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Your personal take on leveled spawns.


Vagrant0

What system would you prefer to see in mods?  

25 members have voted

  1. 1. Spawn types?

    • Static spawns. I like knowing where hard things are so that I can avoid those areas till later.
      4
    • Random spawns. I like being suprised by something new being in a spot I've been through several times.
      10
    • Static bosses, random fodder. Hard stuff is always in the same spot, but weaker stuff is never in the same place.
      8
    • Random bosses, static fodder. Know where to find specific weaker things, but still occasionally run into something that kills me.
      3
  2. 2. Spawn strength?

    • Static strength. I like knowing exactly how many hits it takes to kill something.
      4
    • Leveled strength. Spawns that get stronger as I level make them a constant challenge.
      8
    • Static fodder, leveled bosses.
      2
    • Hybrid spawns. Uses an ability to set a base HP for the spawn, and then makes use of limited leveling so that things aren't always the same.
      11
  3. 3. Flavored or unflavored?

    • No variations of the same creature. I don't like trying to figure out which ones are harder.
      3
    • Variations with the same basic attributes and attacks. Keeps things interesting, and allows for some flexibility for both leveled and static spawns.
      13
    • Variations with different atributes or attacks. I love how one version is totally different from the others. It allows re-use of the same model, while forcing me to adopt totally different tactics.
      9


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While working on my mod I came across a good question, "What kind of spawns would people prefer?". Although vanilla, OOO, and Frans have different takes on vanilla spawns, not much has been said about spawns added to modded areas, and most of what people prefer on the matter isn't entirely too clear. Since my other poll recieved some good responses, I thought I'd try this one here as well.

 

Essentially, what sort of spawns would you prefer to see in an area which is intended to give people some sort of challenge? Do you like having things remain in roughly the same area, or do you like things to be a bit less predictable. Do you like spawns that get stronger as you do, or do you prefer spawns to remain the same while you get stronger, allowing you to eventually surpass them?

 

I'm asking this question in general terms, and would like people to answer in general terms.

 

What I have currently planned was flavored spawns (weak mudcrab, average mudcrab, strong mudcrab, deadly mudcrab (not really, but for example). Where each flavor has more health and does more damage than the previous. Then using a leveled list (not pertaining to any level) to randomly select one from a group, and spawn it at that location. As for strengths, I was using leveled spawns, but realized that at high levels these can become very hard to kill (especially when they have over 2k health). Am currently thinking of switching to a hybrid system, where base health is determined by an ability, and although leveled, the health gains per level are greatly scaled back. A hybrid system would also allow for easier changes to how strong something is for those who are overpowered, or want a challenge, since the only change would be done to an ability. The spawn types question pertains mostly to exterior environments as caves and dungeons usually benefit from being predictible.

 

But answer according to what you believe to be the best in general, and not about anything I mentioned about my own plans. And while you're at it, please vote here as well

http://thenexusforums.com/index.php?showto...mp;#entry476471

 

Thanks.

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Good poll!

 

I'd say I think unless a creature doesn't gain abilities as it levels, like trolls, it needs to be visually different. Bears do that. Some of the wraiths & goblins sort of do this. Wolves, ghosts, clannfears, and for the most part skeletons don't. You have to read the caption to tell what you're fighting, which breaks immersion for me (and only works if you're close enough anyway). But if they LOOK different, they can be as different as you like. If you've never seen a red ghost before, you know to be cautious until you've seen what it can do. OTOH, a few surprises do spice things up.

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I was a big fan of morrowind's creature spawns. I liked how there were areas where the enemies would be many levels higher than you and would make it difficult for you to get through. Howeven I like how enemies in oblivion level with you so it doesn't repeat what happened to me in morrowind where I would get to level 40 and run around 1-2 shotting golden saints with an enchanted daedric katana. I like the idea of static areas but also random areas. As for bosses I don't really know how I like them, just as long as their a challenge not a guy that take 3-4 more hits to kill than the last guy. I haven't experienced what mods like OOO, MMM, or frans are like. I know what they are but I have been reluctant to download these yet because I don't know if they completely overwrite vanilla oblivion or if they're like most other mods I can toggle when I want them off. I've cheched out vid's of FCOM and of the 4 mods it merges I think I like Warcry the best.

 

This is a bit off topic but, my comp can't handle a hole lot of stuff at a time w/o lagging. I think it takes around 13-14 guys on screen to start lagging it. I would like to get one of these mods so what one would you guys suggest MMM, OOO, WarCry or should I just go for FCOM? Go ahead and just PM with your response if you want, I don't want to derail this thread.

