Elder Scrolls IV: Oblivion Remastered

Vorph

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So what you're saying is that i'm right and it's just a few whiny faggots who 'hate scaling' but buy the game 17 different times anyways because they hate it so much?
No, I'm saying that you're a cunty contrarian that posts shit like this in every thread you drop into.
 
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zombiewizardhawk

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Scaling was always shit. Didn't mean the game was overall bad but that was one of its most glaring issues. Hence why 20 years later we immediately remove it with mods.
"we" being a few people who didn't like it, which is exactly what I said. I doubt the vast majority who are buying the game is downloading 3085830 mods.
No, I'm saying that you're a cunty contrarian that posts shit like this in every thread you drop into.
Ah yes, i'm a cunt for pointing out that maybe most people don't share your opinion on something.
 

TJT

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"we" being a few people who didn't like it, which is exactly what I said. I doubt the vast majority who are buying the game is downloading 3085830 mods.

Ah yes, i'm a cunt for pointing out that maybe most people don't share your opinion on something.
Its one mod but ok.

Scaling was bad and a big complaint about the game. It was removed in Skyrim. Because there was little good feedback on it.
 
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pwe

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All this talk about scaling is killing my desire to play :( I just want to get stronger and return to stronger foes and kick their asses. Gear, levels, etc., everything else is secondary.
 
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Talenvor

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I vaguely remember playing vanilla Oblivion at launch and agree that the original enemy scaling completely ruined any feeling of danger or growing stronger. How has that been addressed in this remaster, or is it the same? I see a lot of comments about how awful the scaling was/is(?) but can’t tell if that’s for vanilla or the remaster. Also, I assume no mods on ps5? If the scaling is still wonky and quest rewards don’t level up with our character, I might have to think harder about ps5 vs pc purchase.
 
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Chapell

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I vaguely remember playing vanilla Oblivion at launch and agree that the original enemy scaling completely ruined any feeling of danger or growing stronger. How has that been addressed in this remaster, or is it the same? I see a lot of comments about how awful the scaling was/is(?) but can’t tell if that’s for vanilla or the remaster. Also, I assume no mods on ps5? If the scaling is still wonky and quest rewards don’t level up with our character, I might have to think harder about ps5 vs pc purchase.

If you have 5 min you can check this:

To summarize, level scaling feels 1:1 with vanilla but the level-up gain attribute system changed a bit.
You should be fine with normal mode, but higher difficulties will remind you the great time of hitting enemies with huge hp bar...

Of course, there is mods on... pc. (for the remaster)
 
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Uriel

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Gonna use these to fix scaling, they're on nexusmods

  • Balanced NPC Level Cap.esp
  • Balanced Unleveled Rewards.esp
  • Ascension.esp
 
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sleevedraw

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I vaguely remember playing vanilla Oblivion at launch and agree that the original enemy scaling completely ruined any feeling of danger or growing stronger. How has that been addressed in this remaster, or is it the same? I see a lot of comments about how awful the scaling was/is(?) but can’t tell if that’s for vanilla or the remaster. Also, I assume no mods on ps5? If the scaling is still wonky and quest rewards don’t level up with our character, I might have to think harder about ps5 vs pc purchase.

Remaster is slightly better in that you don't need to grind minor skills so that you can maximize your stat gains to keep up with the enemy leveling curve like you did in the original game, but the enemies and items you get still scale in the remaster.

There are no mods on PS5 as of right now; it's possible that Beth may create a Creation Club that you'll need to pay for, but if the scaling bugs you, definitely go with the PC (preferably Steam) version.
 
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Ambiturner

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"we" being a few people who didn't like it, which is exactly what I said. I doubt the vast majority who are buying the game is downloading 3085830 mods.

Ah yes, i'm a cunt for pointing out that maybe most people don't share your opinion on something.

Oblivion being great, despite shitty scaling is the vast majority opinion.
 
