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| The Elder Scrolls V: Skyrim Unveiled, Dated For 2011 | |
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Gwarden
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Lol yeah, levitation wasn't a completely broken ability at all.
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like theme songs for night terrors punctuated by sexual debauchery and wanton sadness |
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kapusta
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Don't know about Daggerfall, but Morrowind had some exceedingly useless skills, and I, for one, was not sad to see them go in Oblivion. Call it dumbing down if you want, it doesn't bother me. Also, Mark and Recall spells are fairly useless if you have a fast travel system...
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cryocore
Monarch
Well aged bogan |
This... I guess my ire for Oblivion is that it was so obviously trying to appeal to non RPGer at the cost of some of the really cool stuff TES was known for.
Or option 3. Has no idea what he's talking about.
Ah yes the fast travel system. While I understand the reason why it was introdiced, its still an overly simplistic way to deal with travelling in an open world game like Oblivion. Sure not everyone wants to trek across the wilderness to complete a quest, but I wish there was a way of reducing the disconnect that comes as part of a mechanic used to simplify travel without allowing it to fit into the gameplay. At the very least give us a overland map with a moving point marker and the chance of random encounters (ala DA:O or Arcanum) while taking gametime to get to the new location. Its not perfect but at least it tries to keep you in the game, it also means teleport spells become useful again as they eliminate the random encounter risk and actually move you to new location instantly. The skills were not useless The thing you seem to be missing is that what may seem useless/pointless to you maybe a skill that someone else puts a lot of stock in. The diversity of the skills in TES (much like Wizardry) were one of the reason I liked them. There were so many ways to biuld your character. You could custom you character to such a degree you knew your were unique. There was no standard "fighter", "magic user", "theif" build. Last edited 9 Apr 2011 at 12:28 pm by cryocore |
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Gwarden
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this Also fast travel is not compulsory by any stretch of the imagination so complaining about it is redundant.
You mean like folding Axe and Spear into Blade? Yeah man, such a dealbreaker. And getting rid of Medium Armor! How am I supposed to roleplay with only two armor types instead of 3!
Considering there were 7 skills within each combat category in Oblivion, you could still come up with plenty of wholly unique builds. And looking at the Daggerfall skillset alot of those are pretty redundant (although Medical is a cool idea and should make a comeback). ---
like theme songs for night terrors punctuated by sexual debauchery and wanton sadness Last edited 9 Apr 2011 at 5:38 pm by Gwarden |
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kapusta
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Oh god, anything but the "random encounter while travelling on the world map" crap. I've hated it ever since Fallout 1. There's something about those encounters that is a terrible immersion breaker for me, probably because they force you into a confrontation without considering how you would approach it normally, i.e. if you came across the same group of bandits/unique monster/whatever in the game world. Would you spot them early because of your cautious playing style? Would you avoid them by sneaking or casting invisibility on yourself? Would you fight them? I would actually argue that random encounters feel more generic due to being forced onto you and not being tailored for your character.
Do you really feel unique if you choose something like Spear and Medium Armour in Morrowind as opposed to Heavy Armour and Blunt or Long Blade in Oblivion? Seriously, there are plenty of customisation options and there are many other games that are far more restrictive. Any D&D CRPG comes to mind actually. ---
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eug1404
Deity
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It is when they removed all RP friendly methods of traveling faster, e.g. the silt-striders. You either fast travel, breaking any sense of immersion, or you have to spend hours grudgingly walking/riding everywhere. It at least sounds like they may have fixed this with Skyrim.
By this train of logic why not just merge all skills into defense, attack, magic and socialise? That's essentially what they all come down to, and if it makes no difference if they're in different skills, then why bother? I find it odd that you're a bit of a film buff, with some pretty 'high' tastes, yet you're the Michael Bay fan of video games; defending changes that are very clearly aimed at the lowest common denominator.
Name one useless skill in Morrowind.
No shit, but the whole point of the TES games is that they give you as many options as possible. The characters are shit, the quests are largely shit, the plot is shit, the sole redeeming feature, and core selling point, of all TES games is the freedom they give you. When you start removing this freedom, skill by skill and ability by ability, then you're left with a shitty RPG. Also the whole "other games are worse" line of logic is horribly flawed. If we take it as valid then it's not acceptable to criticise any game other than 'Big Rigs: Over the Road Racing'. |
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Gwarden
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Ok so, levitation good, horse riding bad? Fast travel via silt-strider good, fast-travel via map markers bad?
