dungeons

Post » Thu May 17, 2012 6:57 am

Ok now that i have that understanding i guess what i feel would make more sense to me personally is to still have many of those dungeons stay the way they are. Then add or fix some dungeons to be static. So maybe certain dungeons with certain powerful artifacts could be changed to static dungeons. Then keep many of the dungeons the way they are. Maybe there is a way to make it work to where you can exclude Radiant AI from using the Static dungeons for quests that way you don't run into that problem. I definitely want more difficult and even impossible dungeons depending on the circumstances. And after getting through that challenging dungeon i agree the reward should be worthwhile. There are definitely times where i have been rather disappointed with what has dropped compared to the difficulty. Possibly at least making it so rewards scale to the dungeon level rather than to your level could make sense.

As for the mob names i get what you're saying and i can definitely understand why you or many people think that. I however feel like giving everyone a name is a bad thing (not in any way trying to start an argument, just explaining how i feel about the subject). The reason it would have a negative effect on immersion for me is that while sure, if this were the real world they would all have a name and back story. This is though also a random cave i'm walking into. These people are bandits trying to kill me it's not like we are sitting down and chatting and finding any of this information out. This bandit that just tried to stick a sword in my chest is nothing more than a bandit, i'm not about to ask his name and how his life has been up to this point.
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George PUluse
 
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Post » Wed May 16, 2012 11:36 pm

Ok now that i have that understanding i guess what i feel would make more sense to me personally is to still have many of those dungeons stay the way they are. Then add or fix some dungeons to be static. So maybe certain dungeons with certain powerful artifacts could be changed to static dungeons. Then keep many of the dungeons the way they are.

FYI this is how it is. There are already static dungeons/items once in a while in particular places, while the vast majority of the content is semi-scaled. There's a castle ruins in the southeastern section of the map, below Helgen that has what appeared to be static enemies to me. I was level 15 and being pitted against Master Vampires.

As for the names and back-stories. If you look around enough you will find a lot more names and back-stories going on with the nameless bandits. I feel OK with them being called Bandit since they never introduce themselves or give you their names anyway. It is easy to assume they have names but you never know what they are, since you killed them without talking about it first.
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Aaron Clark
 
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Post » Thu May 17, 2012 2:16 am

Static Dungeons Project
- an attempt to make dungeons more rewarding by hand-placing loot and enemies

(Check out the section "where do I sign up" if you're interested in helping. Not much commitment is needed! Any help is valued greatly.)

Preface
In Morrowind, the problem with leveling was that the player soon became too powerful and could kill anything in one blow, since all dungeons (except Daedric ones) had static, hand-placed enemies and loot that you quickly out-leveled.
In Oblivion, they tried to solve Morrowind's issues by scaling everything to your level. The problem with this was that no dungeon felt unique.
In Skyrim, they fixed Morrowind's problems by making the player's leveling grind to a halt naturally at (correct me if I'm wrong) somewhere around 50+ - but they still kept Oblivions level scaling! Why? Surely Morrowind's issues were solved by restricting how far the player could progress?

Sure, it's a more restricted version of Oblivion's system, but the drawbacks are still obvious:
No uniquely named items in 99% of the dungeons, and the unique items you do find are adjusted to your level. Daedric artefacts are outshone by that "Dwemer Sword of Blah" you found in an earlier dungeon, making the artefact hardly worthy of its title, and robbing you of a sense of fulfilment.
Enemies are in 99% of the cases named "bandit" or some similar generic name (as opposed to Morrowind where even bandits had real names), and bosses drop loot adjusted to your level in an "X of Y" format (example: "Orcish Dagger of Smiting").

...and more, but I hope you get the point. There is a lot of talk about the scaling deciding the difficulty of the game, but it has a huge impact on immersion and variation as well! Fighting through a dungeon only to realize the end is nothing unique and the reward is simply an item that was generated on the spot by the game (and is usually complete vendor trash), and the boss is a generic "Bandit Chief" is an immersion and joy killer for me.
Mods like OOO had hundreds of hours invested in them to make the scaling more sensible; so this time around, couldn't we just do away with the scaling and do it properly from the beginning?

