Melissia wrote:Remind me not to get this over steam, because steam really hampers the TES modding community.
I imagine it'll be like both morrowind AND oblivion, taking cues on what works and what doesn't.
Very true, one of my gripes with steam is that
Besides, I like having a game case on my shelf
Havent played much morrowind but heard from die hard fans that its a great rpg compared to oblivion which is more action orientated (hitting a rat doesnt mean you actually hit it!). Interesting to see what they'll do (besides add in spears and crossbows! )
I actually prefer steam, but for TES products it's not very good.
Personally I thought Oblivion was good, at least as good as morrowind anyway. But call me an oldbie, I still remember Daggerfall, which was better than either
Melissia wrote:I actually prefer steam, but for TES products it's not very good.
Personally I thought Oblivion was good, at least as good as morrowind anyway. But call me an oldbie, I still remember Daggerfall, which was better than either
Daggerfall was awesome.
Too bad it was atrociously buggy. I don't think I could complete the game back in the day due to how buggy it was.
Although I find it rather strange that Bethsoft decided to use one of Vvardenfell's less unique locations yet again (this was one of the complaints that I had with Oblivion), I can't say I'm not excited for 11.11.11.
Oh, how I wish this was set on Summerset Isle, or in The Black Marsh. Nordic culture has already had plenty of reference within the Elder Scrolls series, with things like Bloodmoon and Northern Tamriel. I want a unique culture to sink my teeth into.
On a side note, this was probably one of the worst teaser trailers I've ever seen.
BrookM wrote:Oh goody, here's hoping Bethesda.. oh who the feth am I kidding..?
What do you mean?
If you've played Bethesda games before you should know how much of a mess it is going to be.
What are you talking about, I love their games. They are very fun to play and you can get into them really well. Morrowind got me into the fantasy setting as well.
Never had a Bethesda game crash on me.
Maybe im just lucky.
Heh, my oblivion on the 360 hated me for months in certain dungeons (never was able to fight Umbra)
Fallout 3 was pretty hellish at times and I always got bored in about 2 hours of running through the stupid wasteland. Then GECK mods came and it was more enjoyable until I killed my game with too many mods
I have plenty of gripes with beth games (sometimes bad voice acting, horrible main quests, empty space for no reasons, game levels with you after morrowind)
Been playing TES games since Arena. I'll buy ANYTHING with that label and a Bethesda stamp. Although Morrowind was very fun, folks tend to forget that you basically became godmode with melee after a while. For powergaming casters were fairly useless, or I'm just a complete noob! They've all been solid games that I MORE than got my money's worth out of, and Oblivion was gorgeous in comparisson to the others. With a sandbox game graphics can actually be a very very important thing....look at the screenie from Arena for an example.
I'd also like to note that I played on a PC up through Morrowind. I eventually got the Xbox version of it and ran into FAR less bugs and game crashes than on a PC. I played Oblivion exclusively on Xbox and have never once had a glitch or game crash. Bethesda stuff seems far more stable on a console. <shrug> Their older computer releases were awesome, but bug ridden in the extreme.
I hope they tinker with the leveling to make it less dull. The worst part about Oblivion was grinding skills. The second worst was not having anything interesting to fight with after you'd capped- just the same few enemies over and over.
Never had a Bethesda game crash on me.
Maybe im just lucky.
Heh, my oblivion on the 360 hated me for months in certain dungeons (never was able to fight Umbra)
Fallout 3 was pretty hellish at times and I always got bored in about 2 hours of running through the stupid wasteland. Then GECK mods came and it was more enjoyable until I killed my game with too many mods
I have plenty of gripes with beth games (sometimes bad voice acting, horrible main quests, empty space for no reasons, game levels with you after morrowind)
Yah, cause it ruled one shotting vampires naked with a silver dagger in Morrowind? I always found the game less enjoyable the more uber I got. On the edge is where you find the most enjoyment.
battle Brother Lucifer wrote:
Also, I hope you can find artifacts again, rather than only getting them from Daedric shrines.
+1, more generalized depth in the world and strange random stuff would be fantastic.
One of my favorite moments in Oblivion was when I ran from some monster and stumbled across a crazy shrine with Molag Baal worshipers when I was level 3. Was a 16+ quest and it kicked around in the back of my mind for a long time before I made 16. I don't play frequently anymore...mostly LoL these days.
Well ok, god mod is also bad but dont have it that all encounters are in level with you. Kind of annoying to run into some random bandit armed with daedric armor and glass weapons
battle Brother Lucifer wrote:
Also, I hope you can find artifacts again, rather than only getting them from Daedric shrines.
+1, more generalized depth in the world and strange random stuff would be fantastic.
One of my favorite moments in Oblivion was when I ran from some monster and stumbled across a crazy shrine with Molag Baal worshipers when I was level 3. Was a 16+ quest and it kicked around in the back of my mind for a long time before I made 16. I don't play frequently anymore...mostly LoL these days.
What is LoL?
Also, one of my fondest moments was fething around in Morrowind, and stumbling on a dwaven ruin in the ocean. I explored it to find the strongest chestplate in the game.
IIRC, the only 'artifact' like thing you can find in Oblivion is Fin Gleam.
My favourite oblivion moment was at a very low level (8 or something) playing an orc with bugger all magic, I ran into a clearing with a bunch of Minotaurs. Promptly shat myself and started to peg it away, until I notice a horse's rear in front of me. In a panic, I scramble onto it, thinking it'll lend speed to my escape. Off I go, thinking "Blimey, this thing is fast!"
Took me a good thirty seconds to notice the horn, and that I'd just horse-jacked a unicorn. Awesome. So I kept it with me for a while, and by sheer co-incidence never drew my weapon near it. Then one day I do, and it goes berserk, and starts trying to kill me. I can't outrun it, and it's immune to all my weapons, so I was forced into a protracted, epic duel with it using magic and silver arrows, two things I sucked at. Completely random, incredibly strong narrative, completely unplanned by the game's programmers. THAT'S what makes Oblivion one of my favourite games.
kenshin620 wrote:Well ok, god mod is also bad but dont have it that all encounters are in level with you. Kind of annoying to run into some random bandit armed with daedric armor and glass weapons
Agree with yah there.....it should be a bit more representative of how obscenely rare magic items and weapons are....if there is one complaint I have with TES games its that they are far far too easy. Having a "difficulty" bar that simply makes monsters stronger isn't a great fix, but it was a step in the right direction with Oblivion.
What is LoL?
Click the link in my siggy. Free fast paced PVP that will run on any computer. Its loads of fun. Give it a try!
Loved Morrowind, Oblivion was a big letdown with the very limiting mainstory...you do don't get like a single part where you get the chance to go about exploring, its always a new objective and no breaks(like in Morrowind where you get adviced to do some adventuring to keep your cover intact).
Oblivion is all about how dire the crisis is and if one main character got nothing for you to do, one of the others are sure to give you something that MUST be done...This and the bland envoirment...fast travel to cities I never been to really killed Oblivion for me.
I am not a huge fan of Skyrim...I would much rather want to see more of Vvardenfell or Akaviri! I want to know what happened to the Nerevarine!
But unless this game is an utter failure, I will buy it within a month of its release.
Iratus Custodis wrote:fast travel to cities I never been to really killed Oblivion for me.
Try playing a vampire - always a nice little shock when you try to fast travel, and your health starts draining like crazy.
I've never gotten why people are peeved at fast travel in Oblivion. If you don't like it...don't use it? In some cases I prefer to walk/ride, but when you have to travel from the top of the map to the very bottom for a quest...well, I'd rather not spend a real-life hour just getting to the place, followed by another getting back to talk to the questgiver.
It would be nice if they balanced being a vampire to make being one worthwhile. I mean, having a glaring weakness to fire in a game where the point is to fight dragons/go to hell? Doesn't seem particularly brilliant.
Be nice if they readded being a werewolf and made that worthwhile too.
LordofHats wrote:It would be nice if they balanced being a vampire to make being one worthwhile. I mean, having a glaring weakness to fire in a game where the point is to fight dragons/go to hell? Doesn't seem particularly brilliant.
Be nice if they readded being a werewolf and made that worthwhile too.
Well, correct me if I'm wrong, I never got the chance to play that particular expansion.... but didn't that take place in a Nordic town/area?
Anyway, I have one thing to say: THE NORDIC CHAOS LORD RISES YET AGAIN! BLOOD FOR THE BLOOD GOD! SKULLS FOR THE SKULL THRONE!
I just hope they add in Levitate. You can't get much more fun than a Melee character with Levitate and a speed spell on at the same time. It's a regular Fly By.
I'm looking forward to it, but to be honest the thing that I'm most excited about is the fact that apparently they're getting rid of the buggy (and UGLY) as feth Gamebryo engine they used for Oblivion/Fallout3/New Vegas. FINALLY. Maybe we'll get some character models and animations that don't make it look like the population was carved out of wood by someone with limited facial references.
DiscoVader wrote:I'm looking forward to it, but to be honest the thing that I'm most excited about is the fact that apparently they're getting rid of the buggy (and UGLY) as feth Gamebryo engine they used for Oblivion/Fallout3/New Vegas. FINALLY. Maybe we'll get some character models and animations that don't make it look like the population was carved out of wood by someone with limited facial references.
That would be nice also lets hope for replicating again it was a lot of fun to watch 100 scrolls drop in front of you.
Ok, so it should be out before the world ends. That is good.
Looks like Ill be missing my loved ones for awhile, because personally, Elderscrolls games are my crack. Literally. CRACK! *scratches arm* oh jeez its starting again!!!!!
n0t_u wrote:I started playing with Morrowind and am definitely looking forward to this one.
Decided to make a new Oblivion character to pass the time until it comes out.
Im sure Ill do the same. I havnt played Oblivion since it first launched, so Ill just buy that version with the newer quests and such. Im looking forward to this actually, seriously I lost sleep last night thinking about it.......Im tellin ya, crack
n0t_u wrote:I started playing with Morrowind and am definitely looking forward to this one.
Decided to make a new Oblivion character to pass the time until it comes out.
Im sure Ill do the same. I havnt played Oblivion since it first launched, so Ill just buy that version with the newer quests and such. Im looking forward to this actually, seriously I lost sleep last night thinking about it.......Im tellin ya, crack
Kind of like that drug quest in the Shivering Isles?
That damn quest has still got to be the best addiction simulation in any game I have played.
n0t_u wrote:I started playing with Morrowind and am definitely looking forward to this one.
Decided to make a new Oblivion character to pass the time until it comes out.
Im sure Ill do the same. I havnt played Oblivion since it first launched, so Ill just buy that version with the newer quests and such. Im looking forward to this actually, seriously I lost sleep last night thinking about it.......Im tellin ya, crack
Kind of like that drug quest in the Shivering Isles?
That damn quest has still got to be the best addiction simulation in any game I have played.
Wouldnt know, I played Oblivion when it first came out and that was it. Thats why I said, Ill buy the game with the expansions on it, because I heard those were really good. Now I have that to look forward to
KingCracker wrote:Wouldnt know, I played Oblivion when it first came out and that was it. Thats why I said, Ill buy the game with the expansions on it, because I heard those were really good. Now I have that to look forward to
Oh yeah, it's a pain. You hate every second of it, but right as soon as you see another fix a smile is put on your face.
Just found another copy of Morrowind and went with that instead. Oblivion is played so much here the second copy is almost worn out >_>
On the bright side all the Imperial Males have bright purple faces for some reason.
I like the staff you get for finishing the Shivering Isle main quest though. Just needs the throwing weapons that vanished after Morrowind and it's good to go.
I just hope to god that they fix the leveling system, I tried to understand it and ran into a multipage document on how to level properly and said WTF!?!?!?!
Aye I'd agree, I like to have areas where the monsters will use you as their latest sandwich spread of the month and you need to run like hell.
I also like the ability to go back to an area on a slow day and utter the words 'remember all that trouble you caused me at lvl 3, haha.. lvl 12 now' and *smacko*
Potentially this could be a game I get on day one, but I need to see more for certain.
I agree I actually liked how if I made a wrong turn in Morrowind I could end up in an area of monsters that had a significant level advantage. Made the game more interesting, especially if it was the first time you came across the area and had no idea.
Beats the system in Oblivion where you "unlocked" new enemies and they kind of scaled a bit with your level. I guess I wouldn't mind if they scaled up a little to remain sort of a challenge, but they should all be in their respective areas from the start regardless of your own level.
Jon Touchdown wrote:I just hope to god that they fix the leveling system, I tried to understand it and ran into a multipage document on how to level properly and said WTF!?!?!?!
The leveling system is one of the most brilliant things about The Elder Scrolls series. If they do anything more than modify it slightly, I'll gak a brick.
