Horse riding in first or third person?
You can ride either way, but personally I always ride in third person. The
controls are a bit different when you're riding. On the PC, A and D instead of
strafing cause you to turn left & right while on horseback, and you can look
around with the mouse independently. So I always put the horse on autorun, go
into third person & zoom out a bit, and watch the horse & rider animating as they
speed across the countryside, panning the camera around with the mouse and
steering with the keyboard when I need to.
***
About the rate with which items in dungeons respawn
501105 wrote:
it sounds a lot better like that but the respawning treasures sounds lame.
*revisits a dungeun where he was a day ago 'he isnt that the godly sword i found
yesterday again?'*
You're assuming the respawn rate is a day, when nobody's said how fast it is.
How do you know it's not a week, or a month?
***
On the combat system
mislavB wrote:
desslock said that the combat has not radicaly changed form MW!!!!!!!!!
that is a very VERY big dissapointment because MW combat was probably the
WORST COMBAT SYSTEM EVER!!!
...and it is NOT radicaly changed??? i can not belive it!! all of those "bloody.
visceral, exicting, fps-like" annoncents from Todd are probably exagerations,
even lies.
dessloc said that it is something beetwen gothic combat and mw. i played gothic
and the combat is good, primarly because when you succesfully block, YOU BLOCK
and recieve no damage.
but NO!! in oblivion you block and of course RECEIVE DAMAGE...how typical for
bethesda
He meant that the CONTROL is very similar, with the exceptions that blocking is
active and you can cast spells without sheathing your weapon. Read
my team diary for a more detailed description on how combat works in Oblivion.
***
About Xbox 360 "achievements" / the stats page II
Frankie I honestly don't see what the big deal is. The stats are kept track of
invisibly, and like I said, you don't have to ever visit that page of the
menus. Just because we throw a bone to completists and collectors doesn't mean
we're taking anything away from people who don't care about such things.
Different people -- even among RPG enthusiasts -- care about different things.
Some people like wandering the wilderness collecting exotic ingredients and
making potions. Others like sneaking around, stealing stuff and trying to get
away with it. Some want to rush into heavy melee combat with plate armor and a
claymore. Others may prefer ranged combat. Some folks might make a beeline for
the main quest, ignoring anything else that comes up along the way. Some folks
might be systematic and do one quest line at a time. Others might just do
whatever quests come up as they come up, even accepting new quests before
finishing others. Some folks might pay a lot of attention to how their character
dresses, others might not. Some players might go around listening to every NPC
conversation they find, and talk to everyone, others might only talk to NPCs
when it's absolutely necessary. Some people may get a horse or steal one,
others won't. Some people will use fast travel a lot, some not so much
(or ever), and others whenever they're in a rush. Some people will carefully
choose their major skills, and meticulously work on advancing them so as to get
the greatest benefit when leveling up, and others will just play the game and
hardly ever LOOK at their stats. I could go on all day.
Oblivion presents a huge variety in the way people can play the game. Just
because you aren't interested in accumulated stats does not mean that those who
are are any less of an RPG gamer than you are.
***
About Xbox 360 "achievements" / the stats page III
I'm pretty sure that EVERY Xbox 360 game has to have Achievements you can earn.
Oblivion is no exception. You'll have to wait to find out what Oblivion's
Achievements are, though.
Aside from that, there is a stat sheet that shows you current and highest
bounty, current fame & infamy, number of kills, number of active and completed
quests, etc. Lots of people like to keep track of stuff like that. If you're not
interested in it, don't go to that page in the menus
***
Is Oblivion being dumbed down?
If we didn't think gamers had patience, why would we be making a game with
over 200 hours of game play in it? No, we'd be making an 8-10 hour game,
something the "mainstream" gamer can finish in a weekend. We wouldn't bother
with stats at all. There'd be maybe 5 different spells, no alchemy at all other
than healing potions you'll occasionally find, and we wouldn't bother with
putting any details at all into the game world. I mean why bother? The thought
that Oblivion has been dumbed down is ludicrous. If anyone truly, honestly
believes the game is too mainstream after playing it, I'm willing to bet that
they're just being stubborn.
