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Shadowstrider

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Everything posted by Shadowstrider

  1. I don't recall using the word realistic, unless I said it is "more realistic than" traditional RPGs. Traditional RPG leveling makes very little sense in terms of realism, where as the ES system is certainly MORE REALISTIC THAN the "experience points" system most things use. Is it realistic? No. It is, however, more realistic.
  2. You're using the wrong switch. Miscarcand is not bugged, but it is tricky.
  3. I don't know about you, but working construction certainly made me stronger. Sore and tired, as well, but I was definitely made stronger. No, you're not going to be stronger if you're only doing it for a few monthes, but making a career out of it most assuredly makes you physically stronger. When I started working in the carpet industry I couldn't lift the equivalent of 2 men, but somewhere over the course of 3 years I became able to. Physical fitness != Physical power. I wasn't in great shape after 3 years, but I was much stronger. As for drugs or skin cancer, yes construction work is a tough way to live, but that really has nothing to do with physical strength. You're preaching to the choir, here. I find the whole concept of "levels" stupid, but I also realize that most people associate levels with RPGs. I said the ES system wasn't perfect, but I don't have a problem with how it works, either.
  4. If you play "like you want" and pick the right skills, the system works fine. If you pick marksman, but never use a bow, you'll level slower, but you'll also suck with a bow. If you pick block, blade/blunt, heavy armor and engage in melee the game isn't terribly difficult. Conversely, if you pick light armor and bow and stand there trying to tank you die. I CAN'T imagine why! Traditional leveling up makes no sense. Why does your skill with a blade increase when you help a little old lady get her package from the post office? *Boggle.* I just helped grannie, NOW I UNDERSTAND TEH ULTARMATE SWORD TECHNIQZ! Is the Elder Scrolls/Oblivion system perfect? No, but it is certainly less meta-gamey than "traditional" RPG systems. User error. The combat is challenging, but I can't recall a single "I'm completely overpowered by 1 opponent" issues in the latest build. Reminescent of that old Chestnut Hades and the Werewolf. Well, I don't really see the problem, because non-major skills increase the stat bonuses as well. If you work construction every day you get stronger. If you work as an ambassador every day you become more persuasive. It makes sense to me, whether or not it is hard to manage, I don't have a problem with it. Granted, my experience with the game isn't the same as everyones, but the information provided users in the creation process is no different than what I recieve. If you pick 7 major skills with a variety of stats associated, yeah you'll get a bunch of +2s rather than a single +5 or something, but that is part of the character development process. Again, the system isn't perfect, but I don't really see this as a tremendous issue, or much of one, really.
  5. You're problem is with "level up!" in general, not with Oblivion's system. Oblivion, itself, isn't broken.
  6. If it said "your vampire skills are being damaged" people would cry foul. It strips the vampirism effects and then reapplies the new value.
  7. Well since I never mentioned magic probably not. Are they as good as the ones that pop up when you are level 20 ? <{POST_SNAPBACK}> Some yes, some no.
  8. This is not true. There are many magical items that you can acquire while being level 1.
  9. Oblivion has both. In undead areas, for example, you can go from skeletons and mauled zombies to wraithes and other things.
  10. I wasn't being mean. I just didn't see the point of your post. Oblivion's scaling is on the extreme end of the spectrum. Most enemies do scale to your level, so if you're involved in a quest to kill goblins and level 20, you'll face level 20 goblins. Random monters, on the other hand, are random and do change as you level up. At low levels you encounter things like wolves or boars. Towards the higher levels you meet things like ogres, minotaurs or spriggans. As has been said, Oblivion is entirely leveled. Everything scales to your level, at least everything that springs to mind.
  11. So many words, so little meaning. I already said "A giant is just a more powerful foe to pit against the PC." Level 1: goblin -> Level 20: giant That's scaling.
  12. This makes no sense. Whats the difference between fighting a goblin and fighting a giant, aside from cosmetics? A giant is just a more powerful foe to pit against the PC. That is scaling. All RPGs have had scaling.
