Elder scrolls- two steps forward, two steps back?

Recommended Videos

Loonyyy

New member
Jul 10, 2009
1,290
0
0
WoW Killer said:
Innocent Flower said:
Anyways. Most of you haven't even heard of daggerfall.
I had to lol. I think that's the most hipster thing I've heard for a while.

Jokes aside. I can only describe how I felt about the changes.

My biggest gripe with the series was always the power levelling. Morrowind and Oblivion can give subtle differences on level up depending on what order you level the skills, how many minor skills you've raised in between a number of major skills etc. And the thing is, you don't have control over when the skills level. Not if you're playing the game organically by exploring, questing and fighting. The only way to have control over when a skill levels is by specifically power levelling it. I could be part way through a ruins, see my next level approaching, and have to stop everything, head back to town, and start the whole spamming cantrips or falling from buildings routine so that I wouldn't lose a few stat points. This was not immersive.

Now of course there is still power levelling in Skyrim. You can take Alteration from 40 to 100 in moments as soon as you've got a full set of spellcost reduction gear just by mousing Telekinesis over an ingot for a few minutes. I'm not on about that. What matters to me is that I don't have to power level. I'm not at a significant disadvantage by not doing so. I can have a rough* plan of what I want my character to be, and then simply play the game. I can fight bandits, explore dungeons, find misplaced valuables for peasants, or whatever else. I can let the skills increase as I use them. That's the whole point of a skill based progression system, or so I think.

*I say rough, but I have every character planned out down to the finest detail before I start. I guess that's one of my things.

So that was a big deal for me, and that's something that's been improved on a lot for me. I'm sure other people have other things they find to be a bigger deal, and they have their own opinions to match. I can't speak for anybody else. Can we please, and I mean please, stop this notion that the series has been dumbed down. This is nonsense. Some things were taken out, other things were put in. So spell crafting was removed, alright, but a proper smithing system was put in. The progression system is in many ways much deeper now (not all characters end up the same, for instance). This is not a casual series, and I hope it never will be. You prefer an older and less popular game; that's fine. Your opinion does not make you a better or more refined gamer than other people. Other people are not worse gamers or less sophisticated for disagreeing with you. That's what's being implied, and it's tiresome.
Most of these points explain my opinion. The combat has steadily gotten better, the storytelling (Though not necessarily the story, Morrowind still has me for that one) has improved, and the levelling is just better. I never bothered with the power levelling in Morrowind, I just winged it, and barely got by, by the skin of my teeth, by making sure I always had the most overpowered sword I could find. Now, the combat has more skill input, and the auto-levelling of enemies is cut right down. Now, the only enemies who level like that are Dragons, which you can run away from. No more "Kill this homeless guy", only to find out that he's your level and covered in heavy armour.

I am slightly annoyed at the merging of item choices-I actually liked having a full set of armour made up of multiple parts, and I'm not a fan of the refining of these. I also liked the distinction between short and long blade, and the inclusion of more varied weapons. Spellmaking was kind of stupid.

I didn't like that the world now had loading screen hidden cities, which prevented the inclusion of Levitation, which was one of my favourite parts of previous games (Remember that town in Morrowind you had to levitate to get to? That was awesome).

But none of that constitutes steps backwards. They take away some stuff, some stuff that I like, but they improve the game much more than they damage it.
 

Joccaren

Elite Member
Mar 29, 2011
2,597
3
43
SajuukKhar said:
-Then you get complaints that NPCs are too safe, which is exactly why they put in Dragon, and vampire, attacks on cities in Skyrim, because people complained in Oblivion that NPCs were never in any real danger, and thus they couldn't really care about them.
And now we see the problem with listening to the complaints of the fanbase - you can never win. If NPCs are safe, they complain that they don't die. If NPCs aren't safe, they complain that they can die.
Honestly, the best method around this IMO is to make it a PC only game [Only thanks to the limitations of the fix: It will require a lot of RAM, CPU and rendering power to pull off well, which consoles don't have] and have each town have an actually large population, as opposed to 20 people or so. When someone dies, there is always someone else to replace them in their job. When the Markarth blacksmith died thanks to the Foresworn escaping, I didn't see too many people complaining as there was a substitute in her apprentice to fill the hole she left.
Now, you could go halfway there on a console and when someone dies another person conveniently "Moves in" from Cyrodil or somewhere to replace them, but that gets old pretty quickly with new people conveniently moving in every few weeks.