Also, everyone keep in mind that Morrowind was a mixture of both scaled-to-level enemies and purposefully placed enemies with their own level. Oblivion simply took the concept a little too far, and drained itself of much tension and difficulty.
Jon Touchdown wrote:I just hope to god that they fix the leveling system, I tried to understand it and ran into a multipage document on how to level properly and said WTF!?!?!?!
The leveling system is one of the most brilliant things about The Elder Scrolls series. If they do anything more than modify it slightly, I'll gak a brick.
Also, everyone keep in mind that Morrowind was a mixture of both scaled-to-level enemies and purposefully placed enemies with their own level. Oblivion simply took the concept a little too far, and drained itself of much tension and difficulty.
Morrowind I had no problem but in Oblivion it was like if I did not play an optimized build that followed a guide then my end game was going to be a living hell
The next Elder Scrolls game, Skyrim, will be making some big changes to the way the series handles things like combat and levelling-up.
Firstly, combat: according to a piece in the latest issue of Game Informer, you can now dual-wield weapons in the game. To many it will sound like a cheap take on a Halo/Modern Warfare staple, but where in those shooters it's a part-time indulgence, in Skyrim it forms the cornerstone of your approach to the game, as you can allocate which weapon or tool goes in which hand.
So, for example, you can put a sword in one hand and a dagger in the other. Or two daggers. Or a staff and a shield. Or a shield and a mace. For magic users, a different spell can be cast from each hand, or for a multiplying effect, the same spell can be thrown from both hands.
Another change to the way Skyrim plays compared to its predecessor, Oblivion, is in how you gain new powers and abilities. This game does entirely away with the concept of class creation, Bethesda's thinking being it's a bit naff asking people to predict how they're going to play a game when they haven't played it yet.
Replacing this, then, is an organic system of attribute growth based on use: the more you do something, the better you get at it. While this has long been a staple of RPG games, even dating back to the Quest for Glory series, but in Skyrim it's not just complementing a class structure, it's replacing it. So you won't be cast in stone as a mage if you use lots of magic, you'll just be some adventurer with a higher magic number in their stats.
You level up according to how you progress your most-used skills. "Raising one skill from 34 to 35 is going to level you faster than raising one from 11 to 12", Bethesda's Todd Howard tells Game Informer. If you stick to what you like/do best, you'll level up quickly. Conversely, if you want to take things slowly, you can raise all or most of your skills, as not focusing on one or two in particular will mean a slower rise through the levels.
One wildly unpopular aspect of Oblivion was the fact basic enemies levelled up alongside you, meaning even the most powerful warriors could sometimes be undone by sewer rats or angry crabs. In Skyrim, though, your opponent's levelling is more like that found in Fallout 3.
Continuing Bethesda's work with Fallout 3, each new level you gain in Skyrim will also give you a perk, which you can apply to give you added bonuses relative to how you want to play the game.
The levelling sounds like an interesting experiment, one I like the sounds of since I always hate choosing an "archetype" in a game before I know how I'm going to play it. The combat also sounds like a welcome piece of customisation for the series, but how well they actually work in the game, we'll just have to wait until we get some time with it!
corpsesarefun wrote:I loved the class creation bit and I'm not convinced on having perks in elder scrolls to be honest.
Dual wield sounds promising though.
Duel Wield sounds promising, indeed. Especially if they re add throwing stars/daggers
As for Perks, it all depends on how they do them for me. I am open to the idea, but I hope they are more than simply + Damage, + health type of things.
Melissia wrote:I actually prefer steam, but for TES products it's not very good.
Personally I thought Oblivion was good, at least as good as morrowind anyway. But call me an oldbie, I still remember Daggerfall, which was better than either
I never got around to playing Daggerfall, I've heard it was the buggiest of the series and while it is massive, it is also a lot of cut and paste. Morrowind stands out as being the best MQ in TES (even though Daggerfall does an awesome end to its MQ) and the best world. Oblivion really improved the gameplay, especially for casters, but the world is too drab and the AI in the game was incredibly overhyped.
Chrysaor686 wrote:Although I find it rather strange that Bethsoft decided to use one of Vvardenfell's less unique locations yet again (this was one of the complaints that I had with Oblivion), I can't say I'm not excited for 11.11.11.
Oh, how I wish this was set on Summerset Isle, or in The Black Marsh. Nordic culture has already had plenty of reference within the Elder Scrolls series, with things like Bloodmoon and Northern Tamriel. I want a unique culture to sink my teeth into.
On a side note, this was probably one of the worst teaser trailers I've ever seen.
Yeah, I'm not impressed with the trailer or their choice of Skyrim. They have some of the most exotic locations in modern fantasy to choose from and yet they chose Cyrodil and now Skyrim.
Peter Wiggin wrote:Been playing TES games since Arena. I'll buy ANYTHING with that label and a Bethesda stamp. Although Morrowind was very fun, folks tend to forget that you basically became godmode with melee after a while. For powergaming casters were fairly useless, or I'm just a complete noob! They've all been solid games that I MORE than got my money's worth out of, and Oblivion was gorgeous in comparisson to the others. With a sandbox game graphics can actually be a very very important thing....look at the screenie from Arena for an example.
I'd also like to note that I played on a PC up through Morrowind. I eventually got the Xbox version of it and ran into FAR less bugs and game crashes than on a PC. I played Oblivion exclusively on Xbox and have never once had a glitch or game crash. Bethesda stuff seems far more stable on a console. <shrug> Their older computer releases were awesome, but bug ridden in the extreme.
A lot of the bug issues in the PC versions end up being fixed by modders. The modding community produces a lot of excellent tweaks and add ons, the trick is avoiding the really warped stuff that is put out.
The new leveling changes and the addition of built in dual wielding look promising.
VikingScott wrote:Hey I'm a fan of norse stuff so I'm probably going to enjoy the setting.
I agree, vikings and dragons is a great combination.
The perks system in fallout 3 was highly successful and added a lot of flavour to the game but what worries me is that fallout was a pretty grim world that used subtle humour (something strongly embodied by the vaultboys) to cut the generic grimness whereas the TES worlds were more high fantasy that doesn't need the kind of flavour perks brought.
You know, I hope they turn Torches into Blunt Weapons that have a Light on self and Fire Damage 1 for 5 seconds on target. They should be enchantable after that, too.
The reason why I say that is because being a Fire Mage in Oblivion, Fire Spells, Mythic Dawn Robes, and a Torch, was always a blast. I just wish the Torch would actually do something for me when I did that other than cosmetics.
The reason it should be Enchantable is because I always used to pretend that "The Torch is the source of my power", and it would be nice to actually have a Mana Regen Enchant on it
Lord of battles wrote:I actually just got Oblivion and am playing a Nord
This game looks great! any clue if you'll be able to import your character like in Fable?
No. There is a significant time difference between all of The Elder Scrolls games. It is also not a good idea to ever mention a TES game and Fable in the same paragraph.
Lord of battles wrote:I actually just got Oblivion and am playing a Nord
This game looks great! any clue if you'll be able to import your character like in Fable?
No. There is a significant time difference between all of The Elder Scrolls games. It is also not a good idea to ever mention a TES game and Fable in the same paragraph.
Happygrunt wrote:Why should TES and fable never be in the same paragraph?
Because one promises you the Moon and you get the Stars along with it, and the other promises the Stars and you only get the Moon.
More; one promises you the moon and you get the whole cosmos along with it. The other promises the moon and you only receive a little sphere of cheese which resembles the moon in some way.
On a more on topic note, I seriously cannot wait for this game...
Agreed. That was one thing I loved in Morrowind. You just didnt know if going into a dungeon was a good idea t your current lvl. Many times would I run away screaming because I bit off more then I could chew.
Oblivion was no problem at all. Its ok, I have a rusted knife and some ratty looking clothes, Ill man handle anything down there
One wildly unpopular aspect of Oblivion was the fact basic enemies levelled up alongside you, meaning even the most powerful warriors could sometimes be undone by sewer rats or angry crabs. In Skyrim, though, your opponent's levelling is more like that found in Fallout 3.
Sounded good except for this bit. What are they talking about with those rats and crabs? Maybe it's because I only played it on the PS3 but those critters are one hit kills for my high level character (in cases I still encounter them). It's just that most of the other monsters are all high level and some other lower tier monsters seem to have vanished entirely.
I found that a lot like Fallout 3. Or are they referring to how Raiders have a power-cap so even though you still encounter them they do become real easy in the end (and give as much XP as a Super Mutant Behemoth)?
The big problem with Oblivion scaling was how it interacted with levels and your skills.
By having your main combat abilities (be they spells, armor, weapons, etc) actually not be one of your primary or secondary skills, you were able to become incredibly powerful with that ability without raising your level. So, you could hit like a tank, but still be low level and hence, enemies would be low level.
The most munchkin strategies in Oblivion focused on remaining low level, which is just silly, IMO.
Don't get me wrong, I loved Oblivion (and Morrowind's) leveling system. Use skills to improve them, skill improvement means you gain levels. It makes way more sense than a set xp reward. But, it didn't work with enemy scaling based on your level.
've gotta wonder, since Skyrim is right up North there next to Morrowind, will we be seeing more unique creatures and monsters in the wild? Don't get me wrong, it was plenty fun fighting off wolf packs and Bears... the first four or five times. But I'd like to see some Nix hounds, or Horkers or something. Heck, after Oblivion, even Cliff Racers would be welcome!
And about that, hoping to Vivec that they bring back three dimensional movement. I want my Icarian Flight, dangit!
Grakmar wrote:The big problem with Oblivion scaling was how it interacted with levels and your skills.
....
Don't get me wrong, I loved Oblivion (and Morrowind's) leveling system. Use skills to improve them, skill improvement means you gain levels. It makes way more sense than a set xp reward. But, it didn't work with enemy scaling based on your level.
You're completely right about that. My brother's wife played Oblivion before I had the game myself and ran into huge problems later on in the game. She had taken one of the pre-set classes which meant she was levelling up like crazy, but hardly getting any attribute point increases. So she simply became too weak for the monsters of her level.
That made me read an online guide before I started the game, and so I made a custom class with a good spread of main skills and faithfully grind some skills for attribute points before I purposely level up again. Boring grind fests.....long live those Everscamps to train my combat skills.
Didn't want the 'stay at low level' route though. I wanted some progress in the kind of enemies I faced and the loot I could find (also I wanted to be able to do more Daedric quests).
Slarg232 wrote:As for Perks, it all depends on how they do them for me. I am open to the idea, but I hope they are more than simply + Damage, + health type of things.
There were plenty of flavourful perks in Fallout 3.
The issue to me is the same as with all ES games, will the terrible, stupid experience system get in the way of an otherwise fun game? It was terrible in Morrowind, but that game had enough going for it I didn't mind. It was an even poorer system in Oblivion, just stunningly poor really, and with the 'everyone else is levelling up just as fast as you are' silliness, it resulted in a really disappointing game. Fallout 3 fixed a lot of this, as they finally had the bright idea to disassociate individual skill progress from levelling.
From what I've read so far they've taken a back step with ES V, once again worrying about how individual skills affect your overall level. As such, predictably, there will be a right way and a wrong way to level, and when you add in the scaling enemies, you end up with the same silliness as Oblivion*.
Really, at some point someone over there has to realise that if you're going to track the us of individual skills, then you might as well throw levels out the door entirely, and just have characters reflected through their skills.
*The actual skill in this game, the only skill really, was in learning how the stupid levelling system worked, and then gaming it to make your character gain levels in the right proportion to his skills and no faster. Absolutely ridiculous, and to be honest I can't believe people were paid to design something like that. Especially when the game had so much going for it elsewhere.
I'm a bit concerned about the removal of the Class system; I enjoyed making my own custom Inquisitor, Demon Hunter, Monster Hunter classes and using the pre made Witch Hunter class. Now without the classes its going to be a bit more difficult to do that...
I just hope there are much more factions to join in this game to make up for the lost classes; and that they actually begin to matter game-wise. Oblivion would have been better if the Blackwood Company was permanently joinable and not destroyed for example.
Still, I'll get the game. I also want an overhaul of the spell making system.
The moving wall we saw in the trailer is apparently called Alduin's wall. The link will take you to an interactive version of the wall where the components of it are explained.
The way I took it you meant to say that levelling and skill increase is no longer based on skills actually used and are no longer directly related with corresponding attributes. In Fallout 3 I can level up having gained all my XP for that level by shooting critters with my 10mm Pistol and picking locks. Then, as I actually level up, I'm free to put my skillpoints into Energy Weapons (which I didn't use) and take a Smooth Talker Perk (while I didn't Barter or attempted Speech Checks).
This is of course also caused by the fact that Fallout character attributes do not increase each level and can only do so under special circumstances (Perks, Bobbleheads, certain items).