***
Is Oblivion being dumbed down II
Of course not. Oblivion is an extremely rich, complex game with a tremendous
amount of depth, compelling quest lines, interesting NPC characters, a huge
variety of player character types and intricate character progression set in
a huge, varied game world. Combat, magic, and AI have all been dramatically
improved to enhance gameplay while still providing a balance between player
skill and character skill, because after all, Oblivion is a role playing game.
Yes, some things that were present in Morrowind are not in Oblivion -- but a
lot more has been added than removed, and the goal has always been to make a
game that is both more accessible to first-time RPG players, and is also
challenging and rewarding for more experienced players.
***
What's visible of city interiors from the outside
You can see over city walls from the outside. There are numerous locations, on
high mountain peaks for example, where you can see distant cities and what's
inside their walls. There are low-detail versions of all of the buildings
inside. The high detail versions of the buildings, along with all the other
details -- signs, plants, clutter, crates, and of course NPCs, are only loaded
in when you go through a city gate.
***
A bit of reflection on Levitation
Here are some of the primary reasons people used Levitation in Morrowind
(gleaned from the multiple threads on the subject):
1. To escape combat
2. To exploit AI that couldn't deal with flying targets
3. To reduce travel time by flying over hazardous and/or impassable terrain
4. To get to areas specifically designed to be levitated to
5. Because it's cool
A few response:
1. In Oblivion, mages have a wide variety of tools at their disposal if escaping
combat is the goal. Casting Invisibility on yourself for example is a good one.
Enemies lose track of you. They'll wander around, trying to find you, and if
enough time passes they'll drop out of combat. Calm will put targets into a
stupor during which they won't attack or follow you around for the duration of
the spell. Demoralize will make a creature or NPC flee, and Turn Undead will do
the same for the undead. Obviously, Paralysis is good for making a hasty retreat
as well. These spells and others can of course be used for tactical advantage in
combat as well. In addition, pure mages are not necessarily at such a
disadvantage in combat anyway. For example, the Shield spell will improve your
armor rating, and all of the Elemental shields (Fire, Frost, Lightning) will
improve the armor rating in addition to resistance to the elemental magic.
Factor in new features such as continuous regeneration of magicka and the fact
that spell costs go down and effectiveness goes up as your skill in a spell's
dominant effect increases, and mages are much, much more effective than they
ever were in Morrowind. In other words, the need to flee combat is reduced.
2. In Oblivion, the AI has behavior to handle it when an opponent is unreachable,
so even if Levitation was in, this wouldn't be a "viable" strategy.
3. Horses and fast travel help to reduce travel time.
4. Obviously there aren't any such areas in Oblivion.
5. Yeah, Levitation is pretty cool. But there are lots of other cool effects in
the game, new and old, and many of the old with new functionality. There's no
shortage of "cool" in Oblivion.
While I'm sure some of you will miss the spell effect out of nostalgia, you
won't find yourself NEEDING to Levitate in Oblivion.
***
Mages weaker in Oblivion?
Now there's no skill-based chance of failing to cast a spell. Skill-based spell
effectiveness and cost replaces that. So you can always cast that entry level
fireball spell, but it may end up doing very little damage (and using a lot of
magicka) if you're Destruction skill level is very low.
Also, spells have a skill level based on their dominant effect -- Novice,
Apprentice, Journeyman, Expert, or Master -- and you have to be at that level
in that effect's school in order to cast the spell at all -- even if you have
enough magicka to cast it. So suppose you learn a high level Summon that
requires a Master skill level in Conjuration and uses 150 spell points. Your
total magicka pool is 200 points currently, but you're only a Journeyman in
Conjuration. Even though you have enough magicka to cast the spell, you can't
cast it because youre skill level isn't high enough. But it's certainly
incentive to work on advancing your skills :)
***
Reflection a serious problem for mage characters?
