The Elder Scrolls V: Skyrim preview
Shacknews plays The Elder Scrolls V: Skyrim for three hours and encounters everything from vampires to thieves. Read all about our adventures before the game launches on November 11.
Nearly six hours of playing Skyrim and I've yet to encounter a dragon.
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Xav de Matos posted a new article, The Elder Scrolls V: Skyrim preview.
Shacknews plays The Elder Scrolls V: Skyrim for three hours and encounters everything from vampires to thieves. Read all about our adventures before the game launches on November 11.-
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It scales to some degree as evidenced by the fact that the Bethesda QA testers were able to finish the game in a little over two hours.
I asked Xav about this though and he said some of the vampires he encountered early on were able to kill him with one hit, so it seems the level scaling isn't quite as bad as it was in Oblivion.
The official line is that the level scaling is more like Fallout 3 than Oblivion:
http://www.bethblog.com/index.php/2011/10/13/jeff-vs-sam-ii-the-skyrim-speedrun/comment-page-1/#comment-211552 -
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I don't think the game tells you the level of your enemies, but on top of that, the "level" of the area doesn't necessarily mean each enemy is that level but that it's an appropriate challenge for that character, which might mean you'll face "boss" level monsters that are hard. Fallout 3 and Oblivion both had boss level creatures as well, so that's probably what's happening there.
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Dungeons will have a 5 level range which locks in as close to your level as possible upon first entry.
Example 1:
Dungeon X has a level range of 10-15. You enter it as a level 8 character. The monsters will all be level 10 and remain that way even if you leave and come back at level 20.
Example 2:
Dungeon Y has a level range of 10-15. You enter it as a level 12 character. The monsters will all be level 12 and remain that way even if you leave and come back at level 20.
Example 3:
Dungeon Z has a level range of 10-15. You enter it as a level 18 character. The monsters will all be level 15 and remain that way even if you leave and come back at level 20.
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Think you're thinking of Morrowind, Xav. In Oblivion the Thieve's Guild was discovered by bribing beggars for information and quests were obtained by meeting your Doyen in a garden at midnight in the Waterfront, then selling privately stolen goods to Fences in other towns. There were no guildhalls or anything of the sort.