What I want to accomplish
The game has around 150 dungeons. What I propose is that we gather information about all the game's dungeons and when we have an exhaustive list, we go through them and replace the scaled items and enemies with static ones, with levels based on the information we gathered.
What quests take place in the dungeon?
Where is it located?
Does it contain a boss or an artefact?
What's the backstory?

...and so on. This work can obviously begin before the Creation Kit is released!

Future steps are to add unique named bosses and items to create truly interesting endings to dungeons. Depending on how many are interested, extra artefacts such as Chrysamere and Ice-blade of the Monarch from Morrowind may be added as rewards.

To illustrate what I mean:
In Morrowind, every humanoid enemy is hand placed with hand picked loot and skills. Every character has a unique name. Every magic item is placed there by the one who designed the dungeon, and the level, rewards and difficulty is exactly what the designer intended.
In Skyrim and Oblivion, on the other hand, enemies are generic ("Bandit" and "Bandit Chief" for example) and their loot and skills are adjusted by the players level. Almost no powerful item is hand placed in any dungeon, but instead, they simply start appearing in dungeons when the game thinks the player is powerful enough. This is obviously not very immersive.

Where do I sign up?

I have created a google-docs spreadsheet and filled in the information of a few dungeons.
https://docs.google.com/spreadsheet/ccc?key=0Ai_PZ3oVoL9BdHlUX2RSQjk4alpnSXk3WFdOV2ZBWXc
What you need to do to help out is simply to access this document (if the privacy settings are correct, you should only have to PM me your gmail address so that I can add you to the list of people allowed to edit the document (so that it isn't vandalized)) and type in information about every dungeon you go through!
When completing a dungeon, simply tab out and fill in the relevant information about the dungeon. If information already exists, check it out so that it is proper and add whatever additional/corrected information you may have gathered.
This is obviously not some kind of employment thing where you are expected to grind through dungeons for the sake of the mod, but rather a casual thing to help out with after clearing a dungeon when playing the game as you normally would. Agreeing to help out doesn't force you to enter any information at all.
If enough people join in, it should be filled in no-time!
When all dungeons are accounted for, we move on to the next phase - but for now, this is all we need to do.

Guidelines for helping out
  • Dungeons that have sub-dungeons are only listed once, no sub-parts (for example in the case of "Geirmund's Hall" and "Geirmund's Hall Crypts", only the former dungeon is to be listed.
  • Areas like Valtheim Towers or Orphan Rock, a.k.a. outside areas without any actual dungeon which still contain a select set of enemies around a specific landmark can also be listed. Dungeons which have a group of enemies outside the entrance should have information about this entered in the "enemies outside" column.
  • Please use proper grammar and explain things properly! Everyone has to know what you are talking about.
  • Dungeons that contain legendary artefacts should be ~50+ in level, whereas a bandit camp close to a city should be a low level unless it's involved in a difficult quest.
  • The column "boss fight" refers to any enemy in the dungeon who is a lot stronger than the rest of the enemies in there; not necessarily a uniquely named or scripted one. For example a large dwemer golem in the last room of the dungeon when there has been no other golem before it qualifies as a boss.
  • The column "remoteness" should take into account how far the dungeon is from civilization and how difficult it is to get to it. 1 means right next to a city and 10 means on a remote mountaintop in who-knows-where.
  • Use common sense, please ;)

Final words
As I said in the title, this is both a WIP and an interest check. If it becomes obvious that I'm the only one who tries to work on this, I will simply scrap it since I don't have infinite amounts of spare time to work on this.

Now, what say ye? I'm quite confident this should be doable.

God yes! I've lost count of the number of times I've posted reminiscing about finding Eleidons Ward by chance! Why did Bethesda ruin a good thing? Arrrgghhh!

Anyway, I'll be following your work with interest, just like I did with Oscuros very first announcement thread in 2006. :)
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no_excuse
 
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Post » Wed May 16, 2012 3:23 pm

A complete removal of scaling would... svck.

You would have to do it one of two ways. One, items and monsters would have to be kept around the same level near eachother. If you have a static dungeon, with level 5 monsters in it, but then throw a Daedric greatsword into it you will have a level 2 player with a Daedric greatsword and then that player will never upgrade or have any desire to upgrade their weapon at that point. Morrowind had a few problems because of this. If you knew where to get the best/weapons armor, you could go there early on, get those items and then never use anything else. Defeats the purpose of item variety. Static leveling of monsters means not only is everything always the same for everybody, but if you have dungeons and areas containing static level enemies the player will have no choice but to be railroaded through those areas. If Whiterun Hold is level 0-10 and Farkeath is 11-20 players can only reasonably do those areas in that order.
Why in the name of Azura would this mod place overpowered items in a low level dungeon? What you are saying with the first part of your post is simply that I have no idea how to balance the game and will be throwing powerful loot around in low level dungeons. Don't you think this mod would be tested and planned before release?

