Touche.......lacktheknack said:Bethesda put Fawkes in Fallout 3. 'Nuff said.
I am under no impression that they ever attempt balance outside of level scaling.
I admit defeat.
Touche.......lacktheknack said:Bethesda put Fawkes in Fallout 3. 'Nuff said.
I am under no impression that they ever attempt balance outside of level scaling.
Skyrim's guild quests have even less content then Daggerfall though.lacktheknack said:It's called a comparison, man. The point is that there's no real "meat" to the game outside of main and guild quests.Soopy said:At the time, Daggerfalls combat wasn't too bad. Skyrims isn't a great deal better 20yrs later...lacktheknack said:complains about Skyrim's bad combat and lack of substanceSoopy said:Playing it the same way I've played TES since Daggerfall. I enjoyed every iteration up until Skyrim, still don't mind Oblivion on occasion. Skyrim is just a bit empty and dull.Fireprufe15 said:Hmm, I personally feel like you about Skyrim, but I've also seen people enjoy the shit out of it. I'm starting to think maybe we're playing it wrong.
I can look past the bogus combat and the complete and utter lack of substance. But the fact that you can run for an actual hour and see nothing but about 30 wolves that drop nothing, about half a dozen dragons that also drop nothing of value and you craft the best armour in the game if you're willing to wait for the merchants to sell you the materials. If they can add in the possibility of dragons or Champion bosses dropping really good unique weapons.
I really like Daggerfall, it's just that the combat was abysmal and the game's non-quest material is about as flat as its sprites.
That said, the only thing I'd add to Skyrim would be a spellmaker. The one from Daggerfall, actually.
And I thought it was obvious but content doesn't just extend to the physical representations of objects...
Also, gameplay doesn't get the "But it's old!" excuse. Platformers back in the day were just as awesome then as newer ones are now.
You don't HAVE to make massively overpowered spells. And that's no more broken then stacking enchantments in Skyrim. Balance isn't really necessary in a single player game. Fun is though.SajuukKhar said:The problem with the spellmaker, as Oblivion has shown, is that people will only ever use it to make abusively overpowered, low-cost spells.lacktheknack said:That said, the only thing I'd add to Skyrim would be a spellmaker. The one from Daggerfall, actually.
though I still kinda wish it was back.
Have you ever actually looked at what Daggerfall's guild quests were?Soopy said:Skyrim's guild quests have even less content then Daggerfall though.
And "its old" is an excuse. Daggerfall had substantially less to work with as far as technology and processing power. Something allot of platform games don't have too much an issue with.
lol, the guilds in Daggerfall were just that. Guild halls with jobs to do. So of course it was just random shit.SajuukKhar said:Have you ever actually looked at what Daggerfall's guild quests were?Soopy said:Skyrim's guild quests have even less content then Daggerfall though.
And "its old" is an excuse. Daggerfall had substantially less to work with as far as technology and processing power. Something allot of platform games don't have too much an issue with.
Most of Daggerfall, and Morrowind's, guild quests were nothing but random, unconnected, go here and kill X quests that didn't build up to anything, or have any over-arching plot.
Skyrim's guild quests were on the other hands, mostly plot focused, with only one or two unconnected quests being thrown in.
Its like companing anime to American cartoons
-American cartoons last for like.... 50000 seasons, but they only do so because they all suffer from Simpsons syndrome, were every episode is unconnected to the last, where nothing ever changes or really happens.
-Anime on the other hand normally only lasts 13-26 episodes, becuase its all plot focused, and when you have a plot, and focuse on it, shit gets done faster.
I would rather have shorter guilds that are all plot focused, then Morrowind's guilds which were nothing but faffing about.
Which is why the guild's in Daggerflall bored me.Soopy said:lol, the guilds in Daggerfall were just that. Guild halls with jobs to do. So of course it was just random shit.
Skyrims factions are the exact same thing with a derptastic story tacked on that were FAR too short.
I'm inclined to agree with most of what you say. If it wasn't for the bugs. I could almost enjoy a 15minute slash and dash fest.Callate said:I do think Skyrim learned some of the wrong lessons from Oblivion. Anything you're obliged to do repeatedly is risky, whether it's fighting dragons or closing Oblivion Gates or just killing another one of those @#$%ing Cliff Racers. Having to do so more often doesn't make me feel more powerful or more responsible, just harried and irritated.
But I also think it did a lot right. I think the combat is some of the best Bethesda has achieved so far. While it's nothing arcade-like, I think it comes closer to the right balance between real-time skill and stat-based "push button until they're dead" than most of the series, and I'd ask everyone to remember that this is not a game that was designed with twitch-button fetishists in mind for a reason. If you make the combat a whirlwind of split-second timing and alienate 90% of the player base, you've just killed a popular series; congratulations.
