I actually love the lvl scaling in Oblivion, just means more epic loot from those bandits.
Not me.
I found it ridiculous having bandits or highwaymen demanding 10 or 20 gold while wearing glass or Daedric armors that cost thousands. ![]()
I actually love the lvl scaling in Oblivion, just means more epic loot from those bandits.
Not me.
I found it ridiculous having bandits or highwaymen demanding 10 or 20 gold while wearing glass or Daedric armors that cost thousands. ![]()
Not me.
I found it ridiculous having bandits or highwaymen demanding 10 or 20 gold while wearing glass or Daedric armors that cost thousands.
It makes as much sense as bandits or highwaymen robbing you in skyrim while YOU wear glass or deadric armor.
Not me.
I found it ridiculous having bandits or highwaymen demanding 10 or 20 gold while wearing glass or Daedric armors that cost thousands.
Maybe they took out a loan to get the armor and were paying off the debt in installments? ![]()
It makes as much sense as bandits or highwaymen robbing you in skyrim while YOU wear glass or deadric armor.
Yeah, they should've really implemented some sort of reputation system similar to the one in Fallout 3 or New Vegas.
If I eat dragons for breakfast, you should know better to stay outta my way.
Yeah, they should've really implemented some sort of reputation system similar to the one in Fallout 3 or New Vegas.
If I eat dragons for breakfast, you should know better to stay outta my way.
My headcanon is, they just wanna go to sovengarde.

Main quest-line and if the rest of the game is like Oblivion, then faction quest-lines too.
As a sandbox game, it does succeed, you have choice there (i.e become a criminal, thief, wondering hero etc etc) but not in terms of influencing the story apart from one meaningless decision in who rules (similar to the end decision at Mass Effect 1). Look at The Witcher 2 or Dragon Age: Origins for an RPG where your choices actually matter in terms of the plot.
Yeah, the main quests are linear.
But I don't think of the main quest as "the story" in an Elder Scrolls game.
The games are pretty much predicated on the assumption that you will tell your own story, using what the game gives you as a base.
One instance I always remember when it comes to choice, is how I destroyed the Dark Brotherhood. I could have done and was 'expected' in some sense to do an entire quest-line for them, but I just went to their cave and killed them, and they were gone.
Now, if only they made all NPCs non-immortal and had the story adapt in some way to you killing everyone it would be the best thing ever.
Yeah, the main quests are linear.
But I don't think of the main quest as "the story" in an Elder Scrolls game.
The games are pretty much predicated on the assumption that you will tell your own story, using what the game gives you as a base.
One instance I always remember when it comes to choice, is how I destroyed the Dark Brotherhood. I could have done and was 'expected' in some sense to do an entire quest-line for them, but I just went to their cave and killed them, and they were gone.
Now, if only they made all NPCs non-immortal and had the story adapt in some way to you killing everyone it would be the best thing ever.
This isn't exclusive to RPGs, but I get especially annoyed when I'm supposed to make a choice about something where my character's background knowledge should clearly come into play and that background knowledge hasn't been shared with me, the player. Examples would be the Courier in FO:NV apparently having a history in the general area but seeming to know nothing about the various factions, or in Walking Dead Season 2 where the game skips something like a year and a half of what Clementine and Christa were doing near the beginning.
and those are just some of the reasons why I use skyrim requeim mod... game makes a lot more sense with that installed.
selling my unique quest items accidentally
Never being able to complete said quest any more.
: Steals high-tech weapon from Legion camp that they would likely use to kill and oppress people :
: Loses karma :
Yeah, they should've really implemented some sort of reputation system similar to the one in Fallout 3 or New Vegas.
If I eat dragons for breakfast, you should know better to stay outta my way.
That's a stupid idea.
It would just mean those enemies are effectively removed the game.
You say 'eat dragons for breakfast' like it's something unexpected? Like the developers put those dragons in the game and didn't expect you to be able to beat them? Of course they did.

Yes, well the Dynasty Warrior series has never made sense when it comes to weapon designs.
Main quest-line and if the rest of the game is like Oblivion, then faction quest-lines too.
As a sandbox game, it does succeed, you have choice there (i.e become a criminal, thief, wondering hero etc etc) but not in terms of influencing the story apart from one meaningless decision in who rules (similar to the end decision at Mass Effect 1). Look at The Witcher 2 or Dragon Age: Origins for an RPG where your choices actually matter in terms of the plot.
Since when did your decsions matter with regards the plot of Origins? No matter what you do, the main plot is the same. You can alter the outcome of some side plots, and you can change who you're shagging - and of course, you can significantly impact what happens after the game - but the game's core story follows the same path regardless of your actions.
Yes, well the Dynasty Warrior series has never made sense when it comes to weapon designs.
They're also not RPGs...or are we extending the definition again? ![]()
They're also not RPGs...or are we extending the definition again?
You know the definition goes through time cycles. When an RPG sells great even rail shooters call themselves RPGs, when there´s a time with no big hitters then even games which should be pure RPGs are made and marketed for the people who don´t like them (DAII...).
They're also not RPGs...or are we extending the definition again?
The Empires games COULD be considered an RPG with the whole create a character/reputation system.