  13. This is not true. Scaling applies to other things, as well. Whether it is difficulty of persuasion or stealth, or combat, scaling can be a good way to maintain a challenge. Just because Oblivion, or other CRPGs do not do it, does not mean it cannot be done. DMs have done it in PnP since the beginning of tabletop. It isn't a huge mystery why you encounter kobolds in the first dungeon and ogres in the latest. This isn't the case all the time, additionally, how does someone gauge what skills are or are not combat related? Is athletics combat related in Oblivion? How about Acrobatics? The only skills I can think of that absolutely are not is speechcraft/barter skills, but even these can be made useable in a game's combat (just hasn't been the case thus far). I agree, on one hand you should have risk equal reward, on the other, I want to be able to challenge myself excessively and be rewarded excessively for this. It cannot be done if scaling is absolute ala Oblivion. I wouldn't say it makes magical items less special. With boots of speed in Oblivion I can run much faster than without, and that helps me. It just makes it so that other people have items of similar, but not duplicated strength. There is, the problem is implementing it, and implementing it well.
  14. I don't think you understand what I said. The AI itself was "too human." Let's get hypothetical. If you make AI "more human" NPCs run around purchasing goods from stores to the point where they are "sold out." NPCs complete quests as they arise, effectively taking away from the player's "fun." As for a crime, the townsfolk already yell out for "Guards" and defend themselves. This isn't a modern game, if the guards in a medieval/dark/bronze/whatever era town saw a bunch of people attacking one guy, and heard people yelling guard, they aren't likely to yell break it up and give you a fair trial by your peers. They would come club you over the head, drag you away and let you rot in prison, more likely. In Oblivion, the guards demand your surrender first, unless you resist. When you commit a crime, it isn't "flagged" that you commit a crime at X,Y. The guards are notified via shouting that a crime has been commited and go towards the location, if you're still hanging around, you're the suspect. See explanation of "it isn't a modern police force" above. If an Oblivion gate opened up near a town, NPCs would either a)"pack up shop" and move away from the town out of fear, or b) attempt to close the gate. If A the player would lose track of essential and unessential NPCs alike. If B, you run into the problem of the game being less fun. Most of the time, the townsfolk already know the Oblivion gate is there, but if they react to it in any other way than "Oh dear! I hope someone will help us close it!" you have game ruining elements coming into play.
  15. Now multiply this by 10, and you see why RAI had to be "toned down." The game is not fun when NPCs begin arming themselves and completing quests. On the other hand if they don't you have people complaining about the NPCs being too stupid. Lose/Lose.
  16. Does it actually get stolen or is the loot in the chest just reloaded with something else from a loot chart? <{POST_SNAPBACK}> Both. People do interact with objects they pass by, and take things from chests. However, after a certain amount of time, non-persistent containers are cleaned out.
  17. One more thing: You can store things in your own house. However, if you place items in a public chest (like the aforementioned Mage's Guild), it gets looted. Kind of like reality, if you leave something out, someone will take it.
  18. ***Easter Egg Spoiler ahead*** P.S. Why have I become Shadowfax?
  19. Yes. Gaining levels in a spell school causes the spells to cost signifigantly less magicka.
  20. There is a lot more than 40.
  21. Thats an example of "You just can't win." If you make a game linear, people complain. If you make a game open, people complain. If you make a middle ground, people call it linear.
  22. Yes to both. In both campaign and PW form. It can be fun, so long as you're not playing with terrible roleplayers or DMs. Then again, I'm one of those guys who hates it when priests of Shar cast light spells in caves. I plan on running a PW/Campaign, and possibly having a series of SP modules.
  23. Speechcraft the skill, is used in leveling up. It doesn't help you in combat, but does make the speechcraft game easier. The speechcraft game allows you to get more information out of NPCs.
  24. sure, maybe their a little evil, but the devil? I don't know.... <{POST_SNAPBACK}> Shhhh! Do not give away our Mason seacrats!
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