I'd love to see them do a lot more with the idea of ecosystems. It's nice that the fox attacks the bunny and the wolves attack the fox and so on, but they could have done so much more. If the merchants in Whiterun had more gold or a wider assortment of goods because the Khajit merchant caravan could now get past the bridge with the bandits. If the sudden influx of player-crafted Dwarven armor started getting issued to the guards. If a new Archmage at Winterhold decided the College should have absolute control over Skyrim's soul gem mining. I think there's room for a much more dynamic game here.
I also really, really wish that a game with such a relative dearth of conversation options didn't have so many that led to the other half of the conversation saying something along the lines of "What kind of stupid question is that?" Um, the only kind I was offered on the tree, thanks?
And, y'know, bugs... It's ridiculous that the game got out the door with a bug in place such that being part-way through the "Join the Imperials" quest could make it impossible to proceed in the main storyline quest. C'mon, Bethesda! If you're only offering us half a dozen possible exchanges with characters anyway, having flags fail to drop on the major ones is inexcusable.
Over-all, though, I think it's a series that has mostly been improving over the last decade or so, and I look forward to seeing where it will go from here.
How did they manage that?SajuukKhar said:Which is why the guild's in Daggerflall bored me.Soopy said:lol, the guilds in Daggerfall were just that. Guild halls with jobs to do. So of course it was just random shit.
Skyrims factions are the exact same thing with a derptastic story tacked on that were FAR too short.
Skyrim's guild stories weren't great, but they were better for the simple fact they actually have a plot, and a reason for existing in the world, and a reason for giving a shit about it.
They may have been too short, but I at least enjoyed doing guilds for once.
Most of what you described there can be found in Dragons Dogma, either sadly or hilariously.Hero in a half shell said:I agree, more variation of monsters. Right now it can be categorised as Bandits in shallow caves, dragur in large caves and Falmer in the deepest caves. With the occasional spider or vampire.
I would also have loved more minibosses, especially ones that weren't draugr. I'd love if it took the Greek Myth style singly unique monsters, like Medusa, the Sphinx, Cerberus etc. One of a kind beasts of weirdness and tentacles. Instead we just got various Draugr-warboss-supermurder-deathguards.
But what I really think Skyrim needs is better quests. More directional hunts, investigations that can be done through searching and logic, not just follow-the-radar-marker.
I would honestly prefer it if Skyrim had half the landmass, but twice the depth. I would love it if for the next Elder Scrolls they went for a smaller area, but packed it full of stuff so it actually became a proper living environment with tonnes of choice. As it is, immersion took second place to scale, leading to cutting corners (like not being able to make weather recognise walls and roofs, so all the snow and rain clips through when you are outside)
That is true but none of those mods will match the experience of a game designed that way from the ground up. Except maybe finisher moves. I can replace the leveled monsters and items with static ones but the map and the quests were designed for the original leveled experience, leaving me with very choppy and unpredictable progression. I can get rid of fast travel but, again, the maps and quests were designed with it in mind. In any case, you have to identify the problem before you can arrive at the solution.SextusMaximus said:EVERYTHING there has quite literally been done through mods. Every single one.Mariakko said:All Skyrim needs (IMO) is:
-To get rid of leveled loot and monsters and replace it with static loot and monsters
-To get rid of fast travel
-To get rid of marking places on the map
-To get rid of the stylized kills
-To bring back the skills they took out
-Remove voice acting and use the budget and time they use to do that do make a better story.
-Essentially be Morrowind
Really, if you don't like vanilla Skyrim (which I happen to love), pick the game up on PC and go on a freaking mod spree, really is worth the money!
He's just saying what he wants, that's not a crime lol. Morrowind's balanced fast travel system was effective for the smaller scale of the game. I miss it although I don't realistically expect another title to make use of it. Morrowind did place a lot of markers on your map, but it left most things for you to discover by other means. It didn't put literally everything on the map like other titles. This had an enormous impact on the gameplay. All right, some people hated it, but it was significantly different.SajuukKhar said:You are aware thatMariakko said:All Skyrim needs (IMO) is:
-To get rid of leveled loot and monsters and replace it with static loot and monsters
-To get rid of fast travel
-To get rid of marking places on the map
-To get rid of the stylized kills
-To bring back the skills they took out
-Remove voice acting and use the budget and time they use to do that do make a better story.
-Essentially be Morrowind
-Morrowind was the only game to NOT have fast travel, something MANY old-school TES players hated.
-Morrowind also marked places on its map, as did Daggerfall.
-Having more skills for the sake of having more skills is not good gameplay design. Splitting One-handed into short blade, long blade, axe, and blunt does not bring any more complexity into the game because all the features of those skills skill exist within the one handed skill tree.
