The Eldar Scrolls V , Skyrim

Why make 90% of the game world redundant when you reach max level?

That doesn't happen when you have high level content in the game as OOO adds. Nearby cities, the enemies are easier to defeat whereas in the wilderness even at high levels they are difficult. The problem with oblivion was that because all the enemies were the same strength, without scaling there was no challenge at higher levels.
 
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In vanilla Oblivion the enemies get stronger with you, but they are pretty much all the same strength, you can massacre an enemy hideout as easily as you can kill a bandit which is not realistic. With scaling disabled or limited like in OOO and the enemies strength based on their location you get a much more immersive experience where you can't go into enemy bases at lv1 and survive, you can't go into the forest at night because of bears and forest spirits, but then when you develop your char you can do these things and explore and do quests further away from the cities into the wilderness, which is a much more proper RPG experience.
 
That sounds more like scaling poorly implemented to me. It shouldn't mean every enemy type will present the same challenge - a bear should always be tougher than a bee (which isn't the case with many rpgs!) I hear what you're saying about going into an area that you couldn't before, but wouldn't it be better that you could do that because you've improved as a player or learnt something about your foe, rather than the game rewarding you for time spent?

I've no issue with learning new skills, collecting better loot and tailoring stats, but can only see negatives when it comes to levelling up in the traditional way.
 
I hear what you're saying about going into an area that you couldn't before, but wouldn't it be better that you could do that because you've improved as a player or learnt something about your foe, rather than the game rewarding you for time spent?

I've no issue with learning new skills, collecting better loot and tailoring stats, but can only see negatives when it comes to levelling up in the traditional way.

Levelling in oblivion occurs as a natural consequence of doing that though (at least it was supposed to), you fight in quests or exploring, your blade skill increases and then you level up.
 
That's fine - what bugs me is when hit points, strength, dexterity, and every other stat, level up to the degree that early content becomes pointless. You either end up with the silly situation we have in WoW, in which an end game player is an untouchable god to anyone 20 levels below, or the linear rpgs like FF in which levelling is utterly pointless anyway.
 
Should be great can't wait for this and mass effect 3 bioware and bethesda seem to be making the best RPGs atm
 
Screenies look like it's based on the previous engine...

I am also not so keen on that stat page... Looks like something out of a JRPG.

Don't fix what isn't broken!

ags
 
Screenies look like it's based on the previous engine...

I am also not so keen on that stat page... Looks like something out of a JRPG.

Don't fix what isn't broken!

ags

It looks very unintuitive, instead of having all stats at a glance it appears you have to scroll through them? Though that is the 360 version which I'm sure will be as terrible as the last. And in all fairness the GUI was kind of broken in Oblivion.
 
I agree, the GUI was **** in oblivion, but having something that looks futuristic in a TES game just doesn't fit.

ags
 
Dont know, it's defo me, just not a fan of the way it looks. I like to see all my skills in a list so I can quickly scroll down and see what needs attention.

http://www.oxm.co.uk/viewer.php?mode=article&id=17305

ags

I think instead of the stats on that screen, I'd prefer them to look handwritten, in something that looks like a book. Pages of old parchment with your stats in an olde worlde type font.

http://en.wikipedia.org/wiki/File:1638vellumlarge.jpg

Ok, not as messy as that, but something along those lines.
 
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