Oh no. I don't know if that enemy I've never encountered has Reflect or not.
Whatever shall I do? Hm. Maybe I'll drink a bunch of Resist Fire Damage potions
before I shoot a few fireballs at him -- that way, if he has reflect, I won't
get hurt by my own spell, and I'll know he has reflect. I could also cast spells
at him that wouldn't affect me at all -- like Calm or Command. If they get
reflected back on me, no harm. He hasn't seen me yet, he's just talking to his
buddies -- I could try Frenzy, too, and that might make him attack one of his
friends instead of me, and if he does have reflect I won't be affected! Maybe
I'll summon a skeleton or something first, so if he aggroes on me I'll have a
line of defense -- or I could cast Invisibility if he detects me and that'll let
me get away too. Either way, I'll know he has Reflect without having caused any
harm to myself. I'm glad that, as a mage, I'm prepared for encounters with
unknown enemies and have a variety of strategic options available to me.
***
Reflection a serious problem for mage characters? III
DarkAero wrote:
First off wtf?
Anyways... have you played a mage in morrowind?
Example of a high level battle:
I'm fighting two golden saints or something. I cast fire spell. Reflect. I'm
nearly dead. I drink potion of health. Then I cast absorb health. It's reflected.
My magicka is now gone from two spells. I think I should summon something. Drink
hugely expensive magicka potions so I can cast again. Cast summon Golden saint.
With 100 skill in conjuration I still have 50% chance of failing. I fail. Drink
more potion. Cast again while dodging the moster. Dodging monster causes fatigue
to go down. Spell is at 25% chance now. I cast and fail. Have to drink more
potions to retry. Try again. I finally cast the spell. My golden saint gets
killed. Repeat until enemies are dead.
Is this supposed to be fun?
You're making a huge mistake -- you're assuming that everything in Oblivion is
identical to Morrowind. We've already described huge changes made to the magic
system, the AI, and other parts of the game, and we've said multiple times that
we've spent a significant amount of time balancing the game. That includes making
sure enemies don't have impossible advantages over you. Removing reflect would
make the game too easy for high powered mages. You're just going to have to be
careful and use the tools that are given to you, which are many and varied and
fit WELL within the scope of roleplaying a pure mage.
***
Reflection a serious problem for mage characters? IV
DarkAero wrote:
I know we should have faith in the devs and all. But you really haven't given us
any specifics on how it will be any different if at all. Your comments thus far
have nearly always been to devise new and complex strategies (ie: use spells
that won't hurt to be reflected, etc.) or that it will be alot different than
morrowind so all this worrying is pointless.
I'm sorry, but what's wrong with me suggesting that mages use all the tools that
they have at their disposal? The magic system is complex and diverse. If one is
playing as a mage and can't devise strategies other than "blast them with every
destructive spell that I've got," then they're not really roleplaying the
brightest mage in Tamriel. Advanced mages are supposed to be highly educated and
skilled in their arts. If your character is high level, you're going to face
tough characters and you are going to have to take care in how you fight them.
We are not going to surround you with a dozen 100% Reflect enemies. But you
might encounter one really tough enemy with 20%. And by the time you reach
enemies like that, your character should have had plenty of experience with the
system getting to that point.
It's not rocket science. It's just paying attention to what spells are available
and learning when to use what.
As to how the magic system will be different, I'm assuming you missed the latest
team diary, which outlines a number of the ways the magic system differs (for
example, magicka regeneration is a pretty big change).
***
Reflection a serious problem for mage characters? V
It's the percent chance that the effect will be reflected back at the caster.
The reflection is instant (even for ranged spells) and cannot be re-reflected.
No Zelda-like fireball ping pong. Resistance IS checked however, so if you are
unsure about an opponent and just HAVE to blast it with a fireball, boosting
your resistance to fire damage will help you avoid reflected damage.
Again. There are spells that affect others, but not the player. Command. Calm.
