The Elder Scrolls IV: Oblivion Remastered

The Elder Scrolls IV: Oblivion Remastered

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Xaade May 13 @ 6:40am
Changes I would make to Oblivion.
Mechanically, at least on paper, this is a huge step in the right direction. However, there are a few changes I would make to the game.

First, to address attribute and skill buffing spells and potions. I think it's silly that they have no effect once you're capped, so here's my change.

- Skills would be leveling capped to 100, but capped to 200.
- Attrb would be leveling capped to 100, but uncapped.
- Soft cap calculations would remain the same, but hard capped contributions would change.
- The effect of buffs over 100 would be such.
-- Linear contribution of skills, however at a reduced rate over 100.
-- Logarithmic contribution of attributes.
-- The total achievable affect would be
--- a 50% increase to weapon damage, spell damage, spell level (illusion), etc.
--- a 300% increase to unarmed damage. However, this would require significant contribution. The first 200% would be easily achieved at around 120 strength and 200 hand-to-hand, and the remainder would take a significant increase to strength such that it would be the overwhelming majority of your enchantment effect / potions. So 25 unarmed damage, easily achievable, 50 unarmed damage would take significant investment.

Second, to address difficulty. I think scaling both your damage and their damage doesn't really service difficulty. In my mind difficult means faster paced, not a battle against damage sponges (unless you have proper balanced tools, like in souls-like, and especially balanced to growth, and not unforgiving at low levels).

- Difficulty would have a much smaller affect on your damage. the difference would be around 30% range. Enemy damage would remain the same.
- Only enemies, guards, and quest NPCs would get the damage buff. It would be faction based rather than everything other than you. No cheesing with summons.
- The default adept is easy enough, so I'd move it down to apprentice.
- Novice would be a walking simulator, at 11% you and 50% them.
- Apprentice would be the new 1-1
- The rest of the difficulties would decrease your damage by 10% and increase theirs to max out at 70% you, 600% them. No more damage sponges.

Other changes.
- Enemy attack hit boxes would be adjusted so that dodging is always effective.
- Enemy attack chaining will be reduced. Wolf attacks will have stronger tells.
- Change acrobatics perks so jumping less fatigue includes dodging less fatigue.
- Damage enchants can be placed on rings but only have effect on unenchanted weapon. They affect unarmed strikes.
- Chameleon is hard-capped at 95% on higher difficulties.
- Lockpicking is already trivial at 100 skill, so the expert and master perks aren't that useful. Instead Novice - Journeyman will affect tumblers, Expert will increase gold loot, Master will increase enchanted gear loot.
- Rare spells will be rewarded that have notable cost discounts.
- All perks in magic systems come with a buff to magic effectiveness that's always in effect. Journeyman will be a value enough to counteract Light armor. Expert will be a value enough to counteract heavy armor. Master would be over capped no matter unarmored or armored.
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Showing 1-9 of 9 comments
I would exchange all your changes just for the ability to press E and put an item on rack, shelves etc...
I would like to see large content updates and scaling mechanics like skyrim.
syqo May 13 @ 7:06am 
Optimization would be a good start
Bring back the potato FaceGen system. (Joking... maybe.)

Have a "Skyrim" mode where the mechanics of everything are based on Skyrim. (Much more difficult than it sounds superficially.)
Xaade May 13 @ 10:17am 
Originally posted by EricHVela:
Bring back the potato FaceGen system. (Joking... maybe.)

Have a "Skyrim" mode where the mechanics of everything are based on Skyrim. (Much more difficult than it sounds superficially.)

I find this funny, because the remaster actually has a few things I wanted in Skyrim.
The dodge feature works more like how I want it to.
I would like timed blocks or parries in the next ES, but I'm not really anticipating Bethesda to be able to make another good ES.
rmesch2014 May 13 @ 10:33am 
Originally posted by Xaade:
Mechanically, at least on paper, this is a huge step in the right direction. However, there are a few changes I would make to the game.
A mod implementing all those ideas I would install immediately.
Another thing: Have the armour of NPC allies upgrade with your level, just like enemies. I am sick and tired of my followers running around half naked after they have been fighting with me. Or have the poor guards I recruit for the battle of Bruma get killed because of their poor defense.
Sgt. Flaw May 13 @ 10:33am 
I think spells to enchant your fists would be awesome....unarmed to scale and usability
just wait for Skyblivion...its going to make this "remaster" look like a steaming turd plus it will be far easier to mod compared to this hybrid abortion of Gamebryo and Unreal Stutter Engine
Sgt. Flaw May 13 @ 10:39am 
Originally posted by Fluffy_Llama:
just wait for Skyblivion...its going to make this "remaster" look like a steaming turd plus it will be far easier to mod compared to this hybrid abortion of Gamebryo and Unreal Stutter Engine
Been waiting since 2012....
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