Thread 3802403 - /vrpg/ [Archived: 11 hours ago]

Anonymous
7/13/2025, 8:49:48 PM No.3802403
Screenshot 2025-07-14 044826
Screenshot 2025-07-14 044826
md5: 3504de04c456b032befe1eae06c16694🔍
>This house has nothing of value.
Fuck you.
Replies: >>3802413 >>3802418 >>3802477
Anonymous
7/13/2025, 9:11:24 PM No.3802413
>>3802403 (OP)
>This randomly generated content has nothing of value
Should pop up constantly playing DF lol
Replies: >>3802461
Anonymous
7/13/2025, 9:21:22 PM No.3802418
>>3802403 (OP)
on the other hand this house meaninglessly has an amulet of omnipotence randomly generated in a cabinet
Anonymous
7/13/2025, 10:32:51 PM No.3802461
>>3802413
Are the towns also randomly generated? I thought those would be handcrafted at least
Replies: >>3802477
Anonymous
7/13/2025, 11:03:35 PM No.3802477
>>3802403 (OP)
try the skulduggery mod
https://www.nexusmods.com/daggerfallunity/mods/217
it takes vanilla roguery, which is basically broken and completely undercooked, and turns it into maybe the most fun playstyle of the 3 major archetypes

it adds too much to list really and personally i turn off their lockpick minigame, but it actually makes B&Es a viable career path as houses actually have valuables to steal now. also actually adds risk, where if youre running around in a house/store, and have shit sneak, theyll call the guards. the guards also got a buff to their range from where they can arrest you. also adds some fun new thieves guild quests too, amongst a LOT of other things

try it, i genuinely would never play again without it, even on a non-rogue build

>>3802461
buddy theres literally like 14k towns in this game
something of that scale isnt possible NOW, nvm in 1996

theres also a new mod that makes them a lot more unique
https://www.nexusmods.com/daggerfallunity/mods/720
Replies: >>3802486 >>3803025
Anonymous
7/13/2025, 11:16:29 PM No.3802483
You haven't truly beaten daggerfall until you've visited every town, hamlet, and dungeon manually without quicktravel
Anonymous
7/13/2025, 11:23:30 PM No.3802486
>>3802477
>buddy theres literally like 14k towns
that's the total location count, there's like 6k towns.
wayrest, sentinel, and daggerfall are handmade, rest is procedural slop.
Replies: >>3802789
Anonymous
7/14/2025, 6:18:18 AM No.3802789
>>3802486
Are the quests also randomly generated in those towns? Like let's say in a town there's a quest "rid my basement of rats" and then you go to the next town and there's the same quest? How do you not become insanely overpowered with thousands of towns offering quests and experience? There's no way the game doesn't have level scaling if that's true
Replies: >>3802818 >>3806832
Anonymous
7/14/2025, 7:32:04 AM No.3802818
>>3802789
>quests and experience
lmao, have you ever played an elder scrolls game? it's free bro, try it.
Anonymous
7/14/2025, 3:42:11 PM No.3803025
>>3802477
>theres also a new mod that makes them a lot more unique
>https://www.nexusmods.com/daggerfallunity/mods/720
Looks amazing
Replies: >>3803027
Anonymous
7/14/2025, 3:45:09 PM No.3803027
720-1715821482-632158074[1]
720-1715821482-632158074[1]
md5: f32a3f051dd94b610506811501e8d16e🔍
>>3803025
Anonymous
7/18/2025, 8:29:36 PM No.3806832
>>3802789
>There's no way the game doesn't have level scaling if that's true
Of course it does, Arena had it too. Morrowind was the only one that didn't.
Replies: >>3806847 >>3806917
Anonymous
7/18/2025, 8:55:32 PM No.3806847
>>3806832
Persistent myth apparently..
Morrowind has level scaling too.
Anonymous
7/18/2025, 10:46:21 PM No.3806917
>>3806832
>le hecking morrowind was the last good game ever made
Enter a daedra infested tomb at level 1 and at level 18 and see it for yourself.
Replies: >>3807131
Anonymous
7/19/2025, 2:05:53 AM No.3807131
Im gonna... Im gonna... Im gonna leveled liiiiiiist
Im gonna... Im gonna... Im gonna leveled liiiiiiist
md5: a00b4d5a1ab68fde35b334200ef75260🔍
>>3806917
Morrowbros our response???
Anonymous
7/19/2025, 2:24:29 AM No.3807149
The problem with Oblivion wasn't really the enemy scaling that became the meme, it was the almost complete focus on scaled loot, so that every dungeon you went it was just randomized loot to match your level range. This made exploration really boring, because there was virtually nothing hand placed to reward you for going out of your way like in Morrowind. Randomization makes exploration boring and TES games are based around exploration. Randomization is best for incentivizing challenge and adaptation, both of which TES games do not have.
Replies: >>3807219
Anonymous
7/19/2025, 3:49:02 AM No.3807219
>>3807149
>This made exploration really boring, because there was virtually nothing hand placed to reward you for going out of your way like in Morrowind.
By hand-placed, do you instead mean "guaranteed high-end loot"?