Regarding knowing where things are; would you rather have a game where you could find hand-placed artefacts, enemies and loot that have a sense of belonging in the world (but having suffering replayability), or a game that randomizes generic items it feels fits for higher replayability? These are of course both valid opinions, but to me the answer is obvious. I have said it again and again and again and again and again in this thread: level scaling does more than just difficulty adjustment, it also takes away from the believability of a player being in a world that exists even without the player, and instead builds the world around the player. To me this makes the world feel shallow and much less credible. The reason I love Morrowind is that the world is truly developed on its own, without adjusting things like loot to the player's current situation.
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Chantelle Walker
 
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Post » Thu May 17, 2012 4:15 am

Well, obviously you think that quote is pure madness since you apparently ignored everything I said in there. Especially the part about level-scaling being more than just a difficulty adjuster, since you just continue in the same pattern of thinking as your last post.
And about being "overly defensive", what do you expect me to say? You come in to my WIP thread and say that my mod is a bad idea, and you expect me to shower you with roses? If you chide my ideas I will obviously reply. I don't remember insulting you; I have just stated my opinions. If you want to defend level scaling you can go to the "Level scaling mod" thread which is a discussion thread.

And for the record I must have played Skyrim for 35-40 hours by now. Everything is great except for the level scaling which I have so far experienced as keeping me on a rail in terms of item-progression; hence this mod idea.
Oh, huh. I thought that part of this was an interest check thread. I was just mentioning some potential pitfalls to the system and thought you actually wanted input on the idea. It appears that it's already become an "us vs them" thread though. Here are the main points that I have to offer:

1. Outleveling content will make that content meaningless and boring.
2. Static items means the same experience on every playthrough.
3. Static items means that you can never go back to a dungeon and replay it in the same playthrough.
4. It causes the game to become more linear as you are locked out of much or the content until you hit a certain level. You have far less choices about what you want to do, when you want to do it, as is the case in the current game.

Really, because of the sheer gargantuan amount of content in Skyrim, keeping it static would remove interesting play throughs by trivializing the content too quickly. It was an issue that Morrowind suffered from severely and it was an issue that Oblivion smashed with a sledgehammer. Skyrim has actually done pretty well this time around.

And can you please stop with the "obviously you haven't read what I wrote" stuff. You keep saying that to everyone. I read what you wrote and I thought it was fractured and inflammatory.


Good luck with the mod though. It's going to take an insane amount of work to accomplish. You'll likely need at least a few other people to get it done.
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Kristina Campbell
 
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Post » Thu May 17, 2012 1:47 am

Oh, huh. I thought that part of this was an interest check thread. I was just mentioning some potential pitfalls to the system and thought you actually wanted input on the idea. It appears that it's already become an "us vs them" thread though. Here are the main points that I have to offer:

1. Outleveling content will make that content meaningless and boring.
2. Static items means the same experience on every playthrough.
3. Static items means that you can never go back to a dungeon and replay it in the same playthrough.
4. It causes the game to become more linear as you are locked out of much or the content until you hit a certain level. You have far less choices about what you want to do, when you want to do it, as is the case in the current game.

Really, because of the sheer gargantuan amount of content in Skyrim, keeping it static would remove interesting play throughs by trivializing the content too quickly. It was an issue that Morrowind suffered from severely and it was an issue that Oblivion smashed with a sledgehammer. Skyrim has actually done pretty well this time around.

And can you please stop with the "obviously you haven't read what I wrote" stuff. You keep saying that to everyone. I read what you wrote and I thought it was fractured and inflammatory.


Good luck with the mod though. It's going to take an insane amount of work to accomplish. You'll likely need at least a few other people to get it done.

