All Skyrim needs is...

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SajuukKhar

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Sep 26, 2010
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Soopy said:
Fruitless, because they give you nothing useful that you can't make yourself in about 1/4 the time. The Nightingale armour looks cool. But its really no better then anything you can make.

The Werewolf form is weak as piss. My character is stronger with a sword...

The DB questline was alright though.
Unless you have a 100 smithing skill, and a super high enchant skill with perks, it isn't that easy to make something better then the Nightingale armor.

Yes you can make some really OP weapons and armor using smithing skills and enchantment exploits, but why would you?

I can open up the console and type TGM to turn on godmode, but would I blame the game for me doing that? no.

Beyond that, there are plenty of people who don't smith or enchant, because it isn't part of their character style, or because they don't believe in breaking the game via exploits.
 

HannesPascal

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Mar 1, 2008
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Shorter loading times. The return of spellmaking and more enchanting options (maybe I want to make a hat that can kill me), the ability to remove enchantments without destroying the item. Keep the compass and fast travelling (if you don't like it don't use it)
 

Rooster Cogburn

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SajuukKhar said:
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 recall how leveled-everything totally broke Oblivion and sucked the excitement right out of exploration lol.

I have to disagree with you here. More static loot and monsters was great. I actually don't remember doing many long dungeons for no reward, though I do remember some short tombs. I just don't know why you are saying the loot was terrible. You found good stuff around. No one stopped doing dungeons when they got the items they wanted lol. And it's not like that was easy. In part because you couldn't do them all at level one =0. There were a couple of items that were too easy to obtain but beside that I much preferred that system.

The tradeoff for Morrowind was that you were actually discovering something. With all leveled loot it doesn't matter where I go or what I do, it's just a waiting game. I don't feel like I'm earning the loot, I just feel like I'm waiting long enough to be given it. If I can do anything at any time because enemies are leveled, I see how that could be liberating, but it means I am not progressing. Again, my motivation to go out and do things is deflated. I may as well just rest until the same cave respawns a million times as far as loot and leveling up is concerned.
 

SajuukKhar

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Rooster Cogburn said:
I recall how leveled-everything totally broke Oblivion and sucked the excitement right out of exploration lol.

I have to disagree with you here. More static loot and monsters was great. I actually don't remember doing many long dungeons for no reward, though I do remember some short tombs. I just don't know why you are saying the loot was terrible. You found good stuff around. No one stopped doing dungeons when they got the items they wanted lol. And it's not like that was easy. In part because you couldn't do them all at level one =0. There were a couple of items that were too easy to obtain but beside that I much preferred that system.

The tradeoff for Morrowind was that you were actually discovering something. With all leveled loot it doesn't matter where I go or what I do, it's just a waiting game. I don't feel like I'm earning the loot, I just feel like I'm waiting long enough to be given it. If I can do anything at any time because enemies are leveled, I see how that could be liberating, but it means I am not progressing. Again, my motivation to go out and do things is deflated. I may as well just rest until the same cave respawns a million times as far as loot and leveling up is concerned.
I have literally gone through every single cave, Dwemer ruin, velothi tower, and old crypt, in Morrowind, and I can safely say that 90% of the time, there was quite literally nothing of value in those places, except the same generic magic rings I had gotten in the last 50 caves, or yet another magical sword that I had also gotten in the last 50 caves.

Most loot in Morrowind was vendor trash, I have kept more loot in Skyrim, because Skyrim's loot was actually useful, compared to Morrowind.

As for exploring in Morrowind, I never felt like I was earning the loot in Morrowind, or that I was doing any more "discovering" then I am in Skyrim.

