Originally posted by: deadseasquirrel
Again, I totally see your point and it makes sense. I can see why Bethesda did it this way. But it just doesn't *feel* 100% to me. Not that my ideas would be any better in true game-testing, cuz I have no idea. And I'm not very far into the game either. I just completed the entire Thieves' Guild quest-line as that is the character I rolled (haven't even begun on the main quest or any of the other guilds). I honestly planned on NOT joining the FG or MG because of role-playing (saving that for another char roll), but I'm thinking of continuing on with this char through all the guilds and main quest anyway (lvl 17 right now).
I understand what you are saying and had the same complaints in Morrowind. Personally, I think it would be cool if you joined the Thieves guild but then realized you couldn't get past Quest 4 because the enemies were way too strong. So you had to go do something else and then come back to it when you are stronger. It would be cool to walk into a dungeon and see something that looks like it can simply kick your ass, and then deciding that maybe you shouldn't be here at this time. I completely agree with that, well more so in Morrowind because really nothing in Morrowind provided any challenge what so ever, at least in Oblivion I feel challenged even though I know all the content I am being presented is beatable. I suppose I am just happy it doesn't have the same pitfall as Morrowind and that keeps me content.
Originally posted by: Looney
The main problem i had with Oblivion were the magical drops. There just wasn't that many variety, and the ones that they did have, some were just overpowering. I didn't do blunt weapons, but i imagine if i did, and i got the Hatred Heart, that would have completely trivialized the game for me. They could have just had a couple of content designer do nothing but create new equipment for an entire day... they didn't even have to create new models/textures, just reuse them. Goldbrand is the only model using that sword in the game. The Akiviri katanas... i don't think there was a single magical version of them at all. Ebony blades... again, i didn't see too many magical versions, if any.
If there was anything in Oblivion that I'd criticize (and more so in Morrowind) it is the implementation of magic as a whole. From spells to enchantments. First off, a lot of spells in both games are game breaking. 100% charms, 100% chameleons, levitation (morrowind), shield, detect life (wtf see through walls), invisibility. The problem is the developers do not understand checks and balances. They need to go play EQ.
I'll give you some examples, you start making a spell called detect life because you think it would be cool to know where things were before you get to them. Ok that's fine, but make it only detect the LIVING such that zombies, skeletons and other undead do not show up with the spell. This makes it a beneficial spell but one you cannot rely on thoughtlessly throughout the game. Checks and balances.
Ok, current chameleon is % based. Terrible solution. Make it number based instead. Chameleon 1, Chameleon 2. That way you can make monsters that can see beyond certain levels. It also allows for growth where as 100% defines a hardcap, you can never have more than 100% chameleon. Also, make the AI cast spells if they see doors opening by themselves or they are getting attacked. Have mages cast detect life, make warriors swing wildly instead of just standing there. Also, I'd prevent 100% chameleon as a permanent enchant. Make chameleon enchants not stack, so that the best enchanted piece of chameleon gear is all you need.
If theres one thing I hope for in TES5, it is that Bethesda sits down and rethinks their entire magic lineup. But there's actually a few things I hope for, that the player will move more like Sam Fisher in Splinter Cell, able to grab cliffs / scale walls / etc, and that the AI is about 300x better.