Your suggestion about skill/attribute increase without there actually being any levels might well be pure genius. But it would take a lot of effort to get right.
I saw a thread about Skyrim on another forum, and it reminded me of my biggest bugbear on Oblivion, bigger than the leveling thing.
The 'We know who you are and what you did' Guards, even if what you did was out in the sticks and there where no witnesses.
It bugs me to hell when you have Guards who seem to have some kind of Omnipresence.
If I want to play an evil character, assassin, thief, If I can pull something off and there are no witnesses, then why should the Guards know.
GTA had a similiar problem, and IV at least fixed it to a degree, you had to be spotted, and then you could loose them.
Thats the other thing in Oblivion, I want to be able to loose the Guards eventually. Hell with the masked armour I had at one point, the Guards should have been unable to tell who I was, as soon as removed the set.
So I'm hoping Skyrim has a more forgiving punishment system.
I'd like it if they did do something like that, but town specific. So its not like in GTA 4 where you walk past a police officer and they're like "oh hey mr babypuncher, going for a walk?". You're not stabbing someone at the time, so you mustn't be such a bad guy after all.
It would probably be better if they remembered how much of a jerk you are. If you do your time they no longer try to kill you, but go out of their way to show you how much they hate you. News could spread to the other areas, but it would have to reach a certain threshold and then it should be those couriers you saw from time to time. So you could disrupt it and keep the effected towns silent about your exploits.
Aye actually I think you summed up pretty much exactly what I'd want.
Town specific would actually be ideal, most towns have their own worries, and you'd need to do some serious stuff for guards in other towns to even notice.
That alone would be a huge boon for me if it was the case.
Soladrin wrote:WHAT? DUAL WIELDING?! I MEAN THAT HAS NEVER BEEN DONE.
Oh wait, im gonna go play diablo 2 again.
Seriously, I see nothing good coming from bethesda anymore. Except maybe for Rage.
I don't know, Duel Wielding might just be a god send for us Magey types. Especially if they keep the Hotkey ability (Hold L or R bumpers and then use D-pad to use hot key)
Well, Bethesda's acknowledged that the player has two arms, they've realized that NPCs actually interact with the world, and they've figured out that your actions can define how others see you. This sounds like it's going to be an awesome game. Just hope the mod support is decent.
Anvildude wrote:Well, Bethesda's acknowledged that the player has two arms, they've realized that NPCs actually interact with the world, and they've figured out that your actions can define how others see you. This sounds like it's going to be an awesome game. Just hope the mod support is decent.
Screw mod support, I just hope they maky Skyrim a good enough game so that there isnt any need for mods, unless its to patch up things they missed.
I just hope all this 'rugged landscape' doesn't mean a lot of blocked approaches during exploring. I hate having to hug cliffs only to find the one entrance to a sizeable area.
Anvildude wrote:Well, Bethesda's acknowledged that the player has two arms, they've realized that NPCs actually interact with the world, and they've figured out that your actions can define how others see you. This sounds like it's going to be an awesome game. Just hope the mod support is decent.
Screw mod support, I just hope they maky Skyrim a good enough game so that there isnt any need for mods, unless its to patch up things they missed.
Just got my hands on Game Informer, and I am noticing a trend with a certain peice of information:
1) Skyrim is set 200 years after "The Jaws of Oblivion were closed"
2) The Blades have all but been wiped out. There is only one surviving member of the entire order.
3) For you Fluff Monkeys; The Empire has ceded territory back to the evlen nations.
4) Alduin is the main bad dude. Also called "The World Eater", this massive Dragon's return was fortold in the Elder Scrolls. Only the Dragonkin, or dragon hunters, have any hope of stopping him. Of course, your the last member of the Dragonkin Bloodline, if you die the world is doomed.
5) "DAMNIT IT'S THAT PRISONER AGAIN! KILL HIM, HE MIGHT BE WORKING WITH THE ASSASSINS!"....... Once again, you start the game in a prison.
Edit: Forgot the most important peice of info; As all of you know, talking to people in Oblivion, Morrowind, and Fallout 3 meant a zoom in on their face. Not so in Skyrim. If you walk up to a barmaid and talk to her, she will continue to clean the tables while talking to you, occasionally glancing in your direction. Likewise, if you walk up to a lumberjack and ask him a question about the monster terrorizing his town, he will continue to chop wood while warning you that it is madness to go after it.
Anvildude wrote:Well, Bethesda's acknowledged that the player has two arms, they've realized that NPCs actually interact with the world, and they've figured out that your actions can define how others see you. This sounds like it's going to be an awesome game. Just hope the mod support is decent.
Screw mod support, I just hope they maky Skyrim a good enough game so that there isnt any need for mods, unless its to patch up things they missed.
*Puts up flame shield*
Ok flame if you must lol.
Mod support isn't about fixing patches, it's about adding new content. Skyrimn cannot possibly have so much content that a modder can't add more high-quality content or somehow make the in-game content already in more interesting/varied.
Anvildude wrote:Well, Bethesda's acknowledged that the player has two arms, they've realized that NPCs actually interact with the world, and they've figured out that your actions can define how others see you. This sounds like it's going to be an awesome game. Just hope the mod support is decent.
Screw mod support, I just hope they maky Skyrim a good enough game so that there isnt any need for mods, unless its to patch up things they missed.
*Puts up flame shield*
Ok flame if you must lol.
Mod support isn't about fixing patches, it's about adding new content. Skyrimn cannot possibly have so much content that a modder can't add more high-quality content or somehow make the in-game content already in more interesting/varied.
I think his point was that the game shouldn't NEED mod fixes or expansions to be a good game.
Jokes aside (no, I did not make that up for a laugh), making a game that doesn't "need" mods is pretty much impossible. Someone, somewhere, is going to dislike some aspect of the game, and therefor want to mod it.
It was the spell versions that made me raise an eyebrow.
I was only looking for Sims 3 freebies, seems some crazy stuff out there, although as with most RPG's I'm a slave to Microsoft and the 360 anyways. So I'd never get to see any of that kind of stuff even if I wanted too.
I keep meaning to download the Bloodlines patches though, as my only non MMO RPG on the PC.
Pretty but sadly looks to follow the new vegas school of "you can go anywhere as long as its where we say" only with mountains and valleys rather than rock formations and swarms of deathclaws.
It's the only picture there, I guess while I'm at it I might as well just post some of the article.
The Xbox 360 launched in November 2005 with a handful of titles, but it wasn’t until The Elder Scrolls IV: Oblivion released in the following March that gamers truly understood the power of next-generation consoles. The vast and impressively detailed open world of Oblivion won over critics and gamers alike with cutting edge graphics, high dynamic range lighting, and the innovative Radiant AI technology that endowed non-player characters with decision-making abilities and daily routines. Taken in combination, these technologies created a fantasy setting that felt more alive and vibrant than any role-playing predecessor.
In the five years since Bethesda last visited Tamriel, the studio honed its chops with the post-apocalyptic hit Fallout 3. Many of Fallout's technological refinements carry over to The Elder Scrolls V: Skyrim, but Bethesda Studios has also developed and contracted a suite of technological tools that allow the team to reach far beyond anything they've done before.
Creation Engine Though Skyrim's Nordic setting is a more rugged environment than the Renaissance festival feel of Oblivion's Cyrodiil, the new setting isn't lacking in breathtaking views. To create a diverse country filled with steep mountain passes and dense forests, babbling brooks and violent waterfalls, glacier coastlines and snowy tundras, Bethesda went back to the drawing board and rewrote every major system powering the gameplay experience. The result is the newly dubbed Creation Engine and Kit.
“The big things for us were to draw a lot of stuff in the distance so we have a really sophisticated level of detail, more so than what we've had in the past for how things stream in and how detail gets added to them as they get closer to the camera,” explains Bethesda Studios creative director Todd Howard.
Draw distances are great for creating those postcard-worthy landscapes, but the players eyes aren't always fixed on the horizon. To give the immediate surrounding a more believable look and feel, Bethesda increased the emphasis on the play between light and shadow on the entire world.“Because our worlds are so big all of the lighting has to be dynamic,” Howard says. “That's something we had a little bit of in the past with shadowing, but not on everything. Now we have it on everything. It just makes the whole thing a lot more believable when you're there.”
A lot of the environments are dominated by the untamed wilderness, which look great thanks to Bethesda's overhauled foliage system. In previous games the team licensed the SpeedTree middleware to render the forests. For Skyrim, they've created their own platform that allows artists to build whatever kind of trees they want and to dictate how they animate. Artists can alter the weight of the branches to adjust how much they move in the wind, which is an effective way of, for instance, actualizing the danger of traversing steep mountain passes with howling winds violently shaking branches.
Given its northern location and extreme elevations, Skyrim's climate is more prone to snowfall than Cyrodiil. To create realistic precipitation effects, Bethesda originally tried to use shaders and adjust their opacity and rim lighting, but once the artists built the models and populated the world the snow appeared to fall too evenly. To work around this problem, they built a new precipitation system that allows artists to define how much snow will hit particular objects. The program scans the geography, then calculates where the snow should fall to make sure it accumulates properly on the trees, rocks, and bushes.
Bethesda has another ten months before Skyrim releases, but thanks to the Creation Engine the world already looks much more stunning than its predecessors. The non-player characters also seem to be more intelligent thanks to alterations the team made to the Radiant AI technology.
Radiant AI
The Radiant AI technology introduced in Oblivion went a long way toward making the NPCs act in realistic ways. If you followed a citizen through his daily activities, you would likely witness him or her eating breakfast, setting out to work the land, stopping by the pub for a pint after work, and then returning home to hit the sack.
In reality, the technology driving NPC behavior wasn't overly sophisticated. Bethesda could only assign five or six types of tasks to the townspeople, and there wasn't a lot of nuance to their actions. In Skyrim, the characters have much more defined individual personalities.
You won't find townspeople loitering aimlessly in town squares anymore. Each denizen performs tasks that make sense in their environment. To impart the towns and cities with a greater sense of life, Bethesda has populated them with mills, farms, and mines that give the NPCs believable tasks to occupy their day. In the forest village we visited during the demo, most of the citizens were hard at work chopping wood, running logs through the mill, and carrying goods through the town.
The improved Radiant AI technology is also more aware of how a citizen should react to your actions. As you perform tasks for them or terrorize them by ransacking their home, the NPCs develop feelings about you. If you're good friends with a particular NPC and barge into his house during the middle of the night, he may offer you lodging rather than demand you leave the premises. “Your friend would let you eat the apple in his house,” Howard says. If you swing your weapon near an NPC, knock items off their dinner table, or try to steal something of value, they'll react with an appropriate level of hostility given their prior relationship to you.
It has an aditional page where it goes on to talk about how Havok will work with it and a new system called Radiant Story, basically a new system to handle random encounter events. I'd post all of it but it's already becoming quite the wall of text. There was this part that seems very interesting.
The Radiant Story system also helps deal with untimely deaths. Predicting player behavior in an open world is tough, as many often stray from the main quests and get into trouble by murdering quest givers. In Skyrim, if you kill a shop owner who had a few quests to offer if you spend the time to get to know him, his sister may take over the shop and offer the quest that was formerly ascribed to him. The quest logic automatically picks up with pre-recorded voice work because Bethesda already assigned her that contingency role. Tread lightly though, because she's not oblivious to your dastardly actions. She will still recognize you killed her brother and perhaps even try to exact revenge later in the game.
If it is what it sounds like then this is the way they should have fixed the problem with killing quest givers in the first place rather then just make them go unconscious then turn into an unkillable mob chasing me.
Might as well post the other half to spark some more discussion since not everyone will always just click some random link and work filters and such.
Havok Behaviour The expansive Oblivion and Fallout 3 settings created a wonderful sense of place, but the robotic and unrealistic character animations sometimes betrayed the sense of immersion the environments imparted. Aware of the disconnect, Bethesda has enlisted Havok's new Behavior technology to endow Skyrim's characters and creatures with a proper sense of movement.
“We looked at a bunch of [animation solutions], and this is about the tippy-top state-of-the-art stuff out there,” Howard says. “I think we're the first real big game to use it.”
Havok Behavior is a flexible animation tool that allows the developers to rapidly prototype and preview new animations and blend them together seamlessly with a few mouse clicks and minimal code support. Bethesda is using it to create more nuance in character and creature movement, govern special effects, and even to control how characters struggle to move when trapped in environmental hazards like spider webs. Characters now transition more realistically between walking, jogging, and running, and the increased nuance between animations has allowed Bethesda to better balance the combat in both first- and third-person perspective by adjusting the timing values for swings and blocks depending on your perspective. “We definitely have made a significant jump in how it plays [in third person perspective],” Howard proclaims.
