Oh Bethesda…

  • Coelacanth@feddit.nu
    link
    fedilink
    English
    arrow-up
    93
    ·
    1 year ago

    Unfucking the leveled lists and automatic leveling or everything in general was one of the first things modders did back when the original Oblivion released as well. Appropriately nostalgic perhaps that it still needs to be done in the remaster too.

  • Darkard
    link
    fedilink
    English
    arrow-up
    78
    arrow-down
    1
    ·
    1 year ago

    Nothing worse in an RPG than building yourself up into an unstoppable beast only for every stick brandishing bandit and feral dog to be juiced up to the eyeballs when you fight them, taking your god strength blows to the face with not even a flinch.

    • RonnyZittledong
      link
      fedilink
      English
      arrow-up
      72
      arrow-down
      1
      ·
      1 year ago

      When you have a leveling system and everything in the world levels up along side you there may as well not be a leveling system at all. Devs do it when they want to say they have a leveling system but are too lazy to make it work correctly.

      • ryathal@sh.itjust.works
        link
        fedilink
        English
        arrow-up
        18
        arrow-down
        2
        ·
        1 year ago

        It makes sense for things to level in an open world game where someone could encounter an area at level 1 or 10. In order to provide a reasonable challenge for the player coming to that area. What oblivion did wrong is it was far too global and there weren’t sensible caps and floors on areas.

        • AstralPath@lemmy.ca
          link
          fedilink
          English
          arrow-up
          32
          arrow-down
          1
          ·
          1 year ago

          Or you just let players get their face smashed in by a high level enemy when they trespass somewhere they shouldn’t so they learn that they’re not ready to face that challenge yet. You also craft a world that gently guides them in a viable direction to level up to meet that challenge, ideally with multiple options to pursue.

          • huskypenguin@sh.itjust.works
            link
            fedilink
            English
            arrow-up
            17
            ·
            1 year ago

            Wasn’t morrowind like that? There’s nothing wrong with going somewhere and going “oh I shouldn’t be here. I’ll come back later.”

            • AmosBurton_ThatGuy@lemmy.ca
              link
              fedilink
              English
              arrow-up
              15
              ·
              1 year ago

              New Vegas as well. Try and take a shortcut to New Vegas instead of going the long way? Here, have some cazadors and deathclaws lmao

      • Deathray5@lemmynsfw.com
        link
        fedilink
        English
        arrow-up
        5
        ·
        edit-2
        1 year ago

        Terraria technically has scaling (actually just three tiers) but it works fine. Your gear generally upgrades much faster than the scaling enemies. The new enemies are the real obstacle which feels better. I’ve never noticed old enemies becoming a problem and by the end game your ability to clear whatever random enemies stands in your way is trivial

        • AnarchistArtificer@slrpnk.net
          link
          fedilink
          English
          arrow-up
          3
          ·
          1 year ago

          I’m not sure I understand what you’re referring to. If by “three tiers”, you’re talking about pre-Hard-Mode, Hard-Mode, and post-Plantera, I don’t think that falls under what is typically meant by “level scaling” (I realise you didn’t use that term specifically, but people up-thread did). Level-scaling would be if a green slime, which dies in 2-3 hits at the beginning of the game, grew stronger alongside the player such that later in the game, it would still take 2-3 hits.

          I’m not saying this just to be a persnickety asshole, but instead to make the point that Terraria is so great because it doesn’t have the kind of scaling that Oblivion and many other open-world RPGs have. I love how Terraria has no qualms in repeatedly bitch-slapping you back to spawn if you insist on heading into areas you’re ill-equipped for (and the tiered progression ensures that there’s nearly always some such difficult place, even as the player levels up). I also find it interesting how the tinkerer’s bench acts as a key driver of progression by allowing you to pack more accessory function into fewer equipment slots.

          That is to say that unless I’m misunderstanding you, I completely agree with your points, except that I would consider this to be an example of good progression without level-scaling

          • Deathray5@lemmynsfw.com
            link
            fedilink
            English
            arrow-up
            1
            ·
            1 year ago

            It is a form of soft level scaling. I get your point that it’s not meant as a way for enemies to fully catch up with you but it is the same system but toned down a lot

    • chicken@lemmy.dbzer0.com
      link
      fedilink
      English
      arrow-up
      24
      arrow-down
      1
      ·
      1 year ago

      Morrowind already had a great design for this; many enemy spawns scale with your level, but they do it by adjusting which area-appropriate enemies have a chance of spawning, and it only makes a difference to a point. Like if you go to daedric ruins in the early game they’re going to be populated with scamps which are the weakest daedra, but those are still strong enough to steamroll you. If you run into a cliffracer in the lategame it will probably be the plague-enhanced stronger variant, but you will still be able to oneshot it. This system increases the number of circumstances where you’re going to run into challenging fights you have a chance of winning, in a way that doesn’t do much to nullify your power progression or break immersion.