Frenzy. Demoralize. Turn Undead. Even if these are reflected, they will not hurt
you, and unreflected they may make a big difference in whether the opponent
chooses to fight you (or to continue doing so). As a high level pure mage, you
are just going to have to be smarter than running into battle with unknown
enemies with "guns" blazing.
***
Reflection a serious problem for mage characters? VI
RoboWizard wrote:
The problem here is that a pure mage is screwed by this trump card, but oh well.
No, they're not. The pure mage is a viable choice in Oblivion, even if some
enemies do have a partial reflect chance.
***
Reflection a serious problem for mage characters? VII
RoboWizard wrote:
Well if nothing else I'll give it to you that all arrows point towards
expoenential improvements for pure mages, but my question is: do any of the
other classes have their own kryptonite besides the reflection for mages or is
it just in place to balance out the mage's naturally strong abilities?
It's there to add more strategy and depth to magic casters other than just
blasting away at everything. Without reflect, there's never any potential
negative to casting an offensive spell other than it might be resisted (and
that it consumes magicka). You are not going to encounter dozens of 100%
reflect enemies at the same time. You might find one at a time with a 20% chance,
or *very* rarely one with 30% chance but it doesn't really go higher than that.
We'll leave it to mod makers to make things impossible for mages, because we're
not doing that, despite what some in this thread are insisting.
***
Magic too exploitable?
DragoonWraith wrote:
Interesting, while I don't think these are really serious exploits, you did miss
one massive exploit: Alchemy stacking. Create a Fortify Intelligence Potion,
drink it, create another, with better stats (thanks to your improved
Intelligence), drink that, and repeat until you have potions that give thousands
of Intelligence for millions of seconds (I've done it),
There are now skill-based limits on the number of potions you can have affecting
you at once. This was mentioned months ago, actually.
There was a small misunderstandment here, as DragoonWraith added to a list someone else made about what exploits are fixed in Oblivion. Still interesting.
***
On staffs and their usage
aelana wrote:
Now that "the veil is lifted"... I wonder if we can get an answer to the ????
on if using staves will raise the skill of the spell used on it... I.E. using a
fireball stave would raise destruction (less than casting, but more than
nothing)...
:)
Even if we don't...
<<<<< I LOVE THIS UPDATE >>>>>>
No, staffs do not require a skill to use (unless you're blocking with a staff),
and you don't get any skill usage for using one. They're kind of like scrolls
in that aspect. As enchanted items, they have a maximum charge, and each time
you use it the charge is drained by the cost of the enchantment. Once the
charge is exhausted, the staff is useless until you recharge it.
Staffs are pretty rare. Some are even artifacts.
***
Implementing Mark & Recall via a mod
As an experiment, I used a Script Effect spell to implement a kind of mark &
recall spell. You'd cast it once, and it would move a special marker to where
you were standing. Cast it again, and it would move you to where the marker was.
Took about 20 minutes. Maybe I'll release it as a mod after the game's out.
Our designers have found some insane uses for Script Effect, and I'm looking
forward to seeing what the mod community comes up with!
***
For-pay mods making fan-made mods illegal?
Tarnarious wrote:
In other words, if you're going to mod for this game, be sure and read the
EULA very carefully....
As long as mod makers don't include copyrighted assets (artwork, text, music)
within the mod packages themselves. The main thing you have to avoid is
re-distributing copyrighted material. So for example if you can buy horse
armor from Bethesda, a mod maker cannot include that horse armor in the
distribution files of their own mod. The mod can REQUIRE the horse armor,
but the actual artwork itself cannot be re-distributed.
***
Enchanting and soulgems, enchanting without a guild enchanter or enchant skill
nasos_333 wrote:
The bad thing is that soul gems are no longer used for the enchantment creation,
so all the adventuring and searching for the best gems and creatures to capture
will be gone forever, they are only used for filling up charges for cast on
hit enchantments.
That is absolutely not true. Just because you can't create enchantments the way
you could in Morrowind doesn't mean soul gems are not required for their
creation. You need to bring a populated soul gem to the enchanter.