These are cosmetic differences at best and yet you trumpet them as game breaking. Overexaggeration. And travelling cross country in Oblivion was a hundred times more interesting and immersive than travelling cross country in Morrowind. The walk/run speed in Morrowind made it feel like you were moving through quicksand. And removing/merging a tiny cross section of skills is not just folding all abilities into 3 mega skills. Again, massive overexaggeration. It makes very little difference and in fact in Skyrim they're bringing back more specific weapon skills so arguing about that is redundant. ---
like theme songs for night terrors punctuated by sexual debauchery and wanton sadness |
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eug1404
Deity
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Firstly "overexaggeration" isn't a word, and is an oxymoron in any case. How can you overexaggerate something? You're either exaggerating or you're not, there is no supreme degree of exaggeration that requires a new, extremely retarded, word to signify it.
Where the hell did I say horse riding was bad? Stop putting words into my mouth and going off at pathetic strawman. They are not "cosmetic differences" at all, they are immersion breaking. In Morrowind fast travel all took place within the constraints of the game world, it did not require any additional suspension of disbelief. In Oblivion it happens on some arbitrary GUI screen and is totally disconnected from the game world.
Rubbish. I agree the walk speed was far too slow in Morrowind, but travelling cross country was far more interesting in Morrowind than Oblivion. For one thing the setting itself was extremely unique, especially in the Telvani areas, which made travelling far more interesting than Oblivion's yawn fest generic fantasy-land-in-a-box. Morrowind was also hand-crafted to a greater degree, so the world felt more realistic, and there were often special rewards and the like waiting for exploration. Oblivion had none of that. The enemies were also varied across Vvanderfall, so you never knew what you were going to encounter, and were sometimes surprised, which added to the enjoyment of exploration. Oblivion had cookie-cutter "bandits"(with hundreds of thousands of gold in Daedric Armor...) swamping the planet.
You're the one who claimed that merging similar skills together is not simplification, and is desirable. If we follow your logic to it's natural conclusion the 3 skills system is what we get. |
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Simonatron
Chieftain
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They said they're putting carriages in for travel between cities iirc. I don't know if that means replacing or additional to oblivion's style of fast travel. It might be additional so you can get to cities you haven't been to yet fast, since the other fast travel will be only letting you travel places you've already been. Not sure if they're instaneous like silt striders or you get a quick ride..
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kapusta
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Spear and Medium Armour are the first ones I'd think of. Mathematically, you end up with fewer possible combinations if you remove them, but there's really little impact on the gameplay.
Of course, I know exactly why I enjoyed the 2 TES games that I've played, and it definitely wasn't because of intricate plots, compelling characters or diverse quests. It was the balance between the different parts that make up gameplay and the freedom that was perfect in both Morrowind and Oblivion. Oblivion's advantage, in my view, was that it had a much better combat system, as opposed to Morrowind, where it was rather painful, and kind of forced me to resort to magic and daikatanas. Exploring was far more pleasant as well, regardless of how generic the world might have been. Removing a few skills doesn't exactly make Oblivion a game for retards. Btw, yea, I agree that the Daedric armour-wearing bandits were an abomination. However, it looks like Skyrim isn't in danger of ending up with the same level scaling system. ---
Last edited 10 Apr 2011 at 12:50 pm by kapusta |
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Gwarden
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It is a word, and I think its apt in describing the nature of your rebuttals.
Oblivion fast travel = go to your map and select location followed by a load screen Morrowind fast travel = go to a silt strider menu and select location followed by a load screen Thats pretty much the definition of a cosmetic difference.
So you're saying the the Morrowind GUI wasn't arbitrary? How is the Morrowind menu interace any different from the Oblivion one?
See, I just flat out disagree with this. Oblivion was chock full of dungeons, forts, daedric shrines, sidequests, villages, and random enemy encounters. The world building in Oblivion was gorgeous and simple exploration was a joy. Morrowind by contrast often felt devoid of life and featured wide open spaces with very little to do.
3 skills is not the natural conclusion, once again a massive OVERexaggeration. As kapusta says, removing a few skills doesnt make for simplistic gameplay and if merging a couple of specific weapon or armor skills breaks the game for you then you must be an incredibly hardcore rp'er. Its akin to merging First Aid/Doctor from Fallout 2 into Medicine in Fallout 3 - a minor change. ---
like theme songs for night terrors punctuated by sexual debauchery and wanton sadness |
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Zerulas
Warlord
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It has been a long time since I played morrowind, but weren't the slit striders for transporting across a few cities?