      They should have just done the same thing in Oblivion but they had some procedural obsessed design philosophy and wanted to avoid manual level design work I guess.

  • jjjalljs@ttrpg.network
    link
    fedilink
    English
    arrow-up
    27
    arrow-down
    1
    ·
    1 year ago

    Oblivion is the go-to example of how not to do level scaling. It’s impressive how badly they fucked it up. Like, they managed to make exploring pointless and unexciting.

    You find a tomb, but you know that whatever’s inside will be “level appropriate”. If you’re low level it’ll be steel weapons, and if you’re high level it’ll be daedric. There’s not really any point in going in at low level. Might as well level up some other way and come back when the loot will be good.

    On top of that, the gameplay is so bland and unresponsive that you can’t really punch above your weight class. The game is very much a levels game. It’s not like Dark Souls where someone can get really good and beat the whole thing while naked (and in the game, too). There’s a lot of “well, this guard is level 30 and you’re 10, so no matter how many times you hit him with your hammer he’s not going to flinch.” Knowing you’re always going to get kind of bland treasure wouldn’t be so bad if the act of getting it was fun. Like, sometimes a tomb or whatever in Elden Ring will have crap loot, but it’s still a solid core gameplay.

    Morrowind had a lot of these problems, but it was also kind of wacky and heartfelt.

    • VindictiveJudge
      link
      fedilink
      English
      arrow-up
      6
      ·
      1 year ago

      Morrowind also had a lot of static loot, though, and humanoid enemies had static levels. Some items, most notably Daedric armor, also never appeared in Morrowind’s levelled lists, so they could only be found at predetermined points. Exploring in Morrowind could get you some really neat stuff even at low levels.

    • Asafum@feddit.nl
      link
      fedilink
      English
      arrow-up
      39
      arrow-down
      1
      ·
      1 year ago

      They didn’t fix shit that the unofficial patch fixed years ago. Like actual broken things just stayed broken… I did the main story mission in Kvatch and the NPC you followed into battle after you clear the oblivion gate got stuck in a courtyard. I looked up the issue and apparently it is a bug from the original game that the unofficial patch fixed… They know fixes exist, they just spent literally 0 time implementing them knowing “we” will do it for free…

      • Zahille7
        link
        fedilink
        English
        arrow-up
        22
        ·
        1 year ago

        I was told jank was left in specifically because that’s a huge part of Oblivion in the first place.

        Part of me appreciates it. Also it’s just using the same code from the original game, so I guess they wouldn’t want to fuck with it too much. Duct tape and voodoo, after all.

      • VerilyFemme@lemmy.blahaj.zone
        link
        fedilink
        English
        arrow-up
        3
        ·
        1 year ago

        Haha that happened to me. Maybe we’ll get a patch for some of the stuff that actually breaks the game. I love some of the quirks they left in though, like the voice acting screwups.

    • inclementimmigrantOP
      link
      fedilink
      English
      arrow-up
      7
      ·
      1 year ago

      Yeah, I’m glad I requested the urge to buy it when it came out.

      I figured, like you said, there’d be a catch and then I saw the story of files being the exact same as the original and thought I bet a ton of stuff I hated about the original was still there, better wait for a sale.

      • VerilyFemme@lemmy.blahaj.zone
        link
        fedilink
        English
        arrow-up
        2
        ·
        1 year ago

        I"m the opposite. I bought it immediately and I’ve been loving it! Wouldn’t have even noticed the leveled loot if someone hadn’t pointed it out lol. It just sucks that they left that in after fixing the character leveling system.

  • TheFeatureCreature@lemmy.ca
    link
    fedilink
    English
    arrow-up
    21
    ·
    1 year ago

    I am largely happy with how faithful the remaster is, warts and all, but this is something they should’ve included as an optional checkbox in the settings.

  • ZeroHora@lemmy.ml
    link
    fedilink
    English
    arrow-up
    19
    arrow-down
    3
    ·
    1 year ago

    I don’t know why people expected anything different, this is not a bug to be fixed is a awful decision they made for the original and had a huge chance of staying in the game, it’s a remaster after all.