The increased animation fidelity and diversity has enabled Bethesda to ditch the awkward dialogue camera perspective that paused the game and presented you with an extreme closeup of the person with whom you were speaking. Now camera stays in the same perspective used during combat and exploration, and players are free to look around while engaging in conversation. Rather than drop their activities to give you their undivided attention, the NPCs continue to go about their business while in discussion. For instance, a barkeep may continue to clean cups while talking, and even move from behind the counter to a seat. A mill worker chopping wood may engage in conversation without turning away from his duties, only occasionally glancing toward you during the exchange.
Perhaps the most impressive use of the Behavior technology is how Bethesda is using it to create the dragon animations. Bethesda has worked meticulously to make sure the beasts look powerful and menacing when banking, flapping their wings, gaining altitude before making another strafing run, and breathing fire on their hapless victims. None of the dragons' actions are scripted, and Behavior helps make the movements look non-mechanical, even when the dragons are speaking/shouting.
With all this technology at its fingertips, surely Bethesda could put players on the back of a woolly mammoth or a fire-breathing dragon, right? When we ask, for the first time during our visit Howard clams up. “We're not talking about mounts yet,” he says coyly.
Radiant Story Before they started planning missions for Skyrim, Howard and his team reflected on what they liked about their older projects. They kept returning to the randomized encounters in Fallout 3 and Daggerfall. To build off the success of those models and improve the experience so the random encounters feel less forced or arbitrary, Bethesda undertook the ambitious task of constructing a new story management system dubbed Radiant Story. Many quests are still completely governed by Bethesda, but the Radiant Story system helps randomize and relate the side quests to players to make the experience as dynamic and reactive as possible. Rather than inundate you with a string of unrelated and mundane tasks, it tailors missions based on who your character is, where you're at, what you've done in the past, and what you're currently doing.
“Traditionally in an assassination quest, we would pick someone of interest and have you assassinate them,” Howard says. “Now there is a template for an assassination mission and the game can conditionalize all the roles – where it happens, under what conditions does it take place, who wants someone assassinated, and who they want assassinated. All this can be generated based on where the character is, who he's met. They can conditionalize that someone who you've done a quest for before wants someone assassinated, and the target could be someone with whom you've spent a lot of time before.”
The Radiant Story system also helps deal with untimely deaths. Predicting player behavior in an open world is tough, as many often stray from the main quests and get into trouble by murdering quest givers. In Skyrim, if you kill a shop owner who had a few quests to offer if you spend the time to get to know him, his sister may take over the shop and offer the quest that was formerly ascribed to him. The quest logic automatically picks up with pre-recorded voice work because Bethesda already assigned her that contingency role. Tread lightly though, because she's not oblivious to your dastardly actions. She will still recognize you killed her brother and perhaps even try to exact revenge later in the game.
Radiant Story is also smart enough to know which caves and dungeons you've already visited and thus conditionalize where, for instance, a kidnapped person is being held to direct you toward a specific place you haven't been to before, populated with a specific level of enemy. This helps Bethesda avoid repetition and usher the player into areas the team wants you to explore.
The story manager is always watching you, which can leads to strange random encounters as well. If you drop a sword in the middle of town, someone may pick it up and return it to you, or two guys may get into a fight over who gets to take it. If you're really good at a particular skill, like one-handed weapons or destruction spells, a stranger who knows of your reputation may ask for training, challenge you to a duel, or beg you for a favor that will require you to show off your skill.
Skyrim also tracks your friendships and grudges to generate missions. Do a small favor for a farmer and it may eventually lead to a larger quest. Some NPCs will even agree to be your companion to help you out in specific situations.
Radiant Story doesn't limit these new missions to encounters in towns. Like in Fallout 3 and Red Dead Redemption, a lot of random events occur while you're exploring the wilderness as well. "There are a wide variety of these random encounters," says design director Bruce Nesmith. "Many of them are things the player can interact with, some are not. You might save a priest who then tells you about a dungeon where there are people trapped that need saving. You might run across mammoth beset by a pack of wolves."
Some open world games go overboard with these side activities and stray too far from the main storyline. Bethesda is aware of this pitfall and is actively engaged in preventing the feeling of being overwhelmed by the Radiant Story missions.
Skyrim still has several months of development left, but after seeing the technology in action it looks like Bethesda's on track to set a new high bar for open world role-playing games.
Morathi's Darkest Sin wrote:I mean that will be perfect after I've gotten bored of a quest hub, done something stupid, killed a quest giver, and found myself stuck.
Never had much problem with that, but I've had bandits kill important quest related NPCs. Once, during some vampire hunting mission, I was to investigate a claim of an alleged vampire (lives in a cottage in the woods). I fast travel to that place, see a bandit run straight into the house. I enter the house like 10 seconds after, and everyone's dead. :S Reload...
Morathi's Darkest Sin wrote:I mean that will be perfect after I've gotten bored of a quest hub, done something stupid, killed a quest giver, and found myself stuck.
Never had much problem with that, but I've had bandits kill important quest related NPCs. Once, during some vampire hunting mission, I was to investigate a claim of an alleged vampire (lives in a cottage in the woods). I fast travel to that place, see a bandit run straight into the house. I enter the house like 10 seconds after, and everyone's dead. :S Reload...
Never seen a bandit do that before. :S
Used to happen all the time to me on Morrowind, but that was because I exploited the spell system and did a weekly raid on Balmora with a skeleton horde.
Fable Effect? Never heard of that. Care to elaborate?
Honestly, the biggest issue I can see is in fact part of the physics engine. I think it'll be the whole reason for not allowing three dimensional flight, though the talk of riding dragons makes me hopeful.
Wonder if they'll continue to have the ugly cat heads for khajiits. If so, hope someone comes with a mod to replace it with human heads instead... I hated that change they did when they made morrowind (Khajiits used to have fully human heads and bodies before Morrowind, with fur, tails, and cat ears. Much more pleasing to the eyes).
Eh. I'm sort of the other way with that one. Seen enough cat-girls in anime, and I like the feel of the more bestial beast races. Honestly, I'm a bit peeved that they took away the 'beast feet' from the Argonians and Khajit, along with the inability to wear footgear and certain helmets. Just seemed more... realistic that these races weren't humans with animal-like features, and were instead bipedal, well, beasts. It's supported by the fluff, as well, that they come from the animal side of things rather than the human side.
though I guess I can see the need to have Argonians and Khajit able to wear shoes and helmets. There's so few item slots in Oblivion it's not even funny.
Anvildude wrote:Fable Effect? Never heard of that. Care to elaborate?
This refers to the Fable games. They're generally considered to be decent RPGs, but not too groundbreaking. However, the development team made very ambitious promises and told tales of features that would revolutionize gaming.
None of these promises or features actually made it into the game. So, rather than everyone going in expecting a semi-good game and getting what they expected; we all came into it expecting one of the greatest video games of all time that would be considered a classic for decades to come and we were severely disappointed.
Chrysaor686 is saying that this game looks really good and is promising quite the groundbreaking technology, but is worried the game itself won't get anywhere near to the hype.
Morathi's Darkest Sin wrote:Some of the Oblivion Mods are a little.. well bizarre to be frank, and yes I can say that with this Avatar and keep a straight face.
Some have gone way too far in my opinion.
I saw one that someone had made a Banshee from Halo, Master Chief's Helmet, and an Halo Assault rifle. Wtf?
"The story manager is always watching you, which can leads to strange random encounters as well. If you drop a sword in the middle of town, someone may pick it up and return it to you, or two guys may get into a fight over who gets to take it. If you're really good at a particular skill, like one-handed weapons or destruction spells, a stranger who knows of your reputation may ask for training, challenge you to a duel, or beg you for a favor that will require you to show off your skill."
Morathi's Darkest Sin wrote:Some of the Oblivion Mods are a little.. well bizarre to be frank, and yes I can say that with this Avatar and keep a straight face.
Some have gone way too far in my opinion.
I saw one that someone had made a Banshee from Halo, Master Chief's Helmet, and an Halo Assault rifle. Wtf?
Oh man, you haven't even seen the adult stuff.
Spoiler:
Tentacles have invaded Cyrodiil! Run for your lives!
Anvildude wrote:Fable Effect? Never heard of that. Care to elaborate?
This refers to the Fable games. They're generally considered to be decent RPGs, but not too groundbreaking. However, the development team made very ambitious promises and told tales of features that would revolutionize gaming.
None of these promises or features actually made it into the game. So, rather than everyone going in expecting a semi-good game and getting what they expected; we all came into it expecting one of the greatest video games of all time that would be considered a classic for decades to come and we were severely disappointed.
Chrysaor686 is saying that this game looks really good and is promising quite the groundbreaking technology, but is worried the game itself won't get anywhere near to the hype.
Ah. Well, I don't think we'd have to worry too much about that with Bethesda. They seem to be pretty straightforward in what they put into games, and I wouldn't put that Radiant Quest thing out of their abilities, really.
Anvildude wrote:Fable Effect? Never heard of that. Care to elaborate?
This refers to the Fable games. They're generally considered to be decent RPGs, but not too groundbreaking. However, the development team made very ambitious promises and told tales of features that would revolutionize gaming.
None of these promises or features actually made it into the game. So, rather than everyone going in expecting a semi-good game and getting what they expected; we all came into it expecting one of the greatest video games of all time that would be considered a classic for decades to come and we were severely disappointed.
Chrysaor686 is saying that this game looks really good and is promising quite the groundbreaking technology, but is worried the game itself won't get anywhere near to the hype.
Ah. Well, I don't think we'd have to worry too much about that with Bethesda. They seem to be pretty straightforward in what they put into games, and I wouldn't put that Radiant Quest thing out of their abilities, really.
Well, considering the massive pile of BS that radiant AI was...
Everytime I play Oblivion I question the logic of giving every NPC voice acting. You need at least a half dozen different voice types for each sex/race to make it remotely decent. The voice acting in Oblivion was atrocious. Why is the crazy old beggar suddenly talking like a freaking queen? /facepalm
I'd beg to differ. I know for a fact that OOO fixes the weird glitch that swaps the beggar's voices around between asking and thanking, and there's even an entire community devoted to providing proper voice acting for mods.
Amaya wrote:Is anyone else amazed that Bethesda has finally managed to make normal looking humanoids?
In Fallout 3 they looked alright, but in Oblivion some of the faces were just "WTF?". The eyes would either be too far apart, too close together, or have some other weird and distracting feature.
First off, Booyah! Flight mechanics! Even if it's 'only' the dragons, that means that the means are there, the code's included, and yup, someone's gonna figure out how to mod it into a spell.
Secondly, Dang! but that menu screen is badass!
Third- Looks like they're bringing Pauldron's back! That is, if that armor is indeed the regular Iron Cuirass, and not some sort of Light or Medium armour variant.
Pardon for sounding like a giddy school girl, but I've been waiting for this game since 2005 when I played oblivion, the game that inspired me to become an environment artist...
It already exists at your nearest (out of seven within minutes of your house) Gamestop, where their motto is "don't even think you can buy one thing and not get harassed about pre-ordering something else." I fully expect to be asked if I'd like to pre-order Elder Scrolls VI while I'm handing over the cash for Skyrim.
Yea thats true, I actually had something similar happen once. They asked if I wanted to preorder(I cant remember what it was now) but the game wasnt even slated to come out for like 8 months or so. I laughed.
So let me add more to what I said, Ill preorder it as soon as the preorder becomes more of a yes its coming out in 2 months, not get a chick preggers, have the baby and then decide when you can play it once it comes out
They actually did ask me if I wanted to pre-order it a few weeks ago, at the end of January. TEN MONTHS IN ADVANCE. I said "no thanks" and was then asked if I'd like to pre-order Dragon Age 2 instead.
I hear they chucked the class system for this one in an effort to make the game "less generic." Someone explain that to me. I don't mind losing the class system, as it was all just ability and skill point allocation anyhow. But how does getting rid of focusing on certain abilities and skills (that was the sum of it, after all) make your experience less generic? "Generic" is a funny measuring stick to use for an experience that will be shared by millions of people anyway.
Perhaps they want it to be less like other games? It's already extremely different to begin with.
On the topic of preorders, I've only bought two games right when they got released, KotOR2 and WoW: WotLK. Paying $50 when the game will be down to 40-30 in a few weeks doesn't make much sense to me.
That's something about Wii -- might as well get those Nintendo-brand blockbusters at release because they will never (in their shelf life) go down in price. The new problem with games like Skyrim is the "second release." GotY editions are increasingly worth it. Well, let's say there is an inverse relationship between whether games are worth $60 at release and whether they're worth $60 at "second release." Bethesda was good about this for Oblivion and FO3, where the DLC was authentically additional rather than excised from the game itself. I guess it's easier to do this with a sandbox than a (BioWare) railroad. Even so, it's got to be profitable. On a tangentially related note, I bought Morrowind, Oblivion, and FO3 each on two platforms. I'd be shy about doing so with Skyrim because I can go ahead and get it on PS3 and the PS Store is easy enough to use.
