edit: This is a copy of the thread I unwittingly created in the general SureAI subforum, it's better suited here, I think. Good start, eh?
Hi, just registered to write a few words on what disappointed me, or rather what I was expecting and didn't get. I'll try not to turn it into a whine-fest.
Especially as what I've seen and heard was very impressive.
I got as far as the Abbey at the moment and I'm level 3 or so. Not far, admittedly, but I doubt game mechanics will magically change later on.
See, I'm one of those players who are slightly OCD about certain game mechanics. I pretty much discarded Oblivion because of the progression and leveling system, which is realistic only in theory. Kill things with a sword and get better at it, make potions to be a master alchemist and so on. Once I noticed that you pretty much have to abuse the system to get the most out of your stats (the silly "raise these skills 5 times before leveling or you might not be powerful enough by the end of the game because you get one point in strength instead of five" mechanic) I found it next to impossible to just immerse myself in the game and play normally.
"Play normally" as opposed to "stand like a knob blocking rats to level blocking", "jump like a loon all over the place to become an acrobat", "constantly cast a healing spell to max that willpower before leveling" or my personal favorite "sneak back and forth in a room full of friendlies for an hour to level agility".
Whenever I looked, Nehrim sounded like the perfect solution. Advertised to resemble Gothic (I *love* me some Gothic), introduce a balanced leveling system (classic experience points, finally!) and do away with the silly broken vanilla Oblivion constant mathematics.
Much to my dismay, the whole system remained almost intact, minus the major-minor skills. The readme tells me that the "natural" progression of skills has been severely slowed down, to the point of having to rely on trainers, but I found that to be untrue. The experience points actually make it worse, because I'm now hesitant to explore, as I might come across an enemy that makes me level up, and I still haven't sneaked around the friendly tavern enough to get the full 5 points of agility I deserve and feel I would be gimped without. There were a couple of mods for Oblivion that substituted natural progression for exp points, but I found them to be unbalanced. I had really hoped Nehrim would be the remedy to that.
The tl;dr version:
Nehrim looks and sounds stunning, but keeps the old broken Oblivion skills and stats progression system in spite of introducing experience points, which makes me very sad. No matter how beautiful or well-voiceacted the world is, I just can't get into it when I have to think about maxing out my stats before killing that last rat.
Anyone agree?
Hi, just registered to write a few words on what disappointed me, or rather what I was expecting and didn't get. I'll try not to turn it into a whine-fest.
I got as far as the Abbey at the moment and I'm level 3 or so. Not far, admittedly, but I doubt game mechanics will magically change later on.
See, I'm one of those players who are slightly OCD about certain game mechanics. I pretty much discarded Oblivion because of the progression and leveling system, which is realistic only in theory. Kill things with a sword and get better at it, make potions to be a master alchemist and so on. Once I noticed that you pretty much have to abuse the system to get the most out of your stats (the silly "raise these skills 5 times before leveling or you might not be powerful enough by the end of the game because you get one point in strength instead of five" mechanic) I found it next to impossible to just immerse myself in the game and play normally.
"Play normally" as opposed to "stand like a knob blocking rats to level blocking", "jump like a loon all over the place to become an acrobat", "constantly cast a healing spell to max that willpower before leveling" or my personal favorite "sneak back and forth in a room full of friendlies for an hour to level agility".
Whenever I looked, Nehrim sounded like the perfect solution. Advertised to resemble Gothic (I *love* me some Gothic), introduce a balanced leveling system (classic experience points, finally!) and do away with the silly broken vanilla Oblivion constant mathematics.
Much to my dismay, the whole system remained almost intact, minus the major-minor skills. The readme tells me that the "natural" progression of skills has been severely slowed down, to the point of having to rely on trainers, but I found that to be untrue. The experience points actually make it worse, because I'm now hesitant to explore, as I might come across an enemy that makes me level up, and I still haven't sneaked around the friendly tavern enough to get the full 5 points of agility I deserve and feel I would be gimped without. There were a couple of mods for Oblivion that substituted natural progression for exp points, but I found them to be unbalanced. I had really hoped Nehrim would be the remedy to that.
The tl;dr version:
Nehrim looks and sounds stunning, but keeps the old broken Oblivion skills and stats progression system in spite of introducing experience points, which makes me very sad. No matter how beautiful or well-voiceacted the world is, I just can't get into it when I have to think about maxing out my stats before killing that last rat.
Anyone agree?
The game is leveled for what? Average attribute increase of 2-2.5 sounds about right.
This ain't Oblivion, no need to get +5 in order to complete the game.
There is a mod that fixes the Attribute increase, seems to be pretty good balanced but then there are only a few users so far.
Looking through the forum the Attribute leveling system is one of the big gripes in Nehrim, and the Team knows that too.
Their problem is that any such fundamental change needs a serious amount of balancing testing, which takes lots of time.
At this time their efforts are much better spent at bug fixing and completion of the missing quests and features.
Maybe -purely my speculation- they'll change the attribute system in the future, say 1.1 or so, after a dominant and well balanced attribute leveling mod has emerged.
At which point someone will make a mod to reverse it again.
This ain't Oblivion, no need to get +5 in order to complete the game.
There is a mod that fixes the Attribute increase, seems to be pretty good balanced but then there are only a few users so far.
Looking through the forum the Attribute leveling system is one of the big gripes in Nehrim, and the Team knows that too.
Their problem is that any such fundamental change needs a serious amount of balancing testing, which takes lots of time.
At this time their efforts are much better spent at bug fixing and completion of the missing quests and features.
Maybe -purely my speculation- they'll change the attribute system in the future, say 1.1 or so, after a dominant and well balanced attribute leveling mod has emerged.
At which point someone will make a mod to reverse it again.
The enemies don't level with you, so it doesn't really matter whether you try to get +5 increases or just wait until you have sufficiently high levels. Both of these strategies involve spending more time...
i seam to remember trying to bash some sense into you in the other forum... in summary
since this is not oblivion, and enemies do not scale with you, there is not a NEED to be super strong for your level like oblivion. the average lvl 20 player can take on a lvl 25 mob or even multiple with some effort. all you're doing is wasting time to become too strong for you to be able to enjoy the game.
since this is not oblivion, and enemies do not scale with you, there is not a NEED to be super strong for your level like oblivion. the average lvl 20 player can take on a lvl 25 mob or even multiple with some effort. all you're doing is wasting time to become too strong for you to be able to enjoy the game.