I wish I could understand your mindset, believing that the loot scaling is actually a better thing, but I can't? Each to their own I guess...
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Manny(BAKE)
 
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Post » Wed May 16, 2012 10:33 pm

Oh, huh. I thought that part of this was an interest check thread. I was just mentioning some potential pitfalls to the system and thought you actually wanted input on the idea. It appears that it's already become an "us vs them" thread though.
It's not an "us vs. them" thread, it's an "us" thread, simply. The "us vs them" discussion thread is the "Level scaling mod" thread, and this is a thread to check who already know where they stand and want to help out with my mod idea; which I stated both in the sub-title of the thread and in the final words section. And this goes for the other stuff you wrote about my defending my mod being inflammatory as well. If you don't want negative responses, then just ignore this mod since you obviously wouldn't be using it anyway. I haven't forced you to read or post anything in here.

EDIT: If you persist in posting I will send PM's from now on, because this is cluttering the thread and contributing nothing to anything.
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Tammie Flint
 
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Post » Wed May 16, 2012 7:40 pm

I find this very interesting, a huge part of the fun I had in Morrowind was taking my thief straight to a glass mine and getting rich quick. Also just knowing that I was in so over my head was awesome. I In Oblivion I made an athlete character who couldn't fight for crap but could outrun every mob in the oblivion gate and get ported back before they caught me (shed a tiny tear for the athletes, lol)

Still I have way more vanilla Skyrim to play before I know exactly how I feel about this mod, I have to say the vampires I encountered seem to go down awful easy - maybe if dungeons scaled up but not down idk, is semi-static a possible thing? I like the notion of the randomly generated radiant quest system, but miss the unique and 'in over your head feeling' of morrowinds static dungeons. I will be watching this thread with great interest.
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RaeAnne
 
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Post » Wed May 16, 2012 5:59 pm

in my opinion, leave these alone and focus on making great brand-new dungeons that aren't scaled.
The modding community should, this time around, focus on making DLC-like mods, rather than fixing what's already here.

Why?

Because Skyrim isn't broken, unlike Oblivion. The only reason 'fixing' was a huge part of oblivion modding is because the game was broken. But Skyrim isn't, so the modding community can go back to the Morrowind days - where we used to make new content rather than fix the old content.
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Jynx Anthropic
 
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Post » Wed May 16, 2012 11:10 pm

in my opinion, leave these alone and focus on making great brand-new dungeons that aren't scaled.
The modding community should, this time around, focus on making DLC-like mods, rather than fixing what's already here.

Why?

Because Skyrim isn't broken, unlike Oblivion. The only reason 'fixing' was a huge part of oblivion modding is because the game was broken. But Skyrim isn't, so the modding community can go back to the Morrowind days - where we used to make new content rather than fix the old content.
Skyrim isn't statistically broken; that is, there are enemies that do give you a challenge and the weapons you find are sometimes legitimate upgrades. There is nothing wrong with gameplay, as far as I've experienced.

Well, that's great and all, but what is broken, in my opinion (and what I want to correct with this mod), is the immersion. Something that has become some sort of a slogan for me (or a boring tirade, depending on who you ask), is that a static gameworld gives the impression of a living, breathing world that has existed long before the player did, and everything you see is there for a reason that has nothing to do with you; whereas when level scaling is introduced, the world starts correcting itself after the player, as if everything revolves around him. This fact is what makes me feel disenchanted with every dungeon I enter. No matter how well the difficulty scales and how much of a challenge I face, I know that this feeling is completely artificial and the dungeon has been build around me, rather than being an ancient dungeon containing legends from untold eras. For me, the magic of entering a dungeon for the first time in Morrowind is nowhere to be found in Skyrim.
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Yvonne Gruening
 
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Post » Wed May 16, 2012 8:43 pm

Skyrim isn't statistically broken; that is, there are enemies that do give you a challenge and the weapons you find are sometimes legitimate upgrades. There is nothing wrong with gameplay, as far as I've experienced.

Well, that's great and all, but what is broken, in my opinion (and what I want to correct with this mod), is the immersion. Something that has become some sort of a slogan for me (or a boring tirade, depending on who you ask), is that a static gameworld gives the impression of a living, breathing world that has existed long before the player did, and everything you see is there for a reason that has nothing to do with you; whereas when level scaling is introduced, the world starts correcting itself after the player, as if everything revolves around him. This fact is what makes me feel disenchanted with every dungeon I enter. No matter how well the difficulty scales and how much of a challenge I face, I know that this feeling is completely artificial and the dungeon has been build around me, rather than being an ancient dungeon containing legends from untold eras. For me, the magic of entering a dungeon for the first time in Morrowind is nowhere to be found in Skyrim.