In the end, I am not emotionally capable of waiting months on end to play Skyrim for the sake of thirty bucks.
Me neither, The Elder Scrolls pulls on my heart strings, and Im sure Ill just get the updates through playstation network as well.
Also agree on the Wii games almost never going down. How much was Mario Galaxies when it came out? $40. How much is it now? $40. Do they even REALIZE they made a second one? NORMALLY that makes the older ones cheaper. But what can you do, play lost in Shadow thats what. Im digging the hell out of that game right now
I didn't read the thread so this post will no doubt have little bearing on the current discussion, but I just want to say that I AM BEYOND EXCITED FOR THIS GAME!
Ok enough of the *SQUEEEEEEE HIGH PITCH GIRL EXCITEMENT!!!!!!!!!!! *bounce bounce bounce*
Is there a release date yet? I might just suck at looking for it, but Im not seeing anything. I can wait for it, because I want it to be good, but......I cant wait for it either
KingCracker wrote:Ok enough of the *SQUEEEEEEE HIGH PITCH GIRL EXCITEMENT!!!!!!!!!!! *bounce bounce bounce*
Is there a release date yet? I might just suck at looking for it, but Im not seeing anything. I can wait for it, because I want it to be good, but......I cant wait for it either
Manchu wrote:I hear they chucked the class system for this one in an effort to make the game "less generic." Someone explain that to me. I don't mind losing the class system, as it was all just ability and skill point allocation anyhow. But how does getting rid of focusing on certain abilities and skills (that was the sum of it, after all) make your experience less generic? "Generic" is a funny measuring stick to use for an experience that will be shared by millions of people anyway.
Perhaps they just tossed it so that people would develop their character as they play, instead of picking a class at the beginning and have the mind set of having to try and fulfill that class as they play. What if you pick a warrior, then you find you like to cast spells more. You will try and stick to your warrior roots because that is what your "class" is, which may long term game experience.
And it also opens up a lot of opportunity for straight up roleplaying, and probably cleans up the code a bit too. Though I hope it'll also mean that you actually need to gain skill in magic to advance in the Mages guild, etc. A bit silly to be able to advance to Archmage without casting a single spell.
I'm rather hopeful about the dual wielding mechanic. This'll open up a lot of options for mage, full warrior and battlemage type characters, I think. Though I have to wonder how it's going to work with weapons like Bows, staves and warhammers. Might also signify the return of single handed versions of Marksman weapons, like throwing stars and darts.
I have to wonder if you'll be able to dual wield shields...
Actual in-game and som pre-rendered goodies. It looks awesome, and I can't wait!
There will apparently be some types of finishing moves (different weapons/types will have unique move(s)) which can be seen in the video. I read that you won't actually control this event; it's more like an animation that begins on it's own when you deal the finishing blow or something like that.
Actual in-game and som pre-rendered goodies. It looks awesome, and I can't wait!
There will apparently be some types of finishing moves (different weapons/types will have unique move(s)) which can be seen in the video. I read that you won't actually control this event; it's more like an animation that begins on it's own when you deal the finishing blow or something like that.
At 1:09, Dovakhiin shouts something. He has the ability to learn the language of the dragons. These shouts in "Dragonish", when shouted, will produce a shockwave, slow down time etc. They can be shouted as words, or as whole sentences for added effect.
Inanimate wrote:At 1:09, Dovakhiin shouts something. He has the ability to learn the language of the dragons. These shouts in "Dragonish", when shouted, will produce a shockwave, slow down time etc. They can be shouted as words, or as whole sentences for added effect.
His name isn't Dovakhiin, that is the dragon word for dragonborn so it's more of a title.
Inanimate wrote:At 1:09, Dovakhiin shouts something. He has the ability to learn the language of the dragons. These shouts in "Dragonish", when shouted, will produce a shockwave, slow down time etc. They can be shouted as words, or as whole sentences for added effect.
His name isn't Dovakhiin, that is the dragon word for dragonborn so it's more of a title.
Yes, I know, but Dovakhiin sounds better than "the guy in da widyo!". I assume we'll be able to name our own characters in Skyrim, as we have been able to do in Fallout and TES, despite their inherent titles. Even so, in-game NPCs at times adress you by your title (like The Courier) or any other given moniker, despite your own chosen name. Some will probably adress you as "Dovakhiin" in Skyrim.
Oh man, that looks insanely splendid! Ive been hoping they fixed the magic in that game since, in Oblivion, its pretty terrible, and Ive got to say, from what I saw, it looks just awesome. Also stealth kills?! SA-WEEET! Assassins/theives are my fav character builds so that was a HUGE plus for me. AND its coming out later this year? Damn, Im just super happy right now
I'm just gonna love playing my Battlemage with that too. Especially the Dragon Shouts. I'll have yet another Heavy Hit to add to my Frost spikes and battleaxes! And the armour is beautiful looking!
I especially like how they're bringing back so many Morrowind references, like the Draugr and the Nordic Iron Helm.
Automatically Appended Next Post:
Amaya wrote:Did you play Morrowind? Oblivion's magick system was one of the few major improvements that it had.
Eh. It was nice how 'at your fingertips' it was, but the fact is it felt too much like a, what's the word, supplement to the melee system. Morrowind's magic, since you had to 'equip' it like you did weapons, made it much more of an equal to the swords and shields. Instead of swing swing with a dagger, block with a shield, oh look fireball! it was more, Shield Spell, Ranged Paralyze, Frostbite, Frostbite, Soultrap Fireball DING! YOU HAVE CAPTURED A SOUL! You could use magic and melee, but you had to use one at a time, whereas in Oblivion, they were both constantly available. Not to mention, you didn't start out with spells in Morrowind if you weren't actually a Magic user. You had to find, buy and grind them a lot more, which was much more difficult with Spell Failure, so the Mages tended to be Mages, the Warriors were Warriors, and Men were Men! (Kidding about that last part)
Not that I begrudge Bethesda that more melee oriented system. I'd want to show of the Melee too, if I'd cracked the 'hit what you swing at' code, and had such a beautiful physics engine.
Absolutely loving the Chorus in the main theme, too.
Amaya wrote:Did you play Morrowind? Oblivion's magick system was one of the few major improvements that it had.
Did YOU ever play morrowind? The only real thing that Oblivion had on it, was it was prettier. Thats it. The enchanment system SUCKED in oblivion and you just couldnt play with the magic system they way you could in Morrowind. In morrowind, sheesh man, the skies where pretty much the limit in that game. Sure it needed some tweeking as far as how you select the spells and such, but over all I LOVED the way it was in Morrowind.
Amaya wrote:Did you play Morrowind? Oblivion's magick system was one of the few major improvements that it had.
Did YOU ever play morrowind? The only real thing that Oblivion had on it, was it was prettier. Thats it. The enchanment system SUCKED in oblivion and you just couldnt play with the magic system they way you could in Morrowind. In morrowind, sheesh man, the skies where pretty much the limit in that game. Sure it needed some tweeking as far as how you select the spells and such, but over all I LOVED the way it was in Morrowind.
Oh GOD yes, the enchanting is horrible in Oblivion. Luckily, it looks like Enchant is back as a Player skill in V, and there seem to be more versatility in the spells as well, so maybe that'll be fixed.
I hated how you couldn't enchant an item to be 'use on cast' instead of Constant Effect. Demon and Devil weapons were absolutely awesome, and I loved just slapping on a pair of gauntlets with ranged damage spells and blasting away at baddies before joining the kill. Also provided such a relief when you were out of magica in the middle of a fight.
Amaya wrote:Did you play Morrowind? Oblivion's magick system was one of the few major improvements that it had.
Did YOU ever play morrowind? The only real thing that Oblivion had on it, was it was prettier. Thats it. The enchanment system SUCKED in oblivion and you just couldnt play with the magic system they way you could in Morrowind. In morrowind, sheesh man, the skies where pretty much the limit in that game. Sure it needed some tweeking as far as how you select the spells and such, but over all I LOVED the way it was in Morrowind.
Enchantments were better in Morrowind, but actual spellcasting was terrible.
Amaya wrote:Did you play Morrowind? Oblivion's magick system was one of the few major improvements that it had.
Did YOU ever play morrowind? The only real thing that Oblivion had on it, was it was prettier. Thats it. The enchanment system SUCKED in oblivion and you just couldnt play with the magic system they way you could in Morrowind. In morrowind, sheesh man, the skies where pretty much the limit in that game. Sure it needed some tweeking as far as how you select the spells and such, but over all I LOVED the way it was in Morrowind.
Enchantments were better in Morrowind, but actual spellcasting was terrible.
'course, in Morrowind, Enchanting was part of spellcasting. It was Oblivion that separated the two. Enchanter was a legitimate Magic based custom class, especially with the plethora of petty soulgems to be found in Balmora, and the relatively cheap Soul-trap spell you could get at that mages guild. I had one character who enchanted their first item at Level 1, either a gauntlet or bracer, I can't remember, and used that and the other enchanted items to be found almost exclusively for attack. (Defense was made of Armour and running away) Can't really do that in Oblivion, since you can't enchant items to, say, shoot fire or frost. If you ever want to damage something without magic, you'll need to swing a weapon at it. I guess Poison perhaps filled that niche a little, though. That was nice; gave Alchemists a little more bite.
Amaya wrote:Did you play Morrowind? Oblivion's magick system was one of the few major improvements that it had.
Did YOU ever play morrowind? The only real thing that Oblivion had on it, was it was prettier. Thats it. The enchanment system SUCKED in oblivion and you just couldnt play with the magic system they way you could in Morrowind. In morrowind, sheesh man, the skies where pretty much the limit in that game. Sure it needed some tweeking as far as how you select the spells and such, but over all I LOVED the way it was in Morrowind.
Enchantments were better in Morrowind, but actual spellcasting was terrible.
I disagree. It was prettier in Oblivion, but far better in Morrowindf and had far more customizations as well. In morrowind you could just make tons of crazy spell combos and things as long as you had the skill to cast it and the money to make it. I used to play on the xbox, so I had to be creative in spellmaking. I hated the levitate spell, and so made my own version of the Icarian flight spells. I couldnt go AS far, but I could jump from Balmora to Vivec in about 4 or 5 hops. You couldnt do ANY of those in Oblivion. I mean, you cant fly?! Erm.....ok. Ill just enchant stuff then....oh wait, I cant CE anything worth doing....and it only went to like 25% didnt it? You couldnt do CE heal, CE restore fatigue, CE restore magic. You know, all the good ones?
Again, Oblivion was 2 things over Morrowind as far as the magics. It was prettier, and they had Necromancy. Which was friggin awesome.
Automatically Appended Next Post: Agreed on the poison. I jsut picked up the GOTY version of Oblivion the other day (I actually missed playing it) so I dunno if they fixed the Alchemy feth up or not. Im working on an assassin right now and I use alchemy to make poisons. I remember when it first came out though, once you got high enough in Alchemy it would just SCREW UP your poisons. Hurray Im damaging your health, BUT Im buffing you at the same time, AND healing you! YEA!....wait thats not a yea moment oh crap
I think it was more that Conjuration was much, much more useful in Obliv than it was in Morrowind. In Morrowind, about the best use of Conjuration was Bound items and Turn Undead. Summoning Skeletons, Ghosts, Bonewalkers and such were too magicka expensive for their health and damaging abilities, were incredibly difficult, leading to many wasted tries, and they didn't often have very good threat ratings, so enemies still came after you, and the skeleton or whatever had to run to keep up, and couldn't attack while running.
In Obliv, my battlemage relies on her summons like crazy. Flame Atronachs and Skeleton Guardians, which, while expensive, aren't as potentially dangerous as in Morrowind, due to 'always cast' and Magicka regen.
And Speaking of Conjuration, where do you think all the Mysticism spells are going to go in Skyrim? I'm betting Soultrap is going to become a Conjuration spell, and Conjuration is going to be treated basically as a sort of 'soul magic' category.
Well, I should be more clear. In Oblivion they actually had Necromancy in the game for real. Also I seem to remember you being able to soul trap actual NPCs right? I cant remember exactly, as I havnt played the "mage" type yet, Im still enjoying the stealth killing ninja guy. And I did the main quest as a black (yeas like redguard black) Nord Oddly enough, he looks so much like a redguard that everyone I showed him to, they said oh cool your a redguard I love redguards. Personally, I never liked them, they were combaty, but Nords are better at combat. Weird.