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Lambourne

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Having fun although it's more buggy than the original. I replayed the original 2 years ago and it was fine with the unofficial patch.
So far I've encountered an oblivion gate in the middle of the countryside literally 5 minutes after leaving the tutorial (not supposed to be there at that stage of the main quest), a bunch of crashes while zoning (creation engine staple) and the quest marker disappearing randomly (reload fixed it)

It looks awesome though, very lifelike in places. I like this so much more than the cartoony style so many modern games use.

image086.jpg
image085.jpg
 
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Sinistkir13

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Oblivions leveling scaling is not just one thing.
Leveling scaling alone. pros/cons. some say they prefer it not at all. Skyrim, of course "fixed" it by gating scaling. wolves 1-10. bandits 1-20, etc. but dragonpriests/generals keep up with you.
if it was JUST level scaling, it would be manageable though.

The problem is, your combat stats are capped.
Every time you level up, speechcraft, enemies grow stronger.
you hit 100 str, and 100 blades, well thats it. your offense stops growing. and.. enemies keep leveling up. and while fortifying over 100 does scale the stats. it does not do so for weapon damage iirc.
unlike in both morrowind/skyrim.

And then of course how busted attribute gains were. where you had to micromanage your skillups to ensure you got +5/+5/+5 options every time, and didn't waste any +2 or +1's.
which then could also potentially bust your character.

The new system is simplified. +12, put where you like. but I do LIKE the idea of skills determining how you gained base attributes. I would have let it bank attribute skillups. like, if you got +3, +4, +3, +3. those extra +3 would be banked, and kept for later levelups.
Yes, I mentioned that earlier with the world continuing to scale up based on your overall level regardless.

Once you max out your combat skills, the only way left to keep up your damage output is through magic and enchantments. Even that has its own set of problems introduced in Oblivion because Enchant is no longer a skill, enchanted weapons no longer regenerate charges on their own, and the need for soul gems/soul capture makes it a lot less fun than going HAM with whatever weapon you like, especially if you weren't a spell user to begin with.

That's why I eventually would just play in such a way that I wouldn't level up unless I really forced it because at least in the early game, your skills felt like they were going somewhere instead of the world scaling up with you and eventually outpacing a maxed out character.

*The silver lining being that all of that can be fixed, at least on PC with mods.
 
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Caliane

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its interesting how much these games are sold almost entirely on the game world. so many of the other systems are pretty bad. and "Fix them with mods".

atm, my thoughts on Oblivion are solidly, Skyrim is better. much of that is the small qol buffs. marking when something is cleared.
I don't remember atm if the quickskill wheel is in the base game, or if thats new for this remaster. (double checked, yeah thats new to the master. )neither it or skyims favorites are great for actual action combat and using multiple skills..
morrowind didnt have any. right click to pause the game, and open the menus. haha.

Remaster UI is much better then vanilla. it took me so long to find the journal, and map iirc the first time I tried original oblivion. Click on the compass for the map, and journal. duh. of course the cups are the journal, what are you stupid? What a bizarre choice that was. morrowinds menus were blatantly easier to follow. could even rotate, "next spell".

Lockpicking in oblivion is pretty cancer. skyrims might be a bit too easy. but this is awful.
lockpicks breaking every failure is the main issue. and the horrible feedback on when its correct or not.

enemies upleveling spell damage is rough. skyrim is not much better in this regard. leaving very heavily into the 2fist, stunning to be viable.
Spell durations in this are awful. 20s summons. you summon bound dagger, by the time you runup and start attacking, its already desummoning.or, you summon and start attacking, due to enemy leveling scaling... you need to resummon the damn thing 4 times in one fight.

Perks. A ton of skyrims perks are just absolute trash. very few are fun and really add to the game. perks here, are also not very interesting. there is no choice, so its more forgivable. but, really, its not much better. like, security perks. "when you fail, less tumblers fall". thats retarded. again, how about you have less of a chance to break the lockpick? or bonus loot? hell, security exp is gained every time you lock a tumbler, not he final completion. you WANT to do more tumblers to max it out.