No offense, but you're wrong? There are dungeons and areas in this game where upon entering you will die a most horrible death, because the mobs are so far above your level. All but a few unique items in this game are hand-placed, the problem is there isn't a lot of them, that's a content problem, not a scaling one. Dungeons remain forever locked at a level upon entry, and regions for the most part stay locked as well, with the added caveat that a few higher level mobs will be roaming around that are at, or around your current level.
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Connie Thomas
 
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Post » Wed May 16, 2012 6:50 pm

yes i would like a mod like this

im at roughly lvl 17
i made a nice dwarven greatsword
before this i had not even seen any dwarven or elven gear
now that i have 1 every1 in the world has 1 everywhere i go i keep findting dwarven stuff now!

i felt really happy i made my sword until i found another 5 a couple of hours later
now i got full sets of armor many swords, axes, shields..etc

now my sword doesnt feels special or rare ive found more dwarven and elven gear than what i have silver gear

so i think making the good stuff rare and harder to obtain would be awesome and more rewarding

..im not saying that dwarven and elven gear is the best gear in the game..but it svcked that i had never seen it, then once i had it every1 else had it too.
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Laura Tempel
 
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Post » Wed May 16, 2012 8:55 pm

No offense, but you're wrong? There are dungeons and areas in this game where upon entering you will die a most horrible death, because the mobs are so far above your level. All but a few unique items in this game are hand-placed, the problem is there isn't a lot of them, that's a content problem, not a scaling one. Dungeons remain forever locked at a level upon entry, and regions for the most part stay locked as well, with the added caveat that a few higher level mobs will be roaming around that are at, or around your current level.
Dude, you completely missed my point; and I can't be wrong since what I expressed was an opinion. I am honestly baffled by your statement as I didn't even present any facts in the post you quoted, so how could I be wrong about it? About what?
Also, you don't seem to understand how the scaling works. First of all, most things that lie here and there in the dungeons are hand placed, but they are never anything special and only there to create an atmosphere (iron maces on altars, minor health potions thrown in a corner and so on). The actual loot that you want to pick up (usually contained in chests) is however scaled, and so is the gear that enemies use. I don't know if you realize, but scaled loot and rewards isn't about an elven dagger picked up at level 10 being less powerful than the same item picked up at level 20. Scaled loot means that if you went in to a dungeon at a certain level, an elven dagger might be laying there, but if you'd have entered the dungeon at a later level it wouldn't have been an elven dagger, but rather a glass one. Skyrim restricts this scaling more than Oblivion, but what it does is more than enough to ruin my sense of immersion.

And your point about "dying a horrible death" makes no sense in reply to my post either, since I specifically said that I think the difficulty scaling works well. What are you even arguing against?
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Maria Garcia
 
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Post » Thu May 17, 2012 1:56 am

No offense, but you're wrong? There are dungeons and areas in this game where upon entering you will die a most horrible death, because the mobs are so far above your level. All but a few unique items in this game are hand-placed, the problem is there isn't a lot of them, that's a content problem, not a scaling one. Dungeons remain forever locked at a level upon entry, and regions for the most part stay locked as well, with the added caveat that a few higher level mobs will be roaming around that are at, or around your current level.

I'm on expert, two handed weapons, heavy armor Dunmer. Zero deaths. I can ask you this - When did you first find dwemer items? Orcish? Ebony? Probably at the same time I did. If you're encountering dungeons in the normal game that absolutely wreck your character, either you're on a hard difficulty with a poor character build, or you're bad at the game. Yes, I said it. If Skyrim is difficult and you're melee, you are playing it incorrectly. Literally point and click x100000, receive gold.