Yes, having a REAL NECROMANCER class would make me sing. Seriously. I might make a video and post it on youtube singing about how awesome that is. I collect those books and such on the dead and necromancy and just wish I could actually play as one. Specially if you could quest to become a litch? Oh man that would just be way to cool. Ive never been a magic fan, normally I prefer the stealthy thief/assassin types, but who can argue with the badassidy that is a Necromancer?
Also the poison doesnt suck completely in Oblivion. Its a rather handy tool, but it is a bit lacking. My skill is just over 75 in it, and my poisons still arnt THAT badass. Im slowing down on Alchemy and just making poisons now, because as said earlier, I dont want to hit master and then enjoy having completely useless poisons. Here, die slowly, while I make your STR +20 YAY!
Biggest problem that I had with Obliv in that regards was that you couldn't even Mod something like that, not easily or well, anyways. Fortify Acrobatics 1000 pts, instead of sending you flying like Icarian Flight, just makes you twitchy around for a bit, as you go up, come down, and BOOM massive damage. But it glitched so much on the way, there was no real point to it.
KingCracker wrote:Well, I should be more clear. In Oblivion they actually had Necromancy in the game for real. Also I seem to remember you being able to soul trap actual NPCs right? I cant remember exactly, as I havnt played the "mage" type yet, Im still enjoying the stealth killing ninja guy. And I did the main quest as a black (yeas like redguard black) Nord Oddly enough, he looks so much like a redguard that everyone I showed him to, they said oh cool your a redguard I love redguards. Personally, I never liked them, they were combaty, but Nords are better at combat. Weird.
Yes, having a REAL NECROMANCER class would make me sing. Seriously. I might make a video and post it on youtube singing about how awesome that is. I collect those books and such on the dead and necromancy and just wish I could actually play as one. Specially if you could quest to become a litch? Oh man that would just be way to cool. Ive never been a magic fan, normally I prefer the stealthy thief/assassin types, but who can argue with the badassidy that is a Necromancer?
Also the poison doesnt suck completely in Oblivion. Its a rather handy tool, but it is a bit lacking. My skill is just over 75 in it, and my poisons still arnt THAT badass. Im slowing down on Alchemy and just making poisons now, because as said earlier, I dont want to hit master and then enjoy having completely useless poisons. Here, die slowly, while I make your STR +20 YAY!
Poisons are like magic in that they are good for increasing melee or ranged damage but little else.
Soul trapping isn't considered necromancy unless it was a sentient soul using a black soul gem. Apparently necromancy was illegal in cyrodil.
Another thing that bugged me in oblivion was how black and white it was... Necromancers are bad! daedra are evil!
Well, no, most games shouldn't. But that doesn't mean that they can't be better with mods.
Take, for example, Oblivion. I started out playing Morrowind, loved it. Never managed to beat it, but I loved it. You make mistakes, you get slammed for it. Kill the wrong person, well, whoops, never gonna get That quest! Enter the wrong cave, and you're dead before you know what hit you.
Now along comes Oblivion. Shiny new graphics, bows and blades that actually hit where you aim, and active Blocking. Absolutely beautiful. But the enemies scale up with you! Mudcrabs and rats are just as difficult at Level 5 as they were at level 1! Bandits start wearing Chainmail and Elven and Glass armor! And no matter where you go, or what you do, the enemies are always just strong enough to make you pay attention, but too weak to offer any sort of challenge. Playing the game becomes a matter of grinding quests, and there's no real point to leveling up. In fact, with the Elder Scrolls' skill system, it's actually more beneficial to keep yourself at an artificially low level, reaping the benefits of better skills without the more difficult enemies! It was dull, it was boring, it was inane and insane.
And along comes Oscuro's Oblivion Overhaul, which, among other things, gets rid of Leveled Monsters. I've been playing with it for a while now, and love it. My level 20 Battlemage just went into an Oblivion Gate. Now, I've done about three or four O-gates before installing O3, and they were walks in the park. Wander around, kill a couple scamps, snipe off the Clanfears, yadda yadda. I enter this one, with O3 on, and the first thing I encounter is a Daedroth, which proceeds to wipe the floor with me 3 times before I can finally take it down. I had to avoid an area because it had both a Spider Daedra and a Kynreeve in it, and when I got to the caves, I constantly had my Detect Life spell going, because I knew I'd be dead if I aggro'd more than one monster at a time.
I got to the tower through a combination of dumb luck, strong potions, and spamming Skeleton Guardians, and promptly spent fifteen minutes running around the entrance hall- The Bloody Entrance!- desparately trying to avoid the three(!) Storm Atronachs and two Spider Daedra flinging lightning bolts and rocky fists at my broken armour (fat lot of good an enchanted cuirass does when you're Armorer is under 50 and you're too poor to get it repaired). When I finally killed them through Fire, Bone and Hellsteel, and entered the Rending Halls, I was once again on my lookout, keeping my Detect Life going and getting any Sneak Attacks I could with my bow, and cursing every time I came to a landing, only to see that teltale glow of two or three Daedra waiting for me.
I finally gave up on combatting my way through the tower when my Repair Hammers and Feather potions were running low, so chugged my last Feather, slipped on a ring of Speed, and just sprinted past the rest of the enemies, pulling a trail of about a dozen different, angry Daedra behind me, just barely keeping them distracted with the help of my trusty Skeleton Guardian. When I finally got to the Sigil Stone, it was a desperate duel with a Xivalie- He hit me once, twice as I dodged around him and snagged the Sigil stone. He took another lunge at me, and I, unable to withstand another hit and the Gate already collapsing, decided to trust to Fate, and leapt off the edge of the Sigil Platform, into the center of the Tower, the Xivalie's claws barely missing me as the Oblivion Gate swirled away around me.
In the end, I stood, panting, in the ruins of the Gate, the Sigil Stone, my prize, clutched securely in my grasp. Oblivion had whupped my ass, and I'd barely made it out alive. And I haven't had so much fun in years.
Yeah, Mods can definitely make games more enjoyable, even if they're already great.
Automatically Appended Next Post: Well, I feel kinda silly for forgetting what I was going to say next. Anyways,
That's why I'm rather put out that they're keeping the Leveled enemies system in Skyrim. Granted, it might be implemented better, but I honestly believe that a game gets better the less forgiving it is. Just look at Super Mario Bros, or Super Meat Boy, vs something like the ET game. Heck, Space Invaders, Joust, Centipede, all the way up to Halo, are all hellishly difficult unless you cultivate the skills needed to survive in them.
That's why, as soon as someone finishes a good anti-levelling mod (hell, I might try my hand at it myself) I'm gonna download it for Skyrim, even if the vanilla game is all that and a bag of beef jerky.
Now see, if I had oblivion on the PC, Id totally look up that mod. Thats pretty much how Morrowind felt at times (obviously not when you hit level 50 or so, then the game was a breeze) but still, the point stands. I like that. Why/HOW would some low level character be able to shut down a daedra filled gate? The level cap is 100 right? So what would that compare to in D&D standards? If lvl20 was max, youd be what? lvl 2? Good luck pulling something like that off in a D&D game thats all Im saying. Basically pulling what you did would be the only possible way. Drink something, buff yourself, and run your ass off and hope the Fates shine on you at that moment
Rereading this thread, and I just noticed this thing. What, is it some sort of strange mod or something?
Whenever you see a game like Morrowind, and it looks like all sorts of crazyness has happened to it, just instantly default to modding I played this one mod that made a Bosmer city in a section of one of the forests. They all lived up in the trees, and had wodden/rope bridges to each building. It was AWESOME
Amaya wrote:There are mods for both Morrowind and Oblivion that allow you to become a Lich.
Games shouldn't need mods.
Oblivion is unplayable without the option to become a creature that, by it's nature, entirely invalidates the rest of the game (as liches would find it rather difficult to converse with anyone other than vampires and necromancers)?
Anvildude wrote:Mudcrabs and rats are just as difficult at Level 5 as they were at level 1
That's not how leveled enemies work.
KingCracker wrote:I dont want to hit master and then enjoy having completely useless poisons. Here, die slowly, while I make your STR +20 YAY!
That's not how poisons work. Any positive effects make something a potion not a poison. Poison making just gets harder at higher levels. On the other hand, you can make some incredibly nasty multi-effect poisons. Fire+Shock+Health Damage and Paralyze+IceDam+DamMag+Silence are just nasty.
corpsesarefun wrote:Poison sucks in oblivion, hard.
Wait what necromancy? there wasn't necromancy in oblivion?
Poison is awesome. You just have to be smart about it.
The only real necromancy in Oblivion involved the late stages of the Mages Guild quests with the Wormwood Staff and the Black Soul Gems.
---
Spellcasting in Oblivion was leaps and bounds ahead of Morrowing just due to ease of use. The spell casting system in Morrowing was clunky, and god-forbid you wanted to play a Spellsword.
CE Heals and Magicka restores made your character an unkillable beast. They either had to go or be toned down immensely.
KingCracker wrote: Hurray Im damaging your health, BUT Im buffing you at the same time, AND healing you! YEA!....wait thats not a yea moment oh crap
That can't happen in Oblivion unless you make a spell.
I posted that before having alchemy as a skill. I was going off a vary vague memory from when the game first came out. I only remembered that alchemy was rather flawed the better you got at it.
I will admit, though I've never gotten to that point, I feel that the 'Master' level perk of being able to make a potion with one ingredient seems like it'd be a little annoying, seeing as how most ingredients have good and bad effect.
I hope I enjoy Skyrim as much as I LOVED Morrowind. I want to have Morrowind's babies.
...Anyway, there are a few things I hope that they change/revert in the new game. One thing I enjoyed about Morrowind and hated about Oblivion was the journal/quest system.
In Morrowind, your journal was actually that - a journal. Something happened, you wrote it down, and you had to reference it (assuming you didn't already know what to do.) And it was written like a journal should be - thoughts converted into words. It was believable, and it was fun to read through on a boring day - a testament to your adventures.
In Oblivion, your journal was more like a compass/shopping list. "Oh no, this thing happened, I should go here and talk to this guy. He told me to go kill the man he told me I should kill. I should do what he said. I did what he said. I got gold."
Oblivion's higher level = harder creatures was fun, but it became somewhat odd that every bandit strolling the country side was wearing the finest armor available.
I hope they bring back some of the creativity with Enchanting. I made a simple Invisiible Constant Effect amulet so I wouldn't have to kill every Cliff Racer in the sky. Oblivion lost some of that creativity. : (
I honestly feel the same way about Oblivion/Morrowind. Morrowind was so damn immersive, it sucked me in and held me there for about a year IRL. I just couldnt stop playing it. I hope Skyrim has Oblivions combat or better (cmon it could happen lol) because that was 1 HUGE improvement was the combat system. Obviously the magic system looks incredibly pretty watching that video, so as far as that goes, Im sure we wont be disappointed.
I also hope the journal is like it was in Morrowind. It annoyed me as soon as you got a quest, the map goes HEY!!!! HEY YOU!!! THOSE GUYS NO ONE KNOWS WHERE THEY ARE? YEA THEY ARE RIGHT HERE GO GET EM! I liked how in Morrowind you had to do some detective work, you asked around and you got a sometimes vague well they have been seen between here, and here, and you had to leg it to find out. Hell if you just run around for a few hours in Oblivion before doing quests, chances are, youll aready have found the location, and just just teleport there. Whats the point of the horse if you can just fast travel? Doesnt make sense to me
Or if they're adamant about leaving the 'HEY YOU, GO THIS WAY' map and compass system, at least give an option to turn it off, and put more directions in the Journal entries. Was watching a Lets Play, and one of the quests (which I've somehow never done...) included a 'find this cave, kill this person in it' bit. It was obvious the person giving you the quest knew where the cave was, but they didn't do so much as give a compass direction or distance magnitude for it, instead relying on the compass to point you there. It was really, really close, but sort of hidden out of the way, where if you didn't have the compass, you would probably have gone right past it, and taken forever and a day to actually find the place.
Actually, I think that was the biggest goof they made with Oblivion. Fast travel, Magic Compass and all were fine additions to the system; the problem was, they replaced the other options, so that if you didn't want to use them, you couldn't really play the game properly. No Guild Guides, no Boats or Coaches, no Mark/Recall, and the physics engine screwed up anything going higher than a few dozen feet above the ground, so no Magickal jumping or speedy levitation spells possible. Add the aforementioned trouble with bare-bones journal entries, and anyone wanting to do any sort of Role Play in their Role Playing Game was SoL.
I have to admit, Im getting sucked into my current Oblivion character. Hes an Orc fist fighter, and I wear all heavy armor except the chest piece, so hes going bare chested. Really digging this guy. But for my other characters Im finding it hard to immerse myself in them. They are fun and all, but its just eh..... but once again in Morrowind, I had 4 different characters and I still fondly remember each ones back stories and the adventures they had. Infact my oldest brother writes a paper and dice game that is just HUGE and they are in the background of the main bad guys story line. Simply awesome.
