Originally Posted by Zawarudo
No, the point I'm getting at is even a sand box RPG has a predefined set of rules. If you want immersion then why break straight into the most badass lock and expect to get a serious amount of stuff from the get go? You're character has just got out of prison and has been given an epic quest. Should that not be the biggest immersion factor? It seems more like your complaint is that you didn't get the reward that goes with the place at level 1, well would that not just totally ruin the rest of the game and thus totally destroy the immersion? because then you'd just be one hitting everything.
The reason there are dynamic shaping mechanics in place is because no one plays the game the same way. This doesn't mean however you should be rewarded end game gear or big loot at the start of the game because you broke a lock. That's got nothing to do with immersion, it's greed.
Also when I refer to difficulty I'm also referring to the drop rate or loot rate of items.
I can certainly see both sides of the coin here and shows a slight flaw in the design of an open world such as this.
In terms of having a consistent and logical world you would think there are really great items in the Imperial Lockup. But with it being empty, perhaps they moved the items to another location and just haven't procured new ones.
I think part of the issue is that people expect every little possibility to be given an explanation in these games. That there should have been an NPC to tell the player, 'Hey, we aint got jack right now, come on back later, we may have something for you to steal you jerkoff....the hell did you get picked to save us anyways?'
There is nothing wrong with trying to steal from the same people entrusting you to help save everyone. That is the beauty of these games.
My question is, how much risk is there to breaking in to this location? It has been ages since I've played Oblivion and can't remember. If there is none/small risk, then you shouldn't get anything. If there is high risk, then you should get a lot of great items. That is a core rule of game design and for keeping the player enticed.
But with an open game, sometimes the algorithms used end up screwing the pooch on that.