» Wed May 23, 2012 3:38 am
The thing is is that they tried to make a game that had as little limitations as possible. Todd said it himself in an interview, that you could create and play any character you wanted and not screw yourself out of being able to play the game. Too bad this was a lie. How your character levels is fine. The skills and perks are fine. The scaled leveling is not and the generated quests don't seem to really take into account what your character is capable of as was claimed by the dev's.
Take this map for example. It's basically divided up into territories. Each territory should have a slight variation in difficulty between them. The primary change in difficulty should come from going farther and farther from civilization. It's safest to stick to the roads when traveling to or from places. World mobs are lowest levels near major cities. You may find some slightly tougher mobs near smaller towns. Roads will have weaker mobs closer to them than away from them but at the same time the mobs found near the road away from any town/city will be tougher than those found closer to towns. The same goes for dungeons, mines, etc. If their entrance is close to a town, then the mobs inside will match in toughness to those found outside. The farther from civilization, the tougher they get. That's only if you wander into these caves on your own. If you are sent there for a quest, the cave that might have had bandits if you simply explored it, might now have vampires that you were tasked to slay. Thus if you are level 17, and the entrance is not far from town just down a short path from the road, the lvl 5 bandits may then be replaced with lvl 15 vampires. While world mobs around the entrance are lvl 5ish.
With that being said, the particular task assigned to your character should reflect what it is your character is capable of to a degree. You may be given a task to kill some bandits that are currently just beyond your characters ability and so you'll have to do something else, gain a few levels then give it a go. In contrast, you may be given a task to kill bandits that you can one hit kill. Loot and reward should be scaled to the level of the mobs and not you. Also, the quest givers should be able to 'read' you a little bit. If you look light on your feet, have light armor, and use a subtle weapon (dagger) then it's reasonable that the NPC will read your character as stealthy (in reality the game knows you have a high sneak skill) and so the npc will probably require you to steal something from a bandit hide out. So if you have a high heavy armor, block and 1h skill, the same npc will get you to kill the bandit leader instead.
The bottom line is that the difficulty of the task should be determined by you character's prowess at the particular skill(s) required to complete that task. So take a level 15 character with a high sneak, lockpick and pick pocket skill but very little in any combat skills.
A quest giver gives you the task of stealing something of value. It involves sneaking past lvl 25 mobs because your sneak is high enough to and breaking into a chest with a master lock. You are rewarded loot scaled to the order of 25 because the level of those skills puts you on par with lvl 25ish NPC's/Mobs. The same NPC then tasks you with taking out a group of bandits that recently mugged him/her while you were away. These bandits may be only lvl 5 because at your current prowess for combat, that is all you can handle providing just the right amount of challenge. The reward is then scaled to lvl 5.
At least then the option is there that if you wish to work on a new group of skills (say starting to work on combat ones after gaining 20 levels with non combat ones) you will actually be able to face off against mobs that won't one shot you.
Also, major quests should have multiple paths to take. Using words instead of a blade to resolve an issue for example. There can then be multiple possible outcomes to the major quests depending on how you handled it.