There is also another kind of stone you can find which will enable you to enchant
things without anyone else, but you don't get to pick the magic effect or amount
of charge.
***
Levelling up several levels in quick succession still a problem?
InbredMonkey wrote:
But what is still not clear to me is if like in morrowind, where if you fight
alot get a high multiplier on all of your stats and enough points to level
up multiple times, then if you took multiple level ups all in a row, your
character would get gimped, since levelups after the first would have NO
multipliers whatsoever.
That's not the case in Oblivion. You'll get the appropriate multipliers for
each level advancement when you finally do get around to leveling up.
***
On blocking with a shield
Some enemies are less likely to attack when you block, and more likely to dodge
around to look for an opening. In addition, you can only move very slowly when
blocking -- and you can only block blows coming from in front of you, so if you
have multiple opponents it's probably not a good idea as they tend to surround
you.
And of course as others have said, your shield will take damage from each blow,
and some will "get through" to you as well, the amounts depending on your block
skill and the quality of the shield (as the shield gets more & more damage,
more & more of each blow's damage gets through to you). Standing there holding
block is not "completely safe."
***
Blocking with a shield vs. dodging
Matt71 wrote:
If you are going to be dodging the attack, what is the point in holding up your
shield?
Edit... Or using a shield at all, it would only slow your type of character down.
Exactly. If you're playing a speedy character, the kind who would dodge around,
you're probably only going to use a shield (or weapon) to block occasionally, and
instead you'd move to avoid getting hit. On the other hand if you're playing a
beefy warrior type, the shield is good for standing toe to toe with an opponent.
***
On leveling
"7 major skills?"
Pilaf wrote:
Major skills level much faster than miscellaneous skills. That's why they're
majors. They're the chosen skills of your "profession" so to speak. You could
train misc. skills but not level up from doing that, and for pure RPers, that's
an activity reserved for much later anyway, after completing the MQ and fully
mastering all Majors.
Not exactly. Major skills START at a higher level than misc skills, but they
advance at the same rates for a given skill level. To advance any skill, you
have to use it a specific amount -- and that amount increases the higher the
skill level. That's true for both misc and major skills, though misc/minor
skills don't advance as quickly as majors.
If you advance Major skills 10 times, you can level up. Minor skill advancement
does not contribute towards leveling up, but advancing ANY skill in between
levels contributes towards increasing the bonus multiplier for the skill's
governing attribute. So both majors and minors will contribute towards stat
increases when you do level up.
post modified to clear up some confusion
***
On skill progression I
Skill progression is not based on a linear formula. It's an exponential formula,
that starts out pretty flat. So while your misc skills at the beginning may
advance slightly faster than your majors at the beginning, the difference is not
so great that you'll "catch up" to your majors unless you really, really work at
it, which is probably not in your character's best interest (because you start
out with much higher skill levels for your majors.)
The curve is not dissimilar to
this image.
***
On skill progression II
It's balanced so that does not happen -- you will quickly get to mediocre
levels, then moderately get to good levels, then slowly get to expert levels.
We've had a lot of people playtesting the game and the "feel" of skill
advancement has been heavily tweaked to the point where everyone's pretty
happy with it.
Picking a class is *MORE* important than with Morrowind because ONLY your
class-related skills (your majors) contribute to leveling up. You only get
7 of them, instead of 10 (majors & minors) like you did in Morrowind. 7
classes that start at a higher level, 7 classes that contribute towards
leveling up.
***
On skill progression III
GhanBuriGhan wrote:
Hmmm, you are saying yourself that minors quickly improve to mediocre levels.
And yet you say the difference stays intact? How?
Look at the curve again. Advancement requirements stay pretty flat for most
of it, then jump up sharply towards the end.
GhanBuriGhan wrote:
And minors I take it still play a role in leveling since they contribute to
the multipliers?
You can advance minors only all day long and never level up. Only advancing
major skills will allow you to level up. That's what I was talking about.