Dungeons didn't feel like a challange or interesting, they felt like the game designers randomly level locked places for no reason, and when I ran into a place that was level locked I felt like the game devs were saying "HERES ALL THIS COOL STUFF, TOO BAD YOU CAN'T EXPERIENCE IT RIGHT NOW, GO OUT INTO THE WORLD AND GRIND YOUR ASS OFF TO RAISE UR SKILLS"

Having static monsters only turned the game into a boring grind were you were forced to go ut and kill 500 cliff racers to level your skills just so you can go into a cave that they put level 30 monsters in when the quest that leads you there was level 5.

Having to grind didn't make the game feel more rewarding in any good way, it just made the game feel really grindy.

Morrowind felt like a MMO at times, but not a good MMO like guild Wars 2 is, a grindy Korean MMO where anything remotely fun was level locked until you went out and killed 500 generic enemies to level up.
 

chiggerwood

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May 10, 2009
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It needs a better story (the main antagonist reasoning is a particular thorn in my ass for this),

the enchanting system needs to be redone, as does the magic,

they (bethesda) needs to quit removing shit from their games (weapons, armor, clothing, spells, ect) also the clothing and armor system in this game pissed me off.

they need to refine the lore, the need to return to the old character creation,

the game needs to be more flexible, and less NAY! NO MORE of this lead me by the nose bullshit,(seriously why the fuck can't I just go to lord Drakon or whatever the fuck the big bad's name is in dawnguard and kill his ass? I'm the fucking Dragonborn! I made Alduin the son of the god of gods into my *****, but nooooooo we can't take initiative and act like an intelligent being? Instead we have to be led around by our fucking noses into the shitty fucking fetch quest that you want us to do! fuck you bethesda!)

The soul carin fuck that place! seriously, FUCK THAT PLACE!

and finally, quest locked dungeons. In an Elder Scrolls game. Are you fucking kidding me?
 

hazabaza1

Want Skyrim. Want. Do want.
Nov 26, 2008
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CannibalCorpses said:
hazabaza1 said:
Just port over Dark Souls' combat. There, 10 times better.
What? Light attack, heavy attack, dodge and block...it already has all those and more and is still boring.
Skyrim doesn't have a dodge move, and isn't as lethal or have the same punch to the melee combat that Dark Souls does.
EDIT: There's also parrying with most shields and some daggers, and other weapons may have certain properties when placed in the left hand.

Doom-Slayer said:
hazabaza1 said:
Just port over Dark Souls' combat. There, 10 times better.
Last I checked, and you know I could be wrong, but Dark Souls is a 3rd person game and Skyrim is primary a 1st person game. Kiiiind of cant just transfer those systems over very easily :p
Oh, that's rubbish. It'd be simple.

Bhaalspawn said:
Skyrim Quality
lolwut

"Skyrim 5: Skyrim"
I'm guessing that was just a typo, but it's still funny.
 

RatRace123

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Dec 1, 2009
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I personally think Skyrim is the best Bethesda game yet.

Sure there are still instances of the problems that I have with Bethesda's games.
The combat still hasn't evolved past the press button to swing your crowbar stage; and it doesn't help that melee combat (to me) just doesn't really work in first person.
As someone before me mentioned, give it a combat system more similar to Dark Souls. And, I'd really like it if they made a third person mode that didn't suck.

Also the radiant AI still produces some immersion breaking moments of stupidity and every person I walk past still spouts the same 3 freaking lines at me.

And the glitches, there are times when the game still feels like a beta test.

And the story is still pretty barebones and I hardly care about most of the characters.
I think they should just drop the overarching plot, or do like Fallout New Vegas did and give you a bunch of different paths to take to get there and have them amount to vastly different things.
I mean, I like saving the world and all, but my amoral Khajiit assassin really isn't up to the task of being the Nordic Hero of legend. I like going through Skyrim as a blade for hire, taking on any job for the coin; and in a land ravaged by civil war, there's plenty of coin to be made.

But still, Skyrim is the most fun I've had with any of Bethesda's games, so it gets a win in my book.
 

Growley

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Aug 17, 2012
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Imo skyrim's problem (and I say this with steam-logged 190 hours of playtime) is that it's just too goddamn shallow.