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I've tried OOO. Uninstalls fine. You should try it.

But I really didn't like getting jumped by a lion in Weye, at level 1. Or by a snow leopard on the road to Cloud Ruler. Safe areas should be SAFE. You should have to go looking for trouble.

Also, scenic overlooks should be safe. Because angry trolls can really spoil the view.

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While working on my mod I came across a good question, "What kind of spawns would people prefer?". Although vanilla, OOO, and Frans have different takes on vanilla spawns, not much has been said about spawns added to modded areas, and most of what people prefer on the matter isn't entirely too clear. Since my other poll recieved some good responses, I thought I'd try this one here as well.

 

Essentially, what sort of spawns would you prefer to see in an area which is intended to give people some sort of challenge? Do you like having things remain in roughly the same area, or do you like things to be a bit less predictable. Do you like spawns that get stronger as you do, or do you prefer spawns to remain the same while you get stronger, allowing you to eventually surpass them?

 

I'm asking this question in general terms, and would like people to answer in general terms.

 

What I have currently planned was flavored spawns (weak mudcrab, average mudcrab, strong mudcrab, deadly mudcrab (not really, but for example). Where each flavor has more health and does more damage than the previous. Then using a leveled list (not pertaining to any level) to randomly select one from a group, and spawn it at that location. As for strengths, I was using leveled spawns, but realized that at high levels these can become very hard to kill (especially when they have over 2k health). Am currently thinking of switching to a hybrid system, where base health is determined by an ability, and although leveled, the health gains per level are greatly scaled back. A hybrid system would also allow for easier changes to how strong something is for those who are overpowered, or want a challenge, since the only change would be done to an ability. The spawn types question pertains mostly to exterior environments as caves and dungeons usually benefit from being predictible.

 

But answer according to what you believe to be the best in general, and not about anything I mentioned about my own plans. And while you're at it, please vote here as well

http://thenexusforums.com/index.php?showto...mp;#entry476471

 

Thanks.

 

I voted in your other thread Vagrant, but this one I chose not to. Because, it doesn't have an option to pick all of the above in a a category. I prefer to have variations of them all. To me that's more surprise than what surprise could be.

I was going to vote on "Variations with different atributes or attacks. I love how one version is totally different from the others. It allows re-use of the same model, while forcing me to adopt totally different tactics." but, I suppose it won't let me since I didn't vote in the other categories. Well at least that's the error I got. :)

 

Anyway's, in a nutshell, as I'm writing and testing in the project I'm with (The Underdark), stupid mob's make me jump when I didn't expect it. I've got a question for you though, off topic. If an cell's tiles are scaled for larger size, and a creature is scaled also. Does the AI ranges get scaled? Meaning if an AI is set to wander 3000, are those units of measure now scaled?

 

Aoikani

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I like having bosses that level up with you, but not in all areas. HP & Strength are OK, but I wouldn't care for a boss that all of sudden learned better attack spells. For a level playing field, the player has to have some advantage (not across the board, but at least one type of attack).

 

Having random spawns of lesser NPCs is OK. I rather appreciate going into an Ayleid Ruin I've been in before, and all of a sudden see a Lich float around a corner. Adds to the spice & suspense.

 

Vagrant, some boss surprises are good as well. First time I saw Lord Pratal, I prataled my shorts (he appeared when my back was turned). A giant mudcrab and a werewolf made me jump a bit in my chair, and the first time I saw a Balrog I finally experienced the "fight or flight" syndrome.

 

The mudcrab was a complete surprise, and the werewolf's AI was so realistic it made your heartrate go up a bit. (Both from mods).

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I've got a question for you though, off topic. If an cell's tiles are scaled for larger size, and a creature is scaled also. Does the AI ranges get scaled? Meaning if an AI is set to wander 3000, are those units of measure now scaled?

 

Aoikani

The units are the same. It would be too much of a pain in the ass to adjust AI for every scale change.

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I'm pretty much on the side of random everything. The game is equipped with only so many creature/boss types and I want to have variation at all times to stop things getting predictable, albeit within obvious parameters. I mean when I meet a bear I want it to of course be consistently tougher than a wolf, but I could have a strong fierce bear on my hands who hasn't eaten or a milder younger one who has. A bandit may be drunk, sleepy, ill, angry, desperate etc..

I never really want to know where they'll be or exactly what they'll bring to the fight. Irrespective of my own level and abilities too. I know this might mean sometimes i'm going to take a lot of damage or even die from a random encounter but I think that adds suspense and realism and I prefer it that way.

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