-But that still doesn't change the fact that by removing the weapon perks, such as bleed damage for axes, armor ignoring damage from maces, and critical damage from swords, you are
1. Making characters more homogenous by giving more classes the same powers
More to the point removing powers from 1 class and adding them to weapons instead. Only classes that use those weapons will actually get the effect. It removes early game homogenisation and fixes weapon homogenisation at the same time. With replacement perks, warriors maintain their bonuses from using Swords/Axes/Maces, or have new bonuses added as a substitute, maintaining diversity for classes and giving diversity to weapons.
2. Making the upgrades to those weapons unbalancing by giving them some massive increase to bleed damage
3. OR making the upgrades to those weapon effects very very trivial by making them stay balanced by keeping them low.
Will discuss in other point.

-Actually, if they keep the weapon perk system they have now, and just alter the bleed/critical damage to scale with your weapon, they would be both large upgrades, but not unbalancing.
Right...
How about having the lvl 1 perk be on weapons by default, and the lvl 3 be available through perk progression?
Not overpowered.
Difference is not negligible, unless there's no point in lvling up from lvl 1 of that perk to lvl 3 in vanilla.
Its not too hard to come up with things like this. You are just unwilling to even contemplate the idea.

-Well, technically, since the game has a soft cap of level 50, meaning, if you stick to your "class" that you made for yourself, you will only get to level 50, putting all 21 perk points into one-handed leaves you with only 29 perk points for magic, making you a very poor mage. Now, if you want to power game, break your RP, and get to level 81 by maxing all your stats that's fine, but the game really wasn't made for that.
Define class. You don't need to power game to break 50, you just need to have a class that isn't focused around the x number of skills that gets you a soft cap of 50. That soft cap of 50 is based off the number of Skills Bethesda thinks a class should have. That is the same as the arbitrary limitations you praise Skyrim for not having. If your character has a reason to have a skill, they can have and level it. Hell, even going through Skyrim its possible to change your character's specialisation through Role Playing and what you are asked to do. From memory its 6 skills or so that you need to hit lvl 50. You can easily level more than that, even if slowly, through role playing. For example, your warrior is poor when he reaches Riften, and decides to help the thieves guild to earn some money. In doing so he increases his skill repertoire to include lock picking, sneaking and pickpocketing. This is entirely seemly within roleplay, as just because you're a warrior doesn't mean you have to be lawful good and unwilling to steal from people.

-Iron, and Ebony, swords have a vastly smaller difference in weight them foam, and uranium. the difference in stagger would be negligible. like a change from 1 to 1.05.
How about Iron and Dragon Bone, or Iron and Dwarven Steel. Hell, going by the weights of the items, a Daedric Sword should 1.28 stagger [An inverse relation can be found such that Stagger/Weight approximately equals 0.08. Hence 0.08*weight=stagger. Daedric Sword's weight is 16. 0.08*16=1.28. You may increase/decrease this by 0.8 thanks to variations in Stagger/Weight], and a Dragonbone one should have 1.51.
Of course the weight difference between foam and uranium would still be much larger, but that would be to the order of 0.01 stagger compared to 3 or 4 stagger - a rediculously large difference made to emphasise the point.