The world is large and ready to be explored, but there's not actually much to do despite all that space, you can join a faction and be the leader of it within a handful of quests, despite more suitable leaders (who won't run off across the world fighting dragons) being available and everyone will rehearse the same tired lines to you over and over again irrespective of what you've done. (Although, the lack of psychic Oblivion guards is a welcome change).

Skyrim looks great, and the addition of dragons was a nice touch, but I think it went too broad, and in the process lost some depth.

EDIT: With regards to the comment on faction quests; I know, in Oblivion etc you could still become leader of a faction and then continue running off across the world, but the fact is you completed so many more quests (and the faction story steered things in the right direction)so that you actually felt like you'd earned your position. In all the factions in Skyrim (with the possible exception of your final position in the Dark Brotherhood) I just don't feel like the character even plausibly earned their inevitable position at the top of their faction.

EDIT(2): Just read what someone else said, and the stupid goddman annoying blatant leading the player through every little thing has to go. Removing the markers won't make any difference, it's ingrained into the game. If you want to skip the 'meat' of the quest, and just go and kill the final guy, you should frikkin be able to. This is something (in a number of places) Fallout: New Vegas did reasonably well. Often, killing someone integral to one quest or stepping out of line would spawn another quest instead of just failing it; and you could often skip most of the quest and go straight to the end if you knew what you were doing.
 

The White Hunter

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Oct 19, 2011
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hazabaza1 said:
Just port over Dark Souls' combat. There, 10 times better.
I read that as "insert actual combat over wild flailing."

OT: Skyrim needs a bit more variety, maybe some extra guilds and things, like a reason to hunt animals, a reason to be creative in combat, more varied missions than carrying out "Go here. Smash bandits with hammer. Take their stuff. Return important shiny to lazy and vapid NPC #765."

That said I enjoyed Skyrim, though I started again recently and discovered a heavy armour wearing orc with a warhammer essentially breaks the game.
 

Jezzascmezza

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Aug 18, 2009
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I acknowledge the game isn't perfect, but I still had a lot of fun with it, and played it more hours than I'd care to admit.
I know it's a little bit hand-holding, and maybe not as complex as previous Elder Scrolls games, but the large, detailed world and the strong sense of character progression were enough for me...
 

w9496

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Jun 28, 2011
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-Ezio- said:
w9496 said:
SPOILER: I would also like an option to side with Paarthunax in that one Blades quest instead of killing him. END SPOILER
you can. just don't kill him.
Well, yeah, there is that. I was thinking of actually killing the Blades though, which you can't do.
 

Aaron Foltz

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Aug 6, 2012
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Nothing mods can't fix. The Moonpath to Elsweyr mod looks great and it will totally expanded my play time since I'm try to cap out.
 

Rooster Cogburn

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SajuukKhar said:
I have literally gone through every single cave, Dwemer ruin, velothi tower, and old crypt, in Morrowind, and I can safely say that 90% of the time, there was quite literally nothing of value in those places, except the same generic magic rings I had gotten in the last 50 caves, or yet another magical sword that I had also gotten in the last 50 caves.

Most loot in Morrowind was vendor trash, I have kept more loot in Skyrim, because Skyrim's loot was actually useful, compared to Morrowind.

As for exploring in Morrowind, I never felt like I was earning the loot in Morrowind, or that I was doing any more "discovering" then I am in Skyrim.

Dungeons didn't feel like a challange or interesting, they felt like the game designers randomly level locked places for no reason, and when I ran into a place that was level locked I felt like the game devs were saying "HERES ALL THIS COOL STUFF, TOO BAD YOU CAN'T EXPERIENCE IT RIGHT NOW, GO OUT INTO THE WORLD AND GRIND YOUR ASS OFF TO RAISE UR SKILLS"

Having static monsters only turned the game into a boring grind were you were forced to go ut and kill 500 cliff racers to level your skills just so you can go into a cave that they put level 30 monsters in when the quest that leads you there was level 5.

