Since your reply alias is not the same as the main poster's alias I had confused before with another person--my apologies on that. Also, I do not mean to sound overly judgmental on you--I do think that your choice of words can be acerbic, and thus the intended point you want to bring can get a bit lost. The reply above is a perfect example. You recognize that there are many variables responsible for combat-behavior and "feel" in OOO, but in your first post you seem to imply that all there is reduces to "more health, a cheap-trick". Hence, the nature of my reply.
About your point. It is true. It is a perception issue. Enemies in Oblivion had very low HP compared to the PC. Even more so during the first few levels. Thus, it was extremely easy to defeat all sorts of foes from the get-go. In OOO I wanted to change that. Since I lowered, in the Full version, the player's health pool, plus I gave small boosts to regular foes like bandits, plus I made weapons more deadly, plus I allowed for a +/- 8 level difference in regular encounters (to give a sense of difference among enemies that was utterly lacking in the Stock version) players can easily have the sensation that NPCs have too high health compared to their own pool. I think this perception recedes as soon as the players equip themselves with better weapons and armor--which is very easy to do in OOO--and when they gain a few levels (thus opening up the possibility that regular encounters can be much lower than themselves--unfortunately, bandits can't be lvl -8, but start at 1) That is, I think, a true assesment. Francesco's mod is more lenient with the beginner players, indeed.
About your second section of your reply. I am glad to hear that it is not a "personal" issue in the manner you described. I was beginning to think so, if anything because I was surprised to see OOO simplified, apparently, in such a way in your posts while you offer very good thoughts, blurbs and info on many other games out there. As I mention in my reply above, I am now a reader of this fine site.
Also, I am glad to hear that the reason your thoughts about Oblivion and OOO are plentiful and intertwined derive from the fact that you use them both to do Game Design analysis and for your own enjoyment. Thus, that this is partly the reason why you zero-on them for criticism (which, as I mentioned many times, I welcome and cherish and hope to receive so as to better myself and my work) I regret that I may have taken it as a different issue and so have replied more harshly than I should (again, however, your sometimes corrosive tone, such as having said that OOO was pure randomness with no design whatsoever, led me to believe otherwise and reply in the same tone) So, my apologies if I sounded offensive as well. I'll be sure to review my posts so as not to overstate my concerns.
And, finally, glad to be around. I've had to disappear for a while, not just from here but also from the ESF boards. The luxury I had of free time to work on the mod, update the threads in the boards and all that jazz is no longer available--though I am still dedicating time to improve that work and delve into new ones! So, hopefully next time you get a chance to review them you'll notice small nuggets of your ramblings implemented in there.
Re: Found the problem with Oblivion CS/Oscuro
Since your reply alias is not the same as the main poster's alias I had confused before with another person--my apologies on that. Also, I do not mean to sound overly judgmental on you--I do think that your choice of words can be acerbic, and thus the intended point you want to bring can get a bit lost. The reply above is a perfect example. You recognize that there are many variables responsible for combat-behavior and "feel" in OOO, but in your first post you seem to imply that all there is reduces to "more health, a cheap-trick". Hence, the nature of my reply.
About your point. It is true. It is a perception issue. Enemies in Oblivion had very low HP compared to the PC. Even more so during the first few levels. Thus, it was extremely easy to defeat all sorts of foes from the get-go. In OOO I wanted to change that. Since I lowered, in the Full version, the player's health pool, plus I gave small boosts to regular foes like bandits, plus I made weapons more deadly, plus I allowed for a +/- 8 level difference in regular encounters (to give a sense of difference among enemies that was utterly lacking in the Stock version) players can easily have the sensation that NPCs have too high health compared to their own pool. I think this perception recedes as soon as the players equip themselves with better weapons and armor--which is very easy to do in OOO--and when they gain a few levels (thus opening up the possibility that regular encounters can be much lower than themselves--unfortunately, bandits can't be lvl -8, but start at 1) That is, I think, a true assesment. Francesco's mod is more lenient with the beginner players, indeed.
About your second section of your reply. I am glad to hear that it is not a "personal" issue in the manner you described. I was beginning to think so, if anything because I was surprised to see OOO simplified, apparently, in such a way in your posts while you offer very good thoughts, blurbs and info on many other games out there. As I mention in my reply above, I am now a reader of this fine site.
Also, I am glad to hear that the reason your thoughts about Oblivion and OOO are plentiful and intertwined derive from the fact that you use them both to do Game Design analysis and for your own enjoyment. Thus, that this is partly the reason why you zero-on them for criticism (which, as I mentioned many times, I welcome and cherish and hope to receive so as to better myself and my work) I regret that I may have taken it as a different issue and so have replied more harshly than I should (again, however, your sometimes corrosive tone, such as having said that OOO was pure randomness with no design whatsoever, led me to believe otherwise and reply in the same tone) So, my apologies if I sounded offensive as well. I'll be sure to review my posts so as not to overstate my concerns.
And, finally, glad to be around. I've had to disappear for a while, not just from here but also from the ESF boards. The luxury I had of free time to work on the mod, update the threads in the boards and all that jazz is no longer available--though I am still dedicating time to improve that work and delve into new ones! So, hopefully next time you get a chance to review them you'll notice small nuggets of your ramblings implemented in there.
Oscuro