Where as oblivion is instant teleportation to every location on the map. |
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Gwarden
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You must discover each location before you can fast travel to it, bar major cities. Morrowind featured a pretty extensive fast travel system beyond just silt striders. ---
like theme songs for night terrors punctuated by sexual debauchery and wanton sadness |
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eug1404
Deity
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Miriam-webster != supreme master of English language. It's the only dictionary that contains the word, and even then only online. The word is far from widely accepted, and for good reason. It's redundant, and you sound like an idiot using it, although I suppose that's inline with the content of your posts, so you may as well continue.
If you think this translates into me saying that horse riding is bad, rather than the criticism of the lack of in-game fast travel options that it was, then you truly are as much of a brain-dead moron as you come across.
No it isn't, one of these takes place entirely within the game world and requires no extra suspension of disbelief from me. My character walks up to a silt-strider, pays his fare, and arrives at his destination. The other has my character magically teleporting his way across the country via a mystical map.
Are you incapable of following a simple conversational strand? That was in reference to the fast travel system. In oblivion it's removed from the world, in Morrowind it was a core part of it.
Oblivion was chock full of shitty dungeons and leveled enemies, it was far from a joy to explore unless you're a simpleton moron who likes endless repetition. To top it all off the setting was your average incredibly dull fantasy affair, and the entire world was built by computer generation, with hand-touching after the fact.
Any one region of VVardenfell had more character than the entirety of Oblivion, some of which was in its barrenness. And there was plenty to do in most areas if you looked, so I have no idea where you're getting that complaint from.
Completely removing spears, medium armor, throwing weapons, crossbows, language skills and incredibly useful spells is not a "minor change". It's inherently providing the player with less choice, and given we've already established that the sole redeeming feature of TES games is choice/freedom, that's a bad thing. |
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Gwarden
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Nice Todd Howard interview, picked out some highlights on skills and the uniqueness of Skyrim's setting:
full transcript:http://nerdtrek.com/skyrim-details/ ---
like theme songs for night terrors punctuated by sexual debauchery and wanton sadness |
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Uzi
Prince
Amiga, PC, N64, PS3 |
Sounds good to me.
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MulitinCocktail
Noble
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Tbh I just wanna know if I'm going to have 10 different guards yelling "Why won't you die?!" at me at the same time. Wouldn't be the same without them
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Rockin' TFM still. |
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Gwarden
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STOP RIGHT THERE NORDIC SCUM
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like theme songs for night terrors punctuated by sexual debauchery and wanton sadness |
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Simonatron
Chieftain
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Btw that's the game informer podcast from February, not a new interview. Whoever runs that site has uploaded youtube clips of the podcast broken up. ![]() http://www.gameinformer.com/b/podca...ddhowardse.aspx |
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Gwarden
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Ahh gotcha. Well regardless I hadnt seen the transcript.
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like theme songs for night terrors punctuated by sexual debauchery and wanton sadness |
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Simonatron
Chieftain
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A good video interview with GameTrailers. Dragons can pick people up!
http://www.gametrailers.com/video/t...extended/713229 http://www.gametrailers.com/video/t...extended/713231 |
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BlightedArt
Noble
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I actually really liked the lack of a fast-travel system in Morrowind (you could cop a few coins and catch a fast travel ride to a pre-set destination, but other locations beyond that would force you to commute to some degree, and if you were traveling to and from a tomb you'd have to go on foot). It really made you take in the world around you and actually felt more like you were on some epic quest... Whereas while the world in Oblivion was still large, as in it'd take some time to trek from one end to the other, it was severely diminished when you could warp across the map. Morrowind, Wind Waker, and even WoW (d:) had a really nice element of "nostalgia" for me; basically you'd start in one location and stay there for a while, then go off out into the world and do a whole new bunch of things. Later on you'd find yourself back at where you started and actually be a bit like "wow... I haven't been here for a while." Maybe um... maybe that was just me, but I really appreciate when I come across that in a game. ![]() |
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Bt
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I didn't know Oblivion had fast travel on my first playthrough, was awesome lol
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SirGrim
Deity
Zef So Fresh |
I'd be fully in support of forcing a player to discover an area before it can be fast traveled to.
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BlightedArt
Noble
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SirGrim, wasn't that the case in Oblivion? I can't remember, either that or the main cities could be instantly fast travelled to but smaller things like dungeons couldn't?
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