Having to grind didn't make the game feel more rewarding in any good way, it just made the game feel really grindy.

Morrowind felt like a MMO at times, but not a good MMO like guild Wars 2 is, a grindy Korean MMO where anything remotely fun was level locked until you went out and killed 500 generic enemies to level up.
Agreed, most of the loot was vendor trash. But is that really that different from Skyrim and Oblivion? Most of the loot in those games is also vendor trash. And if you weren't playing a weird monk or something you should have found tons of items your character could use. I don't know how to account for that because I never had that experience and I know, for a fact, that there is useful gear around and I recall many of the locations it could be found. Many of the tombs and things did not have epic lootz because most of the tombs were very short and along the beaten path. Generally speaking, taking on a challenge was rewarded. I really don't see that big a difference in the usefulness of the loot. Even if I did, I don't see a reason to attribute that to the static loot system. I don't really understand what the connection there is. And finally, putting something static in the world means there is something in it to discover. Finding a piece of dwemer armor in a dwemer ruin was exciting. Finding a good item was discovering something. The thought of finding generic loot unconnected to the place I found it in that spawned in a random chest doesn't get my heart pounding.

In Oblivion, I felt less free, not more. Instead of having a playground where I could tackle challenges when I was ready for them, the challenge conformed to my level every time. I felt rail-roaded. I felt like I was treading water. I couldn't take on bigger challenges in hopes of better rewards, or visit a lower level location for a quick buck. The experience felt more directed and stifling, not less. Because it was in fact more directed, even if I could travel the whole map at level one and crush everything like a god, which you just about could. Leveling and progression felt totally pointless, probably because it was in actual fact somewhat pointless and actually counterproductive.

I don't see how the game is more of a grind when there are leveled monsters. Your skills still go up the same way. If you found a challenge that was too difficult, you just did another quest or something until you built yourself up to it. It was level-locked sure but overcoming that obstacle never involved grinding, at least unless you chose that over the alternatives. I never grinded (ground? greended?) in Morrowind. You didn't have to do that and I'm positive most people didn't. I guess if you choose not to do quests and things you could call what's left over "grinding" but I don't see how that is different from more recent titles.
 

MeChaNiZ3D

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Aug 30, 2011
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IT NEEDS CHILD KILLING.

But seriously, how does it not have...mini-bosses...already? They're called trolls...or...dragons, or something. Besides, I found every reason to wander out into the wilderness. I spent more of the game doing that than the actual quests. I think it's pretty much fine in that department.
 

Azalin137

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Apr 14, 2010
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For me....

I hated all of the Elder Scrolls games, Morrowwind was a piece of shit on toast, a decent story with god awful combat. Oblivion was a step up with an open world that I got lost in (not in a good way) and a eyebrow wiggling game that annoyed the piss out of me. SO out comes Skyrim and I was determined to finish it. After 130 hours and many MANY bugs later I gave up and realized that this series although pretty is beyond saving. I love Bethesda products.....but Elder Scrolls just needs to be buried in my back yard never to be seen again. Fallout however..........
 

Chairman Miaow

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Nov 18, 2009
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Moonlight Butterfly said:
hazabaza1 said:
Just port over Dark Souls' combat. There, 10 times better.
I got ninja'd was about to say exactly that xD

Also there is this mod that improves main quest descriptions so you can play effectively without using the marker. I'm gonna use it if I make a new character.
I would actually love for them to do that for Oblivion/Morrowind, but Skyrim needs so much changed for me to enjoy it, not even a complete overhaul of the combat would change that.
 