Anvildude wrote:Well, no, most games shouldn't. But that doesn't mean that they can't be better with mods.
Take, for example, Oblivion. I started out playing Morrowind, loved it. Never managed to beat it, but I loved it. You make mistakes, you get slammed for it. Kill the wrong person, well, whoops, never gonna get That quest! Enter the wrong cave, and you're dead before you know what hit you.
Now along comes Oblivion. Shiny new graphics, bows and blades that actually hit where you aim, and active Blocking. Absolutely beautiful. But the enemies scale up with you! Mudcrabs and rats are just as difficult at Level 5 as they were at level 1! Bandits start wearing Chainmail and Elven and Glass armor! And no matter where you go, or what you do, the enemies are always just strong enough to make you pay attention, but too weak to offer any sort of challenge. Playing the game becomes a matter of grinding quests, and there's no real point to leveling up. In fact, with the Elder Scrolls' skill system, it's actually more beneficial to keep yourself at an artificially low level, reaping the benefits of better skills without the more difficult enemies! It was dull, it was boring, it was inane and insane.
And along comes Oscuro's Oblivion Overhaul, which, among other things, gets rid of Leveled Monsters. I've been playing with it for a while now, and love it. My level 20 Battlemage just went into an Oblivion Gate. Now, I've done about three or four O-gates before installing O3, and they were walks in the park. Wander around, kill a couple scamps, snipe off the Clanfears, yadda yadda. I enter this one, with O3 on, and the first thing I encounter is a Daedroth, which proceeds to wipe the floor with me 3 times before I can finally take it down. I had to avoid an area because it had both a Spider Daedra and a Kynreeve in it, and when I got to the caves, I constantly had my Detect Life spell going, because I knew I'd be dead if I aggro'd more than one monster at a time.
I got to the tower through a combination of dumb luck, strong potions, and spamming Skeleton Guardians, and promptly spent fifteen minutes running around the entrance hall- The Bloody Entrance!- desparately trying to avoid the three(!) Storm Atronachs and two Spider Daedra flinging lightning bolts and rocky fists at my broken armour (fat lot of good an enchanted cuirass does when you're Armorer is under 50 and you're too poor to get it repaired). When I finally killed them through Fire, Bone and Hellsteel, and entered the Rending Halls, I was once again on my lookout, keeping my Detect Life going and getting any Sneak Attacks I could with my bow, and cursing every time I came to a landing, only to see that teltale glow of two or three Daedra waiting for me.
I finally gave up on combatting my way through the tower when my Repair Hammers and Feather potions were running low, so chugged my last Feather, slipped on a ring of Speed, and just sprinted past the rest of the enemies, pulling a trail of about a dozen different, angry Daedra behind me, just barely keeping them distracted with the help of my trusty Skeleton Guardian. When I finally got to the Sigil Stone, it was a desperate duel with a Xivalie- He hit me once, twice as I dodged around him and snagged the Sigil stone. He took another lunge at me, and I, unable to withstand another hit and the Gate already collapsing, decided to trust to Fate, and leapt off the edge of the Sigil Platform, into the center of the Tower, the Xivalie's claws barely missing me as the Oblivion Gate swirled away around me.
In the end, I stood, panting, in the ruins of the Gate, the Sigil Stone, my prize, clutched securely in my grasp. Oblivion had whupped my ass, and I'd barely made it out alive. And I haven't had so much fun in years.
Yeah, Mods can definitely make games more enjoyable, even if they're already great.
Automatically Appended Next Post: Well, I feel kinda silly for forgetting what I was going to say next. Anyways,
That's why I'm rather put out that they're keeping the Leveled enemies system in Skyrim. Granted, it might be implemented better, but I honestly believe that a game gets better the less forgiving it is. Just look at Super Mario Bros, or Super Meat Boy, vs something like the ET game. Heck, Space Invaders, Joust, Centipede, all the way up to Halo, are all hellishly difficult unless you cultivate the skills needed to survive in them.
That's why, as soon as someone finishes a good anti-levelling mod (hell, I might try my hand at it myself) I'm gonna download it for Skyrim, even if the vanilla game is all that and a bag of beef jerky.
mudcrabs and rats are nowhere near as difficult as they were on level 1. WHy do I keep hearing this? On level five you can 1 hit kill them. Most enemies get much easier as you level up.
@GalacticDefender: The only reason you can one-hit kill them at Level five is because you've probably ranked up your primary attack skill enough that it'll boost the damage of your weapon. I'm not saying that it's not balanced, and that they did silly things like make all enemies the same strength as you, but there are certain things you can point at and say 'that's BS for immersion'. Perhaps the mudcrab and Rat example was a bad one. Instead, look at the levelled gear on Bandits, or the fact that at higher levels, parts of the forest that used to have wolves will now spawn Mountain Lions, or Bears, or Spriggans (and what's the deal with Spriggans in Cyrodiil anyways?), and that there's noplace in the world that you really need to avoid, at any level.
So perhaps not so much that enemies get easier as you level up, but that they aren't really harder at lower levels.
First of all, poison in Oblivion is pure win. Almost OP.
The difference between Oblivion and Morrowind's game mechanics -- you can move and cast spells in Oblivion, where in Morrowind if you want to do the same thing you have to use magic rings.
Morrowind you can only cast spells while standing still, making Oblivion much more rewarding for "hybrid" play-style. Oblivion also introduced mana-regen based on the player's Willpower stat. In Morrowind of course you can fly.
Morrowind is Morrowind, it is a cool game. Oblivion is a bit more what you could call cookie-cutter although the areas, quests and dialogue are first-rate of course.
The problem I had with poison is that it was just extra effects for other forms of combat instead of being its own kind of combat, I would have loved to be able to craft smoke bombs or potions that could be thrown as some kind of explosive or to create a cloud of toxic gas.
Tacobake wrote:
The difference between Oblivion and Morrowind's game mechanics -- you can move and cast spells in Oblivion, where in Morrowind if you want to do the same thing you have to use magic rings.
Morrowind you can only cast spells while standing still, making Oblivion much more rewarding for "hybrid" play-style. Oblivion also introduced mana-regen based on the player's Willpower stat.
??? Don't know what version of Morrowind you're playing, but you can move while you're casting spells in mine. You don't necessarily want to, since if you're running that'll lower your fatigue and make it harder, but there's nothing preventing you from tossing fireballs about while hotfooting it away from something pointy.
Perhaps you're thinking instead of "Can't have both a weapon and a spell readied at the same time"?
Though I will agree the mana-regen was neat. However, I think perhaps the best Magicka control system would be a hybrid of the two,
In Oblivion, you use Willpower to regen your Magicka over time. Nice, but in some ways limiting, since to balance that, they severely reduced the total amount of Magicka you can have without fortification. In Morrowind, you only get Magicka back when you rest or drink potions, but to balance that, you have a much, much deeper pool to drink from, with the multiplying modifiers instead of straight addative. +2x Int from the Atronach instead of +200, and I believe (though I may be wrong about this) a base x modifier to Int as well. Not to mention, spells tended to be cheaper, especially with variable strengths.
Perhaps in Skyrim, there could be a hybrid of the two, utilizing the cheaper spells and greater maximum magicka of Morrowind, with a slowed-down version of the Magicka regeneration from Oblivion. You wouldn't be able to just wait for a minute when your Magicka is drained, and have it all have come rushing back, but if you were in a dangerous area and couldn't rest, it'd come back slowly while you try other ways of getting out.
Tacobake wrote: Oblivion is a bit more what you could call cookie-cutter although the areas, quests and dialogue are first-rate of course.
First rate Area's? They were the same exact thing across the entire continent basically. Yeah it was a pretty game, and I honestly have to say that Dialogue was good and Quests were awesome (Whodunnit? being my favorite quest in any game EVAR!), but the area/landscape left much to be desired until Shivering Isles, IMHO.
Bethesda is continuing to tease out more and more details for Elder Scrolls V: Skyrim, though this may be the most tantalizing reveal yet. The developer has released some new concept art for the game that shows some new, viking-oriented locales in the game. Oh, yeah, and what looks like one of the most bizarre monsters you'll ever hope to see.
Most of the art is pretty standard for fantasy RPGs, featuring medieval statues, creepy dungeons, and mountain fortresses. But the gorilla in the room is the image seen here: that's right, it features a viking getting ready to beat down a bear that's sporting tentacles. That's what it looks like, and several sites are reporting it as such.
It's certainly a bizarre image, but when I threw the concept art into Photoshop and enlarged it, I realized that the image might instead be of a bear standing over the corpse of a wooly mammoth. That said, the possible tusks look a lot like fleshy tentacles, and I think a tentacle bear could be one of the coolest in-game monsters I've ever heard of.
Bethesda is continuing to tease out more and more details for Elder Scrolls V: Skyrim, though this may be the most tantalizing reveal yet. The developer has released some new concept art for the game that shows some new, viking-oriented locales in the game. Oh, yeah, and what looks like one of the most bizarre monsters you'll ever hope to see.
Most of the art is pretty standard for fantasy RPGs, featuring medieval statues, creepy dungeons, and mountain fortresses. But the gorilla in the room is the image seen here: that's right, it features a viking getting ready to beat down a bear that's sporting tentacles. That's what it looks like, and several sites are reporting it as such.
It's certainly a bizarre image, but when I threw the concept art into Photoshop and enlarged it, I realized that the image might instead be of a bear standing over the corpse of a wooly mammoth. That said, the possible tusks look a lot like fleshy tentacles, and I think a tentacle bear could be one of the coolest in-game monsters I've ever heard of.
Coutesy of The Escapist.
Pretty clearly a bear rearing up over a death mammoth, which sucks because octibear would be pretty awesome.
Though that's more a function of removing the Class system. No Classes means no major or minor skills, which means no initial bonuses to those skills. You'll have to basically build your own 'class' in the game, through what you use most often. I imagine, to keep in line with the 'practice what you use, and it'll get better' philosophy of TES, that you only have access to perks that are relevant to skills you've levelled up, unlike Fallout's 'pick and choose' style.
Can't wait for this game, I hope it goes back to the way morrowind was with tons of factions, items, quests, and random stuff to do.
If IRC it was stated in an interview that the enemies lvling up with you has been dropped, so no more bandits in full epic tier stuff thank god. I honestly remember killing a few bandits when I was lvl 40 or so and selling their items, I made close to 20k. Oblivion was kinda screwy but I still enjoyed it.
If I remember right, I read in an interview that the game is going to be a mix of Morrowind and Oblivion in terms of uniqueness; There will be area's when you run into nothing but bears, Wolves, and the like, but there will also be area's where you run into Cliff Racer Equivalents.
Karon wrote:I never finished the Oblivion main quest, I did just about everything but the main quest. It was just too boring.
Same here, I never completed the main story, but I did everything else three times over. Except the Mages Guild, which I did even more, and that's why I don't have the acheivements for it; I had done the questline so many times I just can't bring myself to complete it since I got my own Gamertag.
The main quest wasnt too bad.... it was a bit blah though. Definitely nothing like the Morrowind main quest, that sucker just drove you, you didnt want anythign other then to beat Dagoth Ur.
And yea, Im at high 20s right now and making a killing off of bandit gear. I love just running down a road, being attacked by 2 bandits and making a couple grand like nothing. Kindda odd, since they only ever ask for 100 gold. Heres a thought, sell your crap, and live a lavish life in Tamriel somewhere
But also agree on Skyrim needing ALOT more side quests/guilds. Mainly guilds. Oblivion just didnt have the guilds man, it sucked. Why cant I make a monk and do the temple stuff anymore? What a let down.
Or maybe join the guard. I could see a lot of people enjoying a guild where you're patrolling the roads, killing wolves and escorting pilgrims to shrines, or doing investigation and foiling robberies.
Anvildude wrote:Or maybe join the guard. I could see a lot of people enjoying a guild where you're patrolling the roads, killing wolves and escorting pilgrims to shrines, or doing investigation and foiling robberies.
If it has quests that are the opposite of Whodunnit? I would join the Guard in a heart beat.
Trying to find and stop a killer, before he strikes again!
Anvildude wrote:Or maybe join the guard. I could see a lot of people enjoying a guild where you're patrolling the roads, killing wolves and escorting pilgrims to shrines, or doing investigation and foiling robberies.
Slarg232 wrote:
Anvildude wrote:Or maybe join the guard. I could see a lot of people enjoying a guild where you're patrolling the roads, killing wolves and escorting pilgrims to shrines, or doing investigation and foiling robberies.
If it has quests that are the opposite of Whodunnit? I would join the Guard in a heart beat.