-Removing voice acting would not imrpvoe the story, if you go replay Morrowind you will notice that 95% of NPCs have the exact same set of rumors dialog copy-pasated into each of them. Removing voice acting would only turn the game from a game were voiced NPCs say the same insight over and over into a game were non voiced NPCs say the same thing over and over.
-You can disable kill-cams as it is, complaining about something you don't have to use is dumb.
Try one of these.Soopy said:I play on the 360. My laptop will run a heavily modded Oblivion, which has a 10x more content and 10x the graphical quality of the vanilla Skyrim, yet Skyrim won't run faster then slideshow spec.Mid Boss said:More monsters?Soopy said:Hey guys,
As I've made apparent in previous posts I'm not a huge fan of Skyrim. I picked it up again today just to smack some things over the head and watch them turn dead for a little while.
And of course its the same old story, march for ever. Find next to nothing of interest and gain very little.
But that got me to thinking. If you ignore that Skyrim is (IMO at least) a poor TES title. All it really needs is some new or more monster spawns and the possibility to find some powerful loot (more so then what is possible to craft).
Add in some champion MOB's and there we go, a reason to actually venture out into the wilderness. It's not perfect, but it wouldn't be a detriment.
What do you think?
Just like every Skyrim problem, there's a mod for that.
http://skyrim.nexusmods.com/mods/9694
There you go. Over 100 more monsters and they update often with more.
It was okay on the 360 besides the lack of anything to do, until I downloaded Dawnguard and Hearthfire. Now it doesn't work for more then 5mins before it to chugs and freezes.
How were the stories nonsensical and fruitless?Soopy said:How did they manage that?
The stories were almost nonsensical and fruitless. Nothing you did mattered in the slightest.
-I was not aware that Morrowind was the only one not to have fast travel. I don't care if the old school TES fans hated not having it, I loved.SajuukKhar said:You are aware thatMariakko said:All Skyrim needs (IMO) is:
-To get rid of leveled loot and monsters and replace it with static loot and monsters
-To get rid of fast travel
-To get rid of marking places on the map
-To get rid of the stylized kills
-To bring back the skills they took out
-Remove voice acting and use the budget and time they use to do that do make a better story.
-Essentially be Morrowind
-Morrowind was the only game to NOT have fast travel, something MANY old-school TES players hated.
-Morrowind also marked places on its map, as did Daggerfall.
-Having more skills for the sake of having more skills is not good gameplay design. Splitting One-handed into short blade, long blade, axe, and blunt does not bring any more complexity into the game because all the features of those skills skill exist within the one handed skill tree.
-Removing voice acting would not imrpvoe the story, if you go replay Morrowind you will notice that 95% of NPCs have the exact same set of rumors dialog copy-pasated into each of them. Removing voice acting would only turn the game from a game were voiced NPCs say the same insight over and over into a game were non voiced NPCs say the same thing over and over.
-You can disable kill-cams as it is, complaining about something you don't have to use is dumb.
Not to mention the fact that static loot and monsters is idiotic, do you not recall how bad it was in Morrowind?
do you not remember going through some epically long cave, beating things that were like 10 levels above you, only to have the final chest contain a low level magic ring, and some worthless food?
There was no point in doing Morrowind's dungeons because the loot was always terrible, all Morrowind was, was a game were you find out the locations of the best items beforehand, get them, and then never touch a dungeon again.
at least in Skyrim I am slightly motivated to go dungeon exploring because I know that, unlike Morrowind, the loot will actually be useful to me for my level.
I thought this thread was aimed at Vanilla Skyrim (with the expansion packs/DLC included). I do have it on PC and I will mod it next time I feel like playing it, Which I doubt will be very soon.SextusMaximus said:EVERYTHING there has quite literally been done through mods. Every single one.Mariakko said:All Skyrim needs (IMO) is:
-To get rid of leveled loot and monsters and replace it with static loot and monsters
-To get rid of fast travel
-To get rid of marking places on the map
-To get rid of the stylized kills
-To bring back the skills they took out
-Remove voice acting and use the budget and time they use to do that do make a better story.
-Essentially be Morrowind
Really, if you don't like vanilla Skyrim (which I happen to love), pick the game up on PC and go on a freaking mod spree, really is worth the money!
You don't HAVE to, but that's all most people did with it. And it's not just about it being overpowered. The idea of it was to make magic more interesting by making it wide open, personalized and customizable. In practice people just picked their favorite overpowered spell that worked in most situations. They were using fewer spells, not more. Spell-making was having the opposite of the intended effect. So now that's it gone and magic is a little more structured, many people are actually working with more tools than they were before.Soopy said:You don't HAVE to make massively overpowered spells. And that's no more broken then stacking enchantments in Skyrim. Balance isn't really necessary in a single player game. Fun is though.
Although in TES it has always been pretty easy to become godlike.