Fixing merchants will be something else entirely (probably made by someone else), but if you want easy Daedric, go to the College and talk to the Altmer for respawning daedra hearts (only source I've found), and travel back to Windhelm, where both smiths have respawning ebony. THAT is what I call broken. Oblivion daedric was even worse. Morrowind daedric - two sets in the whole game ever, one of which is on a powerful wizard, the other scattered across the world.
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ILy- Forver
 
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Post » Thu May 17, 2012 6:54 am

Dude, you completely missed my point; and I can't be wrong since what I expressed was an opinion. I am honestly baffled by your statement as I didn't even present any facts in the post you quoted, so how could I be wrong about it? About what?
Also, you don't seem to understand how the scaling works. First of all, most things that lie here and there in the dungeons are hand placed, but they are never anything special and only there to create an atmosphere (iron maces on altars, minor health potions thrown in a corner and so on). The actual loot that you want to pick up (usually contained in chests) is however scaled, and so is the gear that enemies use. I don't know if you realize, but scaled loot and rewards isn't about an elven dagger picked up at level 10 being less powerful than the same item picked up at level 20. Scaled loot means that if you went in to a dungeon at a certain level, an elven dagger might be laying there, but if you'd have entered the dungeon at a later level it wouldn't have been an elven dagger, but rather a glass one. Skyrim restricts this scaling more than Oblivion, but what it does is more than enough to ruin my sense of immersion.

And your point about "dying a horrible death" makes no sense in reply to my post either, since I specifically said that I think the difficulty scaling works well. What are you even arguing against?

When you lock a dungeon, not only do the mobs get locked but the loot as well, so unless Beth has lied and I'm blind, loot doesn't scale this way at all? If you enter a dungeon at level 5, and it has iron in it, but you reload a previous save raise you level to 15, enter the dungeon for the first time again, thus locking it, loot and mobs will still have all iron, unless the dungeon has a ridiculous level range like 5-20, but they shouldn't have a ridiculous range like that. This has always been my understanding of the system.

I've never disagreed that Glass, Daedric, and Ebony, should be a lot rarer, and it's stupid for them to be on vendors. You're barking up the wrong tree on that one. I play on master, and the game hasn't been too difficult, challlenging, and I've had to back out of a couple encounters, because I couldn't come up with a proper strategy, so I got bored and would leave it for later, I without looking it up, happened to level an armor and combat skill, so I'm not one of those people who are stuck, because they used non-combat skills to level, and are now underpowered.
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Rhi Edwards
 
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Post » Thu May 17, 2012 5:00 am

When you lock a dungeon, not only do the mobs get locked but the loot as well, so unless Beth has lied and I'm blind, loot doesn't scale this way at all? If you enter a dungeon at level 5, and it has iron in it, but you reload a previous save raise you level to 15, enter the dungeon for the first time again, thus locking it, loot and mobs will still have all iron, unless the dungeon has a ridiculous level range like 5-20, but they shouldn't have a ridiculous range like that.

They shouldn't have a range at all
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Sun of Sammy
 
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Post » Wed May 16, 2012 3:28 pm

When you lock a dungeon, not only do the mobs get locked but the loot as well, so unless Beth has lied and I'm blind, loot doesn't scale this way at all? If you enter a dungeon at level 5, and it has iron in it, but you reload a previous save raise you level to 15, enter the dungeon for the first time again, thus locking it, loot and mobs will still have all iron, unless the dungeon has a ridiculous level range like 5-20, but they shouldn't have a ridiculous range like that.
Locking is of course there, but the fact that there is a level interval is the very thing that bothers me. I didn't come up with the idea to start this mod because I hate Skyrim and Bethesda should go to hell; I want to do this because after only 40 hours of playing the game, the scaling has led me on such linear paths and strict upgrade patterns that all joy has been svcked out of my experience with the game already. I have played Morrowind in excess of 1000 hours, solely because how good it was at svcking me in to the world it presented. As I said earlier, in my opinion this type of world can't exist as long as level scaling is there to adapt the world to the player's progress, when it should be the other way around.

After finding twenty randomized magic items that I have vendored first thing I do and fighting ten identical draugr overlords and bandit chiefs (which are both poor excuses for a boss fight), the game's charm has vanished before it even begun. There is so much potential in Skyrim - it's such a beautiful game with great combat - but I just can't enjoy it when it feels so artificial.
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Latisha Fry
 
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Post » Wed May 16, 2012 4:37 pm

They shouldn't have a range at all

What is the difference between a fixed dungeon with level 25 mobs, and a dungeon with a level range of 20-25, or 25-30, or even 20-30? A mob 2-3 levels below you should still give you a bit of trouble especially if you're playing a higher difficultly, and mobs 2-3 higher than you will still be killable, while providing a nice challenge. In both types, there is room for hand-placed loot, because in Skyrim's level-scaling it does allow for hand-placed items even in their level ranged dungeons. I'm really curious, why Skyrim's level-scaling is so offensive, not Oblivion's, or any other game, Skyrim's vastly improved system.

