Huh, actually two of the things I hope they keep in Skyrim. taking out fast travel would be pointless because, last time I checked, you didn't have to use it. It was nice for when I didn't feel like trudging all the way back across the map for things like stupid fetch quests and such. And level scaling, when done right, is pretty awesome. Oblivion didn't really do it right, but it wouldn't need to much changing. Scale ALL AI, enemy and friendly, don't give enemy NPC's redic armor and weapons (bandits wearing Daedric armor was stupid) and really just scale everything appropriately so that enemies always present a challenge and I'll be happy.MrShowerHead said:-NO LEVEL SCALING
-NO FAST TRAVEL
That's actually it....
Level scaling neutered character progression and exploration while encouraging cookie-cutter skill selection and progression at the expense of viable alternative builds and styles of play. It is a very bad fit for a game and series whose strengths are exploration and intuitive, customizable character advancement. I've never seen anyone complain that it made the game too difficult to play or understand. It makes combat and exploration unsatisfying and results in very strange balance and progression issues which pigeonhole the player and even encourage bizarre player behavior such as "Major is Minor" and "First Level" builds. Your preference for level scaling doesn't bug me, only the suggestion that those who do not prefer it "don't know what they're doing." While perfecting your Oblivion build may be fun for you, for me it feels like laming a boring and broken system.Onyx Oblivion said:Keep the level scaling and general leveling system. But make the enemy scaling on a toggle in the menu.
I love it, personally. Don't have to waste my bloody time with things beneath me in power if I have a solid build. For people who don't know what they're doing, level scaling can be a *****, I suppose.
I totally understand that argument, but I don't agree with it.Grey_Focks said:Huh, actually two of the things I hope they keep in Skyrim. taking out fast travel would be pointless because, last time I checked, you didn't have to use it.
You're argument could be made in favour of fast travel. Consider that Daggerfall included fast travel, it felt like being jacked when Morrowwind took it out.Rooster Cogburn said:I totally understand that argument, but I don't agree with it.Grey_Focks said:Huh, actually two of the things I hope they keep in Skyrim. taking out fast travel would be pointless because, last time I checked, you didn't have to use it.
If you haven't played an Elder Scrolls game that didn't have Fast Travel, you wouldn't know how much Fast Travel affects the game's design. Most obvious are the lack of alternatives. Morrowind had a more limited "Fast Travel" system that involved paying merchants to get around by boat, beast, or teleportation with specific points of embarkation/arrival. There were also scrolls and spells with similar functions. It meant you spent some time in the world without being forced to traverse it in it's entirety over and over again, which is what you would be forced to do if you attempted to play Oblivion without Fast Travel. There is also geography, point-of-interest layout, and quest design to consider. I have played Oblivion mods attempting to recreate Morrowind's system, and it only made the differences more obvious.
In short, you cannot simulate the experience of a game without Fast Travel by simply ignoring the feature in a game designed around said feature. That's why Morrowind fanboys like me are so offended by the suggestion. To them it sounds obtuse to the point of being dickish. Following that advice will not result in a satisfying experience. Ideally, I think they should design the world to be played without Fast Travel, but allow it to be toggleable or disabled in Hardcore Mode. That way everyone is (finally) happy.
No. No. No. NO.lemby117 said:How about VATS when you use a bow???
I didn't play Daggerfall, but I've heard many say the same. I'm not really arguing the merits of Fast Travel, although it is not my preference. All I'm saying is ignoring Fast Travel is not a solution for Fast Travel haters.Moriarty70 said:You're argument could be made in favour of fast travel. Consider that Daggerfall included fast travel, it felt like being jacked when Morrowwind took it out.Rooster Cogburn said:I totally understand that argument, but I don't agree with it.Grey_Focks said:Huh, actually two of the things I hope they keep in Skyrim. taking out fast travel would be pointless because, last time I checked, you didn't have to use it.
If you haven't played an Elder Scrolls game that didn't have Fast Travel, you wouldn't know how much Fast Travel affects the game's design. Most obvious are the lack of alternatives. Morrowind had a more limited "Fast Travel" system that involved paying merchants to get around by boat, beast, or teleportation with specific points of embarkation/arrival. There were also scrolls and spells with similar functions. It meant you spent some time in the world without being forced to traverse it in it's entirety over and over again, which is what you would be forced to do if you attempted to play Oblivion without Fast Travel. There is also geography, point-of-interest layout, and quest design to consider. I have played Oblivion mods attempting to recreate Morrowind's system, and it only made the differences more obvious.
In short, you cannot simulate the experience of a game without Fast Travel by simply ignoring the feature in a game designed around said feature. That's why Morrowind fanboys like me are so offended by the suggestion. To them it sounds obtuse to the point of being dickish. Following that advice will not result in a satisfying experience. Ideally, I think they should design the world to be played without Fast Travel, but allow it to be toggleable or disabled in Hardcore Mode. That way everyone is (finally) happy.
It was a thing of beauty.Ralen-Sharr said:a werewolf system that works at least as well as the vampire system in oblivion
I heard the morrowind expansion did this well, perhaps it's time to resurrect it.