--One-handed duel wielding also makes you far more vulnerable to attacks, and given that they dont actually have to hit you to do damage to you, it does make dieing easier
If you're not careful. Arrows are VERY easily dodged, and spells that would kill you are slow moving and easy to dodge too. Other spells are cast for a short time by their caster and do minor damage, and can be avoided by taking cover as well.
--Two handed, stagger doesn't last very long, and the lower swinging weapons make you easier to block then with fast one-handed weapons
Charge Power Attack. Sure the stagger doesn't last long, it doesn't need to. Charge power attack in, walk out other side, turn, charge power attack back as they come at you, staggering them again. Its largely a matter of timing, but once you get how that timing works, its not hard to execute against a single opponent. Grouped opponents generally require sideways power attacks or backwards power attacks - one of which hits all enemies, the other paralyses enemies.
--the slow time perk lasts for all of maybe two seconds, unless it glitches, not much time to do anything
It lasts for the duration of the power attack. For the quick power attacks, you shield bash. For the slower ones, you stop blocking and step to the side, then attack them as they finish their attack and time resumes at a normal rate. Its hilariously exploitable against dual wielding opponents, but to be fair you just shield bash them instead.
--unfortunately, because the paralyzing effect flies in front of the arrow, most enemies get paralyzed, fall down, and take zero damage from your arrow.
And whilst they're on the ground, you shoot them again. Its hilarious how long it takes things to stand back up from paralyses, they might as well be stuck where they are once the Paralysis hits, 'cause it'll take them ages to get moving again and when they do another paralysis awaits.
--Permanent stagger is not possible without 100% cost reduction, which is impossible to get using vanilla items, and requires using enchanting with exploits.
Fine, permanent stagger isn't possible. Close enough to permanent stagger is, however. You can stop anything coming in its tracks and uber-kite it until its dead. You are practically invulnerable thanks to nothing being able to get close to you, or even attack you from a range - they're just staggered whenever they try.
--Alchemy is admittedly op, if you potion spam, which is in itself an exploit.
Playing the way its meant to be played is not exploiting. The intention of the way potions work was for you to be able to chug down as many as you need in the middle of combat. The intention of enchanting was for you to be able to make as many of you need of more powerful versions of potions. Simply because something is OP does not mean its an exploit. It just means the game isn't balanced well.
--Enchanting without exploits can only give you +40% weapon damage, and the highest you can get the best sword in the game smithed to, without using smithing exploits is 75 damage. with the +40% damage your sword only gets up to 100 damage, congratzz, most high level monsters have 900+ hp. Also you cant apply a +damage enchant to a weapon.
There actually is a few +damage enchants:
+Fire Damage
+Frost Damage
+Shock Damage
There are also enchantments like the Silent Moon one that apply +damage for certain criteria - I.E, at night, or only against animals.
Also, by enchanting 4 articles of clothing with + one handed skill you can get +160% damage, and if you drink a +32% "Fortify Enchanting" potion before hand you get +188%. This is without exploiting the enchanting/alchemy/restoration loop, just what you can achieve with lvl 100 enchanting.

-Even with the +50% cost reduction from perks/items, most high level spells still cost upwards of 100 magicka, so unless you spam potions like crazy, your gonna get like 4-5 spells off before you are completely drained. Which isnt enough to do much of anything.
Getting off 3-4 frost storms is still pretty good. Your enemy won't be able to move, and will have taken some major damage {IMO these spells are the most OP in the game as they seem to apply their damage every 0.1 seconds their target is in them or something. Being targeted with 50% damage reduction thanks to the blocking perk and blocking, +20% reduction from Ice Wraith venom, and a 308 armour class reduction for whatever that's worth I was insta-gibbed from 400Hp to none by 1 of these spells. It didn't even take a second. Kinda crazy, and the same does from time to time happen to enemies, though I haven't determined the exact cause yet}