I didn't play MW, but if as you guys say in that game you could come across a dungeon, enter to find you're outmatched, fight through somehow, and at the end find a great weapon, piece of armor, and the great feeling it gave you. I can understand that. That is in this game as well? While exploring you come across a dungeon, enter to find you're outmatched, fight through somehow, and at the end find a great weapon, piece of armor, and a nice satisfied feeling? With the eventual weapons mods that are sure to be made, I'm sure they'll be even more unique looking/named items placed into dungeons. It seems that the biggest problem is, over-saturation of armors, because of vendors and crafting making finding them irrelevant, and I agree on that. I would submit that level-scaling could be tweaked, but kept in, but that loot tables, and vendor tables need to looked at, along with crafting mats, i.e. the good armors/weapons should require a lot more mats than they do.
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roxxii lenaghan
 
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Post » Wed May 16, 2012 8:36 pm

What is the difference between a fixed dungeon with level 25 mobs, and a dungeon with a level range of 20-25, or 25-30, or even 20-30? A mob 2-3 levels below you should still give you a bit of trouble especially if you're playing a higher difficultly, and mobs 2-3 higher than you will still be killable, while providing a nice challenge. In both types, there is room for hand-placed loot, because in Skyrim's level-scaling it does allow for hand-placed items even in their level ranged dungeons. I'm really curious, why Skyrim's level-scaling is so offensive, not Oblivion's, or any other game, Skyrim's vastly improved system.

Oblivions level scaling WAS bad and numerous attempts WERE made to combat it. Skyrim's system is vastly improved, I'll give you that.

Here's the difference: With scaling of any kind, you will face generic enemies that culminates in a treasure chest with randomized weapons tailored to the player, because you're oh so special. If I'm level 10, why not have a chance at finding some awesome stuff? I purposely stopped leveling to see the effects of it - turns out you can't find better stuff at level 12 no matter what. You will never ever ever find ebony. That's bad.
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Charles Mckinna
 
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Post » Thu May 17, 2012 6:42 am

Oblivions level scaling WAS bad and numerous attempts WERE made to combat it. Skyrim's system is vastly improved, I'll give you that.

Here's the difference: With scaling of any kind, you will face generic enemies that culminates in a treasure chest with randomized weapons tailored to the player, because you're oh so special. If I'm level 10, why not have a chance at finding some awesome stuff? I purposely stopped leveling to see the effects of it - turns out you can't find better stuff at level 12 no matter what. You will never ever ever find ebony. That's bad.

Are you confirming that, or just being hyperbolic, I mean no offense, seriously asking here? I had thought that finding a high level dungeon will reward you with high level loot, for clearing it. I had thought it possible that if through grit, skill, preparation, you managed to beat a high level ranged dungeon, that you get access to weapons/armor that make you OP, at least for a little while until you start finding more powerful dungeons and mobs.

My understanding has always been that, all dungeons in the 15-20 range shared the same loot table so that each playthrough you'd potentially get something different, but still in that range, and because dungeons lock, everytime it respawns the chest will contain different items from that same loot table, unless of course the said item is a unique weapon (think Umbra), and has been hand-placed to always be there. Same goes for dungeons in the 25-30, 35-40, etc.
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mollypop
 
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Post » Wed May 16, 2012 7:57 pm

I didn't play MW, but if as you guys say in that game you could come across a dungeon, enter to find you're outmatched, fight through somehow, and at the end find a great weapon, piece of armor, and the great feeling it gave you. I can understand that. That is in this game as well? While exploring you come across a dungeon, enter to find you're outmatched, fight through somehow, and at the end find a great weapon, piece of armor, and a nice satisfied feeling?
Some might be satisfied with that, but I, and I hope many others, am not. This is an example of what can happen in Morrowind:

Imagine entering a nondescript cave that has no special or flashy adornments, it seems like any other cave. You are around level 40, but you encounter many difficult enemies and you really have to fight to get in there and slash your way to the end. Completely unexpectedly when looting one of the final enemies, you realize that she is carrying the legendary sword Chrysamere - a sword that is mentioned in books and has legendary powers. The feeling of joy over completely unexpectedly finding this unique and legendary weapon and seeing that it truly is great (the highest base stats of any two-handed sword in the game, if I remember correctly), is such a feeling of joy that even if your two-handed skill is abysmal, you take it with you and proudly place it in your home to remind you of an awesome adventure.