As far as the multipliers go, when you advance a skill a formula determines
how much that skill advancement contributes to your bonus multipliers. The
formula takes into account whether or not the skill being advanced is major
or minor. So minor skills do not contribute to the bonus multipliers as much
as major skills do.
GhanBuriGhan wrote:
Also while its "only 7" skills that count to leveling now, all of these 7 are
now equal - so there is less fine tuning to start with.
The major skills don't all start out at the same level. Initial skill levels
also depend on racial bonuses and other factors.
And I have nothing else to say about this. When you've spent a few months with
a few dozen people playtesting your advancement scheme in-game, and you've
tweaked and re-balanced and modified your scheme based on their feedback through
multiple iterations until everyone was happy with it, then let me know and we
can compare notes.
***
On skill progression IV
While Oblivion's system does allow you to raise all of your skills to the maximum
amount -- just as Morrowind did -- even with the new skill advancement formula,
it will still take a much longer time to advance your minor skills to high levels
than it will your majors. I understand the concerns that some people have -- but
in practice it has not been an issue. We don't want to artificially prevent
people from advancing whatever skills they want to, which is what it seems some
of you might prefer. As the system works now, skill progression feels natural,
and the rewards you get for advancing to the discrete levels (Novice/Apprentice/
Journeyman/Expert/Master) come at a good rate. Most characters will focus on
their major skills -- after all, that's why most characters pick a class to
begin with. But if you choose to raise everything up to 100, knock yourself out.
It'll take a long time, but we're not going to stop you.
And no, you won't be able to train your way up. The training system has been
completely revised.
***
On skill progression V
This is what I get for making a quick post when I'm tired. Actually, the amount
of skill usage you get for using a skill is the same, but major vs minor does
indeed make a difference in the rate of skill advancement. Your class
specialization (combat, stealth, magic) has an effect as well. Here's a
concrete example.
Suppose you wanted to advance a skill from 15 to 16.
Major, within class specialization: 6.76 uses
Major, non-specialization: 9.02 uses
Minor, within class specialization: 11.27 uses
Minor, non-specialization: 15.03 uses
And those numbers get higher and higher in an exponential curve with higher
skill levels.
The amount you get for using a skill depends on the skill. For athletics, for
example, you get a VERY small skill usage for every second you run. Magic skills
give you a usage either when you cast or when you find a target, depending on
the school.
I need more sleep. Note that the exact numbers are subject to change as long as
we're still balancing the game.
***
On the compass being moddable
Just to clear up a little confusion. The gamesetting indicates the distance at
which compass icons appear. These icons show you the direction that things like
settlements, shrines, ruins, etc. are in as you're exploring. They fade in as
you get closer, and show you the direction they're in. They're actually
extremely handy, especially when you're looking for a place to bunk for the
night. Anyway, if you set that gamesetting to a low value in a mod, they won't
appear until you're very close.
These icons are different from the quest marker. That always shows you the
direction you need to go to get to the next step in your quest -- assuming
you've chosen to do so. (As I said before, you can pick an older quest to set
the marker at if you really don't want to have it there.) You can also pick a
place on the map and set your own marker location on it, and have another
indicator appear on the compass pointing you in the direction of your marker.
That said -- the compass, the quest marker and compass icons, are NOT the
hand-holding, dumbing down babysitter some folks paint them out to be. They
are extremely handy. Not everything is marked, and you can still get quite
lost. Exploration is still a huge, huge part of the game. And the compass
itself is not obtrusive. In fact, when I play I have to remind myself to
look at the compass in the first place, because I'm always looking at my
surroundings, taking in the view, looking for alchemy ingredients, keeping
an eye out for enemies, etc.
***
Forest poping in and out of view?
Kaleem wrote:
This was shown TODAY. At X-BOX 360 launch. Why would they show an old build with
problems. Please explain.
And no I have not coded games ever. I was just adding some healthy criticism and
my opinion that it will be hard to fix.