SajuukKhar

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Rooster Cogburn said:
Agreed, most of the loot was vendor trash. But is that really that different from Skyrim and Oblivion? Most of the loot in those games is also vendor trash.
The difference is that Oblivion and Skyrim had vendor trash that was my level, and thus more expensive, and thus worth all the money I had to spend to repair/buy potions etc. etc. In Morrowind, dungeon delving was normally a net loss for you because of the static loot being always so low level that it couldn't pay for the armor repairs.
Rooster Cogburn said:
And if you weren't playing a weird monk or something you should have found tons of items your character could use. I don't know how to account for that because I never had that experience and I know, for a fact, that there is useful gear around and I recall many of the locations it could be found. Many of the tombs and things did not have epic lootz because most of the tombs were very short and along the beaten path. Generally speaking, taking on a challenge was rewarded. I really don't see that big a difference in the usefulness of the loot. Even if I did, I don't see a reason to attribute that to the static loot system. I don't really understand what the connection there is. And finally, putting something static in the world means there is something in it to discover. Finding a piece of dwemer armor in a dwemer ruin was exciting. Finding a good item was discovering something. The thought of finding generic loot unconnected to the place I found it in that spawned in a random chest doesn't get my heart pounding.
I looted nearly every box in Morrowind, and rarely found anything useful because most boxes had the exact same items as the last. In Morrowind there was this small set of super generic items that filled up 90% of the containers, anything good was pre-placed, it killed any desire for me to look through boxes because I knew they just had the exact same thing as the last box.

Finding a good item really wasn't discovering anything, I didn't feel like it was a reward for real work, I felt like it was just a good item at the end of a boring boring grind. It's like getting that good item in a MMO after killing the same boss 50000000 times, I dont feel like its a real reward, i just feel like it was a boring boring grind.

It also killed replayability because every dungeon was always the same as the last time you went it, it never changed, In Skyrim I can replay the same dungeon 100 times, and get different things each time, its always fresh and exciting.

Furthermore, Skyrim loot containers are set based on where they are, Dwemer containers have a Dwemer loot list, old Nordic chests have a noridc loot list, etc. etc. Loot is not random, and is tied into the place.
Rooster Cogburn said:
In Oblivion, I felt less free, not more. Instead of having a playground where I could tackle challenges when I was ready for them, the challenge conformed to my level every time. I felt rail-roaded. I felt like I was treading water. I couldn't take on bigger challenges in hopes of better rewards, or visit a lower level location for a quick buck. The experience felt more directed and stifling, not less. Because it was in fact more directed, even if I could travel the whole map at level one and crush everything like a god, which you just about could. Leveling and progression felt totally pointless, probably because it was in actual fact somewhat pointless and actually counterproductive.
I felt the exact opposite, in Morrowind I felt like the entire world was crafted into a very specific series of areas designed for different level ranges.

I felt like I was being directed into specific dungeons, because everything was level keyed. Its like MMOs were you have a starter area thats level 1-10, then a second area that's 10-20, then another area that's 20-30, the world didn't feel open, the world didn't feel like it wanted me to explore it, the world felt very closed off, and like the developer was holding my hand telling me "don't go there just yet, you have to do the things here first to level up"
Rooster Cogburn said:
I don't see how the game is more of a grind when there are leveled monsters. Your skills still go up the same way. If you found a challenge that was too difficult, you just did another quest or something until you built yourself up to it. It was level-locked sure but overcoming that obstacle never involved grinding, at least unless you chose that over the alternatives. I never grinded (ground? greended?) in Morrowind. You didn't have to do that and I'm positive most people didn't. I guess if you choose not to do quests and things you could call what's left over "grinding" but I don't see how that is different from more recent titles.
Because Morrowind quests, just like everything else, was level keyed, but they never gave you ah int to what level it was designed for, and you couldn't get any more quests until you did that one.

There was numerous points in the game were I had done every quest in towns, and all the quests for the local guild, and it still wasnt enough to get past the next thing because Bethesda decided to randomly put something 10 levels higher up the road I had to go down.

when left with
-no quests in town
-no available guild quests until you complete the ones your on
I was forced to go out into the world, aggro a crap ton of cliff racers, and then kill them to raise my skills.