-Skyrim is a loot driven game, not picking up most thing goes against the point of the game. Also, as I pointed out before, the game has a sot cap of level 50, if you stay in your RP you wont get past level 50, and if you have put 200 points into health, that leaves you with only 300 points to put into magicka, which also means you are super gimped when it comes to carry weight, as you will have zero points left to upgrade that, and you will be able to pick up little, if anything, at all, with your 100 carry weight.
1. Base carry weight is 300. Your mage with no carry weight bonuses will have 300 carry weight - more than enough to loot half of Tamriel.
2. I'm not saying don't loot, I'm saying don't pick up every last object in a dungeon. Going into a nordic crypt I don't pick up every last scalpel, rags, bowl, basket, ancient Nord Sword, ect. I just pick up the loot that is actually worth something: The money {'cause its weightless}, the potions, the poisons, the enchanted items, and the gems/jewellery. This is enough to send the entirety of Solitude broke for 3 days generally, and earn me a small fortune. Its an efficient and effective style of looting that you'll be lucky to exceed the 300 carry capacity with unless you go 4-5 dungeons without visiting town to sell your loot, or run into some dragons and get saddled down with masses of dragon bones.

-but the thing is, is that even if DAO removed the class restriction, and the linear spell progression, it would still have less character customization because of its stats.

When you take parts of things, like weapon damage, outside of the skill, and put into attributes like STR, you are left with a system were each gives lesser increases to your damage to balance out that there are now two systems increasing your damage. Raising your one-handed skill, or your STR attribute, becomes half of what it would be if both were merged into one. Thus, raising your skills/attributes provides a dramatically less noticeably character progression then the way Skyrim handles it, which is mostly all through one system, AKA perks.

The more systems you have controlling the same thing, such as weapon damage, the less each of those systems can provide in terms of increases because of the need to balance out the two systems, and thus there is less difference between characters by raising skills. Its better, and offer far more noticeable character progression, to remove attributes entirely, and merge everything into a singular perk system.
Skyrim still manages things through 3 systems for melee weapon damage:
Your skill level
Your Perks
Your Weapon

DA:O has two: Your strength, and your weapon. You don't have skills and perks, you have an ability tree that unlocks different abilities, and by activating some of these you can gain an increase to either attack/defence, just like how drinking a potion in Skyrim can provide you with extra weapon damage.
For the hypothesis of the system with more factors effecting weapon damage being the one that has more homogenisation, it turns out the opposite [Arguably. I don't see 2-handed builds in Skyrim playing very differently to each other].

-Now that is a flawed comparison, slapping a snorkel onto a car doesn't make it better. Adding +damage perks does. When you add perks to a spell in Skyrim, such as a plus damage perk, you are taking away the 8 damage the spell did, and replacing it with 16 damage, you are taking you a blank secondary effect, and replacing it with a more fear damage effect, you are taking out a blank third effect, and replacing it with a impact effect. The skyrim perk system is a system of replacement, it is exactly like taking something out of a car, and putting something newer, and better, in its place.
Ok, I'm sorry, I'm going to have to laugh.
A blank effect?
Well sorry, I'm just replacing a blank area around my car with a snorkel!
Also, adding a snorkel does make a car better: It allows it to traverse submerged areas like swamps. Without one, the engine fails to get any air and stalls, and your car is stuck in the middle of water.
You don't replace 8 damage with 16. You get 8 damage and apply a *2 modifier to it from the side.
You don't replace a "Blank effect" with a working effect. You add a working effect onto the side.
When you have to resort to these kinds of excuses, your better off not trying. You can try to make up as much stuff as you want regarding 'blank slots', but don't expect to be taken seriously.