The vanilla leveling system was horrible as noted. largely fixed here. but, level scaling is still an major problem.
I like learn by doing systems. but again. when you are standing in town just holding down candlight to level up... its not designed well. like conjuration spells should gain exp on summon, then gain exp on damage dealt/aborbed. so, every melee attack with a bound dagger=conjuration exp. minions taking or dealing damage=exp. duration spells, probably should generate exp during their duration. so instead of spamming, candlelight, or detect life.. you cast it once, and passive get exp. shield should generate small passive exp, when active, and extra when actually absorbing damage. detect life, lets say 3exp/10s when active.. +3exp for every life sign detected. candlelight. 3xp/10s, and double while in darkness.

Things, I noticeable miss in skyrim: jump height being effected by acrobatics.
haggling as a concept is good. but its also just done poorly.
I didnt play morrowwind for that long, but I do think there were more things in that, that stood out.

remaster pet peeve. opening the map goes to the world view, and takes a second click to get to local.. that was not the case in original. it was 2 separate tabs outright.

morrowinds no magicka regen is rough to play a spellcaster at the start. that coupled with "illegal to rest in towns". every death was me trying to find someplace to rest, while oom, and getting ambushed by an assassin. (I think this is an issue with goty editions on gog? the assassins are dlc, and not really supposed to start spawning instantly day 1.)
thats something the remaster fixed here. if you GOTY editions for oblivion with DLC, you get spammed with all the DLC stuff the instant you leave the sewers. remaster you don't. you unlock them later.

Safe chests. another just bizarre thing. so many games suffer from this, and not outright labeling them.

morrowwind and skyrim both let you break the game more from what I can tell. infinite alchemy loops. stats aren't capped in the same way. +123214232 to melee damage works in skyrim. same with morrowind and stats.
 
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Vorph

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Lockpicking is a bit tedious but still completely trivial in Oblivion. For the early game, tap up on a pin. If the pin sticks immediately, hold up and press the button while your pick is moving upwards. If the pin doesn't stick all the way up, let it drop all the way and tap up again until it does. You'll never fail a very hard lock again even if your Security skill is single digits.

And then you get the skeleton key and forget about it entirely.
 

Voyce

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I went to Chorrol and poked around, found the Fighter's Guild. The leader of this branch of the guild is a grey-haired woman. Leader. Of the Fighter's Guild. In full plate armor.

As far as I can tell Vilena Donton was also a grey-haired woman in the original Oblivion (although not wearing full plate armor?), which I guess just highlights to me how far this priming goes back. Still completely fucking nonsensical.

For anyone who extensively played the original, have you noticed any glaring changes to NPCs?

Can kinda go both ways, since its fantasy if there is no historical “man” society, if the sex’s are given the same stats, then fine …I guess, society must have been built by mankind not men. I’m sure the dev’s unconscious bias to this reality will inevitably seep out regardless.

Whoops:
IMG_5538.jpeg


If the dynamics were pinned to this reality, then they might as well not have a playable human female, weaker at all things violence, including power stratagems, outside of pulling tricks and exploiting John’s (the Weirding Way in Dune)

D2 is kinda good for it, you’ve got a female sorceress, you’d expect her to be physically weak, and she is, the question is she weak because she’s a 5’4’’ chick (not sure her official height), or because she’s a Sorc? Did she endeavor to spells because in this alternate reality, she knew she couldn’t depend on her brawn? Also with escalation, and how melee’s scale, one might consider their physical character growth to have a magical bases, in D2 the Whirlwind, which is a ridiculous human spinner, is taxed on mana.

Although this came up in my brain, there’s this thing where Warriors are viewed as jocks, and Wizards are nerds. If I was fighting a war, I would fight it in the best tactical way, you better believe if I could snipe people with spells from afar, safely, it would be a done fucking deal—if you’re on the battle field fighting in the infantry, you can’t not be a jock of some-kind, you’re still out there in the shit, not doing intel at HQ
 
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Tuco

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D2 is kinda good for it, you’ve got a female sorceress, you’d expect her to be physically weak, and she is, the question is she weak because she’s a 5’4’’ chick (not sure her official height), or because she’s a Sorc? Did she endeavor to spells because in this alternate reality, she knew she couldn’t depend on her brawn? Also with escalation, and how melee’s scale, one might consider their physical character growth to have a magical bases, in D2 the Whirlwind, which is a ridiculous human spinner, is taxed on mana.
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