This will practically never happen in Skyrim, because 99% of all dungeons end with a level-scaled boss with generic loot generated on the spot - loot that means nothing to you unless you can equip or sell it. The handful of truly unique items that do exist in Skyrim won't allow you to have an adventure like this either, since they are practically always tightly bound to a quest, and thus the dungeon containing the reward is often locked until you accept the related quest - or the item may simply be a quest reward and unattainable otherwise.

That is the feeling of mystery and magic I want back.
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Love iz not
 
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Post » Thu May 17, 2012 12:31 am

Some might be satisfied with that, but I, and I hope many others, am not. This is an example of what can happen in Morrowind:

Imagine entering a nondescript cave that has no special or flashy adornments, it seems like any other cave. You are around level 40, but you encounter many difficult enemies and you really have to fight to get in there and slash your way to the end. Completely unexpectedly when looting one of the final enemies, you realize that she is carrying the legendary sword Chrysamere - a sword that is mentioned in books and has legendary powers. The feeling of joy over completely unexpectedly finding this unique and legendary weapon and seeing that it truly is great (the highest base stats of any two-handed sword in the game, if I remember correctly), is such a feeling of joy that even if your two-handed skill is abysmal, you take it with you and proudly place it in your home to remind you of an awesome adventure.

This will practically never happen in Skyrim, because 99% of all dungeons end with a level-scaled boss with generic loot generated on the spot. The handful of truly unique items that do exist in Skyrim won't allow you to have an adventure like this either, since they are practically always tightly bound to a quest, and thus the dungeon containing the reward is often locked until you accept the related quest - or the item may simply be a quest reward and unattainable otherwise.

That is the feeling of mystery and magic I want back.

I don't disagree with that, and I was a bit put off with the fact that all of the unique items in this game are mostly daedric artifacts, that have level reqs, or some other restriction so you can't just get them when you want, or at least most of them. Most of the others are all leveled items that are quest rewards, but you have to do that oblivion bs, where you put the quest off until you reach it's best stat level. It seems that a big overhaul mod like Project Nevada from FO:NV, would do just that, I remember finding their unique modded weapons in random dungeons, guarded by deathclaws and swarms of cazadors. Perhaps we'll even get a GRA-like dlc, where the entire dlc is them adding unique weapons/armor to random dungeons. Also I would very much like a mod where Glass, Daedric, Ebony, is a lot harder to obtain.
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Louise Dennis
 
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Post » Thu May 17, 2012 2:03 am

Also I would very much like a mod where Glass, Daedric, Ebony, is a lot harder to obtain.
I haven't gotten far enough in the game yet to see whether Daedric or glass armour becomes common at a certain level, but I really agree that these types of items should be rare. In Morrowind, there were only 2 sets of Daedric armor in the entire game, including the expansions (and one of them was worn by a character who mustn't be killed until after the main quest). Then comes Oblivion, and suddenly everyone and their grandmother runs around in full Daedric gear.
I am also very dismayed by the fact that you can smith Daedric armor in the game, as I feel this should be a secret known only to smiths of the Daedric Prices themselves.
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Cagla Cali
 
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Post » Wed May 16, 2012 5:23 pm

While I disagree with your "complains", I like your suggestions regarding unique loot and unique hard bosses (to the dungeons that deserve them), so... If you need someone to help you collecting information about dungeons (their mobs, loot, quests, backstory, etc) you can count with me.
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abi
 
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Post » Wed May 16, 2012 7:51 pm

While I disagree with your "complains", I like your suggestions regarding unique loot and unique hard bosses (to the dungeons that deserve them), so... If you need someone to help you collecting information about dungeons (their mobs, loot, quests, backstory, etc) you can count with me.
Great! I'll need a google-connected email address from you (via PM) so that I can allow you to edit the spreadsheet :)
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Amelia Pritchard
 
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