I doubt you care about an iron sword, even if it's hand-placed.
Replies: >>3807333 >>3807350
Anonymous
7/19/2025, 7:01:53 AM No.3807333
>>3807219
>randomly generated low-value loot
Boring
>randomly generated rare and valuable loot
Feels soulless and unsatisfying, unless one is inclined to gambling addiction
>hand-placed low-value loot
Boring
>hand-placed high-value loot
Interesting. Someone put this here, just so that I would find it.
Replies: >>3807348
Anonymous
7/19/2025, 7:17:58 AM No.3807348
>>3807333
>>hand-placed high-value loot
>Interesting. Someone put this here, just so that I would find it.
It is, the first time
Replies: >>3807350
Anonymous
7/19/2025, 7:21:25 AM No.3807350
>>3807219
I mean things that are rewarding, yes. Doesn't have to be "high-end", just appropriately rewarding for the challenge and not meaningless gamba.
>>3807348
One interesting experience is better than none.
You really don't have to play the same games over and over.
Replies: >>3807360
Anonymous
7/19/2025, 8:05:53 AM No.3807360
>>3807350
>One interesting experience is better than none.
>You really don't have to play the same games over and over.
TES is made to be replayable, so you might want to look for other games if you prefer a more hand-crafted, static experience.
Replies: >>3807416
Anonymous
7/19/2025, 9:36:48 AM No.3807416
>>3807360
>TES is made to be replayable
Absolutely not. It's made to be cheap to develop. You can do everything in one playthrough, switch character concepts at will, there's barely any reactivity, and most choices are cosmetic.
The fact is that dungeon crawling is bad in TES games and exploration is unrewarding. It's fine that you can autistically replay these games and ignore flaws, but that doesn't make them well designed in any way.
Replies: >>3807446 >>3807539
Anonymous
7/19/2025, 10:21:27 AM No.3807446
>>3807416
>You can do everything in one playthrough
Go ahead, but that doesn't mean it wasn't made to be replayable.
>but that doesn't make them well designed in any way.
Nice rant.
Replies: >>3807485
Anonymous
7/19/2025, 12:01:23 PM No.3807485
>>3807446
> that doesn't mean it wasn't made to be replayable
It straight up does. They didn't want anyone to miss anything. Games with replayability contain hard choices. There's no reason to replay an Elder Scrolls game in and of itself except to take advantage of the time sink.
Replies: >>3807495
Anonymous
7/19/2025, 12:14:54 PM No.3807495
>>3807485
>They didn't want anyone to miss anything
Nope. TES has tons of content, and the average player isn't a 100% completionist spending hundreds of hours on a single playthrough.
Replies: >>3807496
Anonymous
7/19/2025, 12:18:36 PM No.3807496
>>3807495
>dude the average player isn't a completionist
>but they also are driven to replay the game to get the complete experience
The design is set up so that all choices are open all the time and that any particular choice isn't that impactful and can usually be reversed. Time sink series, that's it, that's why you like the randomization, it allows you to sink even more.
Replies: >>3807498
Anonymous
7/19/2025, 12:24:05 PM No.3807498
>>3807496
I like randomization because it adds replayability, makes replays fresh. Randomizer mods are quite popular for other games too, like OoT
Replies: >>3807500
Anonymous
7/19/2025, 12:27:41 PM No.3807500
>>3807498
Yeah, some people like timesinks, distractions from existence. But randomizers for real games provide challenge and test player knowledge. There's nothing interesting about randomization in a game with no challenge. I personally love roguelikes where you have to adapt to what comes up. That ain't what this is, it's lazy development in order to extend play time and provide the illusion of content.
Replies: >>3807505
Anonymous
7/19/2025, 12:38:12 PM No.3807505
>>3807500
You have my permission to feel that way. TES is made to be replayable.
Replies: >>3807510
Anonymous
7/19/2025, 12:41:10 PM No.3807510
>>3807505
I already know you believe that. Are you repeating it to convince yourself?
It's okay to stop replying if you're bored.
Anonymous
7/19/2025, 2:11:59 PM No.3807539
>>3807416
>Absolutely not
What timeline do you come from
Anonymous
7/19/2025, 4:02:31 PM No.3807579
Simulationist bullshit is unnecessary in RPGs.
Just accept that the house has nothing of value and go do something the game is actually designed for.