Oh Bethesda…

  • mindbleach@sh.itjust.works
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    22 hours ago

    Wait what? They even said they fixed the leveling, in the announcement video! This was the one thing everyone agreed was broken, and it barely mattered which mod you chose to fix it, because all of them were an improvement. How’d they fuck this up twice?

    • mic_check_one_two@lemmy.dbzer0.com
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      20 hours ago

      They did fix the leveling. Instead of getting bonuses based on which skills you leveled up, you simply get a flat 12 points to spend every time you level up. It makes for a much more consistent leveling experience. You don’t need to worry about stupid things like missing a +5 because you accidentally gained a level of Acrobatics, or missing out on bonuses entirely because you leveled twice in a dungeon and didn’t have a chance to sleep.

      This mod fixes leveled quest rewards. By default, when you finish a quest, the rewards are scaled to your level. So if you go do the Mehrune’s Razor questline at level 1, you now have a level 1 dagger that is super underwhelming. The mod fixes it, so quests give a set reward, instead of scaling to your level. So now if you rush to get Mehrune’s Razor, you actually get a kickass dagger a level 1, which will carry you through combat for a long time.

      • mindbleach@sh.itjust.works
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        20 hours ago

        you simply get a flat 12 points to spend every time you level up.

        … that’s the wrong problem entirely! Complicated leveling was just another minigame to optimize.

        If they wanted it to be painless, they could’ve leveled the world according to your total stats. Attack the player based on how much their numbers went up, instead of how often they went up.

        The deeper problem in Oblivion was that you could blast goblins with a single fireball at level one, and then when you got stronger and put all your points in kill-stuff-harder attributes, the same fireball against the same goblins just tickled.

        • ryathal@sh.itjust.works
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          20 hours ago

          Fixing the level system so you aren’t punished for using major skills regularly is a really good change to the system. Managing a spreadsheet to level efficiently was always a huge negative.

        • mic_check_one_two@lemmy.dbzer0.com
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          20 hours ago

          I’d argue your solution is even worse, because that would actively punish players who had received large bonuses. It would also require more optimized builds, leaving little wiggle-room for mistakes. That was already an issue in the original game, because it assumed you were optimizing your characters well; It was very easy to accidentally wreck your character early on because you didn’t optimize your build, and end up getting one-shotted by mud crabs who were 10x stronger than you.

          • mindbleach@sh.itjust.works
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            20 hours ago

            It would also require more optimized builds, leaving little wiggle-room for mistakes.

            How?

            For any set of stats, it wouldn’t matter if you got there at level 2 or level 20. Mudcrabs built for an optimized level 10 wouldn’t spawn just because you are level 10. They’d spawn when you’ve spent as many points as you would have, had you optimized to level 10.

            The real issue would be “the Draugr are training” kinds of builds. If you put half your points into personality… the bandits did not.

    • LuhimeWired@lemmy.dbzer0.com
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      21 hours ago

      They fixed the attributes (No more powerleveling unrelated skills to keep up with the enemies) when leveling up but the leveled loot and creature system is still in place.