Trying to find and stop a killer, before he strikes again!
Yes a thousand times. Im not saying EVERY quest has to be UBER EPIC!!! but as stated, just being a guard FFS! Thats the stuff that pulls you into a game. Not go hear, pick this up, go there, stab things, come back, heres your prize
Well, I didn't read the past 4 pages, but what I would like to see in this game, one of the most important thing that Oblivion was lacking: Racial discrimination.
Your Argonian? Your denied certain privilages from certain NPCs, where as you get bonuses from certain other NPCs.
I just felt that my race in the game was nothing more than a cosmetic change and a stat boost or tiny piece of crap skill which meant nothing to me.
I would rather have my race be VERY meaningful to the storyline or questlines, with a little integration of race specific abilities into those quests. Negative and positive impacts based upon the race decision pretty much sums up what I'm hoping for.
Very true, especially with the removal (or perhaps revert) of Beast Races to basic, bipedal forms. Morrowind's denial of boots and full helms for beast races was pretty interesting, to me.
I think a large part of the lack of 'discrimination' in Oblivion was a direct result of the addition of the minigame, instead of the list and 'pass fail' method of Morrowind. Because I know that there was actually discrimination, in that certain races disliked other races more or less, but yeah, not as much (or as well) as in Morrowind.
I can definitely see why they got rid of Athletics (and Acrobatics? Though that doesn't say much for 3d travel...) but I'm a bit worried about the whole "when you level up, instead of increasing your Intelligence, you can increase your Magicka" bit. One of the great things about Morrowind, that I think was either left out of or downplayed in Oblivion, was how the various abilities, skills and stats interacted. So if you needed to use a really powerful spell, you could either enchant something to do it, find a strong potion, or make the powerful spell, and they'd each have different magnitudes or chances of success based on your Int, Wil, Gold, Personality, etc.
Or like how Strength affected Carrying capacity, affected Speed, or how Endurance affected Fatigue along with Health.
Still, some beautiful graphics, and it's nice to hear they're getting back to more handcrafted quests and such. Hope that just means more quality, instead of fewer quests.
I hear the smithing actually uses Metal Shaping in some manner. I'm hoping this is going to include some sort of in-game model customization- to let you make, like, a sword with three tips, or a mace who's head is shaped like a ram's head; though I'd also be happy if it were a sort of multi-outcome minigamed quicktime event, where you have to strike the iron at the right times at the right places to get, say, a sword instead of a dagger or axe.
I'm curious about what, exactly, that thing about the dungeons means.
Anvildude wrote:I hear the smithing actually uses Metal Shaping in some manner. I'm hoping this is going to include some sort of in-game model customization- to let you make, like, a sword with three tips, or a mace who's head is shaped like a ram's head; though I'd also be happy if it were a sort of multi-outcome minigamed quicktime event, where you have to strike the iron at the right times at the right places to get, say, a sword instead of a dagger or axe.
I'm curious about what, exactly, that thing about the dungeons means.
Perhaps Dungeons won't be as randomized anymore, and have more scripted things happen in them.
That's the thing, though, is that dungeons, and indeed, most of the world, wasn't random in TES:III. It was only in I, II and IV that they had random stuff. Maybe this is Bethesda learning from feedback? I mean, the whole Leveling enemies thing was a pain, where you'd go into a forest one level and have nothing more to fight than some rats and wolves, and go into it next level and have to fight off a legion of bears and trolls. It was much nicer to have a game where, if you stayed in the opening area, all you had to deal with were Mudcrabs (that were always weake) but if you ventured into the Ashlands, or, Veloth forbid, onto the slopes of Red Mountain, you were toast.
Well this week has just been full of new The Elder Scrolls V: Skyrim details and today we have yet another batch for you.
The original source of these details is not mentioned by the poster but like all the other previous details you can expect them to be from a new issue of a magazine.
- Doomstones, like in Oblivion, can give you birthsign-like buffs and talents. If you decide you want a different constellation to “guide you”, you can activate a different doomstone. They’re scattered across Skyrim.
- The speechcraft wheel from Oblivion is out. Instead, the game offers speech checks like in the Fallout games.
- You can bash and block with bows, staffs and two-handed swords.
- The ecology interacts with each other. Foxes will, for instance, hunt rabbits.
- Storm Call is a high level shout, and calls down a lightning strike from the heavens.
- Giants are mentioned to be 12ft tall.
- “It will take 300 hours to see everything this game has to offer”.
I hope skyrim will have ssao and multi monitor support.
Also I noticed that not everything has dynamic shadows I hope this is just because consoles lack power and pc version will have full dynamic shadow scenes.
I tried to install Oblivion again, just installed the big bug fix mod, and tried to play, but as soon as I get out of the tutorial, all the textures on the land looks like throwup. Unplayable, and I don't know why.
The flexibility of the combat system is what really sold me, at least if it comes out as advertised. The dragons are very well done too, though I noticed that it looked like the second one was strafing nothing, which is a bit strange though not gamebreaking by any means.
The improved 3rd person is nice as well. I play first person, but it definitely seems like it will give a better view of the world.
My guess is that a dragon attack will interupt your execution and lead into the main questline, much in the same way as the emperor's escape did in oblivion. Maybe you escape into the sewer or a cave or something, which would set up a nice little tutorial level. I also think that replacing the birthsigns with standing stones was a good idea as you will be able to change "Birthsign bonus" on a whim. Also, I think that we need more signs like the Apprentice, Mage, Atronach, Thief, Warrior and Steed, offering (now semi) permanent attribute/leveling speed/other buffs and debuffs, and fewer that have crappy, once a day gimmick, powers assigned to them.
I'm a bit concerned about this dragon souls/power words spell system. If that's like "your thing" then it sounds great, if it supplants all magic then I'm less jazzed.
'Couple things, I think. Firstly, at least now it's not "The Mages Guild", "The Fighter's Guild" and Thieves guild, it's that 'mistypeak whatever' for mages, the 'Companions' for Fighters, and, well, looks like it's still the Thieves guild.
The Doomstones were also in Oblivion, and they don't outright replace Birthsigns. They add additional Greater and Lesser Powers and Abilities, and one Doomstone can replace another. Look up things like Hellride in Oblivion.
And the Dragon Shouts is definitely 'Your Thing', like how the Nerevarine was immune to all disease, and the Hero of Kvatch was, um... yeah, nevermind that.
Aye, it's almost as if the citizens were perfectly content living in tents down the road.
Rebuilding Kvatch would've been a great improvement to the game, not only as another addition but to give it the appearence of an evolving world, instead of one that comes to a stand-still after you complete a quest.
EDIT: To try and stay on-topic, I hope Skyrim is an evolving world or something close to it, where your decisions are reflected in the game instead of appearing to do nothing.
There was that little homestead in Oblivion that, if you stopped the Goblins from raiding each other through the settlement, would eventually grow up into a working farm. Something like that writ large would be very good for Skyrim: instead of goblins, dragons -- instead of a farmstead; a village.
One of the examples given by the devs was if you destroy the economy of a lumber town near the start of the game the town will be wracked with poverty and famine so I am inclined to believe the world is evolving.
Oh, a dude was telling me at work the other day: They actually have made the AI so impressive THEY don't even know what it's doing half the time. Case in point:
They gave all the Shopkeepers personalities, but every time they made a new game, everyone around this shopkeeper kept dying. So finally, they made a character and just followed this shopkeeper around. He would sell things to someone, follow them, kill them (while making sure to avoid the guards, which is rather impressive), and then go back to his shop and put the item back up for sale.
So far Im only noticing the Nords as the playable race. Are they it? I know its Skyrim and all, but just Nords as playable?
Automatically Appended Next Post:
Slarg232 wrote:Oh, a dude was telling me at work the other day: They actually have made the AI so impressive THEY don't even know what it's doing half the time. Case in point:
They gave all the Shopkeepers personalities, but every time they made a new game, everyone around this shopkeeper kept dying. So finally, they made a character and just followed this shopkeeper around. He would sell things to someone, follow them, kill them (while making sure to avoid the guards, which is rather impressive), and then go back to his shop and put the item back up for sale.
KingCracker wrote:So far Im only noticing the Nords as the playable race. Are they it? I know its Skyrim and all, but just Nords as playable?
Automatically Appended Next Post:
Slarg232 wrote:Oh, a dude was telling me at work the other day: They actually have made the AI so impressive THEY don't even know what it's doing half the time. Case in point:
They gave all the Shopkeepers personalities, but every time they made a new game, everyone around this shopkeeper kept dying. So finally, they made a character and just followed this shopkeeper around. He would sell things to someone, follow them, kill them (while making sure to avoid the guards, which is rather impressive), and then go back to his shop and put the item back up for sale.
That's all sorts of awesome, if you ask me.
I hope thats true
I've seen Orks and Khajit, but that's all I've seen. I doubt they would pull a Dragon Age II and limit the playable races after establishing that you can play as others.
I do to; I don't know how reliable this dude was, but I hope he at least was telling the truth about that.
I know that Doomstones were in oblivion, but considering the new, accessible and changeable character creation system, and the removal of classes, I don't think that they would make you choose a permanent birthsign. I also believe that it has been announced (I am fairly certain I saw it on IGN) that the races you can choose from are the same.
KingCracker wrote:God I hope so. FINALLY the Orcs look good in this game....so yea we wont get to play them
I really hope we get to; I love Orcs, they are my favorite race; people don't like me, but I'll rearrange your face if you try to do anything about it...
Manchu wrote:Demon's Souls, you mean. I don't like that idea at all. Give me my sandbox!
Yes, Demon Souls. Dark souls is the sequel that I will actually get to play.
But what if people on your friends list were seen as outlines/ghosts, and you could talk to them, and that would cause a thing to pop up asking if you want to play with your buddy. So more like Fable than Demon Souls, to tell the truth.
On a more serious/wishlisting note; I WANT TO BREAK THINGS! I'm an Orc, I shouldn't have to daly about with Lockpicking....
Automatically Appended Next Post: Guys, I just made a new character in Oblivion, and I just wanted to say something I never noticed before:
Baurus wrote:Odd, the Emperor trusted you, saw something in you.. Some say it's the Dragon's Blood in their veins, allows them to see more than lesser men.
Now, coupled with what we know of Skyrim's Protagonist:
A Dragonsworne, one of the last in a line of heros with Dragons Blood in their veins.
And then there was the Nerevarine, who had dragon blood in his stomach -- because he fething ate dragons for breakfast!
Good catch, in all seriousness. It probably is important -- for example, wasn't it this same dragon-blooded Uriel Septim VIII who sent the person who would become the Nerevarine to Morrowind in the first place?
Now that there is no dragon-blooded heir to the throne of Tamriel, those ominous prophecies (the Elder Scrolls) can come true -- Oblivion gates opening was one and it seems that dragons re-awakening is another. Perhaps the dragon-blooded protagonist of Skyrim will be the next Emperor?
Manchu wrote:And then there was the Nerevarine, who had dragon blood in his stomach -- because he fething ate dragons for breakfast!
Good catch, in all seriousness. It probably is important -- for example, wasn't it this same dragon-blooded Uriel Septim VIII who sent the person who would become the Nerevarine to Morrowind in the first place?
Now that there is no dragon-blooded heir to the throne of Tamriel, those ominous prophecies (the Elder Scrolls) can come true -- Oblivion gates opening was one and it seems that dragons re-awakening is another. Perhaps the dragon-blooded protagonist of Skyrim will be the next Emperor?
That would be awesome. Hail the Mighty Emperor, Bo'grak the Butcher!
You guys do mean Dunmer, right? There are no 'Drow' in The Elder Scrolls. Unless Sheogorath's been pulling something...
Personally, I love me my Bretonic Battlemages. But I'll try most races. Except Altmer. Those pricks.
And yes, it's Dragon Blood that determined the Emperors. Descended from Akatosh, I think, or at the very least a race of 'elevated Men' with the Akaviri, like the Rangers and Aragorn of the Lord of the Rings were, with Elves. And yes, the Dovakiin is related to them. Last in the line of the Dragon Blooded, those men who cause History to heave, and wreak the world with war.
KingCracker wrote:Drow....Dunmer..... Im the Orc with the big ass Axe
Riiiiiiight.
Having a thought here: I really hope Telekenisis works like in Dead Space 2; pick up something aim it, and then fling it at over sixty MPH, watching the poor sap you just hit with it go flying down the hallway.
I heard they are taking suggestions for Skyrim over on their forums, can anyone confirm/deny, and does anyone have an account for over there?
Well, at least we now know that there's definitely going to be flying mechanics in game. That means, even if you don't have the proper spells given to you in game, it'll be possible to mod for 3d movement without having to battle the physics engine. So yay, flying!