As Pete said in the video, he brought a stable build from a couple weeks prior.
The process of optimization often leads to temporary instabilities that need to
be fixed -- and he decided he'd rather have a few popup issues than risk having
the game crash during the presentation. All of these issues -- instability,
performance, etc. -- are continually being worked on, and of COURSE will be
fixed before we release. If we didn't care about that, the game would be out
now.
***
Towns looking empty?
Actually the number of NPCs walking around in town varies tremendously. Sometimes
it'll be pretty busy -- sometimes it'll be quiet like it was when Pete was walking
around in Skingrad. It depends on the NPC schedules. There are also certain events
where there'll be more people around.
As to the woman and her rumors topic. Maybe if she liked your character more,
she'd have more to say. Maybe if you were in a certain guild, or had a certain
level of fame or infamy, she'd have a quest for you. Maybe if you'd completed a
certain quest, or talked to someone else first, she'd have additional things to
talk about. Or maybe someone else will give you a quest that leads you back to
her, and then she'll have things you can ask her about or confront her with.
***
Towns looking empty II
There aren't thousands of people living in each city as their would be "in real
life." And everyone who IS in each city has their own schedule -- guards have
patrols or stations, folks go to shop, work, eat, hunt, travel to other cities or
settlements, etc. and unless there's a specific event that causes folks to
congregate, it's difficult to predict when you'll see crowded cities. That same
street might have more people on another day or at another time.
There's no contradiction.
As to the outdoor market thing, most of the shops in the cities are indoors.
***
On the combat system again
The new combat system feels nothing like Morrowind's. It's more exciting, much
more fun, and involves greater strategy. Yes, player skills are involved --
you have to press the attack button (click for normal attacks, hold briefly for
power attacks), actively block, and move around. But your character's stats
still play a tremendous role in the success of your actions. Everyone
playtesting the game has said they have a lot of fun with the new combat system.
And of course it belongs in an RPG, Metalliska -- what would you prefer, you
click on your opponent, press "fight this guy", and watch events unfold?
***
On dialog
It was a representation of the mechanics of dialogue. With 1500+ NPCs, a huge
number of quests, over 50 hours of recorded dialogue, do you really, honestly
think that that E3 demo shows every facet of how every single conversation in
the entire game flows?
Yes, there are conversations and quests that go in different directions
depending on how you respond. No, we're not going to give any specific
examples of that, because half of the fun of games like this is for you to
discover these things for yourselves.
There really isn't any way we can respond to this, short of releasing an
entire quest's dialogue -- and that ain't gonna happen. I know you don't want
to hear it, but you're just going to have to trust us that the dialogue is
better than Morrowind's.
***
On the leveling system again
Conceptually, it's very similar -- you use skills to advance them. The number of
times you need to use them to advance a skill increases the higher your skill
level -- so at skill 5 you may need 9 uses, for example, at skill 30 you might
need 50 (these are arbitrary numbers). Point being, it takes longer to advance a
skill the higher your skill level is. In Oblivion, the skill usage required for
advancement has been tweaked for better balance for every skill.
In addition to the numeric skill value of 0-100, skills are divided into 5
discrete levels -- Novice, Apprentice, Journeyman, Expert and Master. As you
attain each level in a skill, you gain "perks" that give you special abilities
relevant to the skill in question. This gives additional depth to skill
advancement beyond just becoming more proficient in the skill.
At the start of the game, you choose 7 major skills, which defines your
character's class. Only by advancing those 7 skill can your character increase
in level (you have to advance major skills 10 times before you can level up).
When you level up, you get the opportunity to permanently raise 3 of your
character's attributes (strength, intelligence, endurance, etc.) You may get
modifiers that increase the number of points by which you can raise attributes,
depending on how many skills (major or not) you have advanced since the last
time you leveled up.
Anyway, Oblivion's skill progression and level advancement is similar to
Morrowind's, but it's much more refined and balanced. And hopefully it provides
greater rewards and incentive for advancing skills beyond power gaming.
***