1. I dont have to include spell making because the spells made in spell making are not in the game by default, there is no (20 sec paralyze + 40 fire damage a second + 15foot aoe) spell in the game itself, those individual spell EFFECTS exist in the game, but as for the spell itself, it does not. spells made via spellmaking have nothing to do with comparisons of vanilla spells, because they are not vanilla spells, they are vanilla spell effects, that you can use to make non-vanilla spells, but they not vanilla spells.
In terms of spell variety, however, those spells must be counted as they are still a part of the vanilla [Read: Unmodded] game. They are still potential spells that can be created using the game's systems and cast. In terms of overall spell variety, Skyrim has fewer spells than Oblivion thanks to the removal of this feature. You can argue that fewer spells means greater balance, which is true, however when comparing the variety of spells excluding spell making system spells is disingenuous. You are purposefully tipping the scales in your favour.
Spell making in Oblivion is the same as perk adding in Skyrim in this case, except for Skyrim's version is balanced with fixed values rather than player input values. Both are simply combining spell effects, but one you count as making a new spell, the other as illegitimate.

2. Oblivion has, Flare, Flash Bolt, Blazing Spear, Heat Blast, Immolating Blast all of them are just ever upgraded versions of the "Fire Damage Xpts on Target". Skyrim on the other hand, with all perk combinations included, has 15 variations of the fireball spell. Skyrim has more fireball spells then Oblivion, and when you do the same for all destruction spells Skyrim has, Skyrim has overall, more spells then Oblivion, they are just merged into one spell, that is upgradeable. That is what I have been trying to say, Oblivion has 10 copies of the same spell, while Skyrim only have one copy of the spell, but you can upgrade it in more ways then there were vanilla spells in Oblivion.
TBH I'm against the inclusion of Flash Bolt, Blazing Spear, ect. as individual spells as they are simply Flare with +damage. In terms of the sheer number of spells, Oblivion wins thanks to the number of individual spells named in the spell book. In terms of variety of spells, that drops down thanks to the majority of Oblivion's individual spells being clones of a single variety of spell.

3. Yes, and when you combine all the different combination those perks have, you get more variations then Oblivion had, which was the point I was making at the very beginning, Skyrim has less total spells in your spell list, but with the perk system, you can do MORE/have more different variances of them, then Oblivion had.
You get more variations than Oblivion had excluding the spell making system, which was Oblivion's equivalent of the perks that add effects to spells. Include both, exclude both - I don't care, but be consistent about spell effects when talking about variety in spells. Don't exclude the ones in one game because you feel like it, but include the ones in another.

Loonyyy said:
I didn't like that the world now had loading screen hidden cities, which prevented the inclusion of Levitation, which was one of my favourite parts of previous games (Remember that town in Morrowind you had to levitate to get to? That was awesome).
Yeah, this is one of the reasons we need a new console gen - more power so that they can process and render a city and its surrounding cells at the same time. I miss levitate, it was a very useful and fun spell =(.
Oh well, until that time comes there's always mods on the PC - including one that has already made Cities exist without loading screens. Woo!
 

6_Qubed

New member
Mar 19, 2009
481
0
0
Perhaps this is not a long and whinging enough post for this thread, but at the moment, the only thing in Skyrim that really bothers me is that I can't tell my family I love them. The crafty merchant girl from Whiterun I married calls me "my love" all the time now. Why don't my dialogue options shift to reflect this? There ought to be a way to convey little details like that without having to tear the game code apart just to do it.
 

Joccaren

Elite Member
Mar 29, 2011
2,597
3
43
6_Qubed said:
Perhaps this is not a long and whinging enough post for this thread, but at the moment, the only thing in Skyrim that really bothers me is that I can't tell my family I love them. The crafty merchant girl from Whiterun I married calls me "my love" all the time now. Why don't my dialogue options shift to reflect this? There ought to be a way to convey little details like that without having to tear the game code apart just to do it.
Hehe, yeah. You get to the long posts stage and you know a thread is nearing its death TBH.
Really, something like that wouldn't be too hard to add in with the Creation Kit. I'd do it myself if I had actually learned the dialogue side of things by now, rather than mostly the mechanical/worldbuilding side. Of course this is little consolation if you play on a console, but if on the PC its something you might want to look for.
 

Danceofmasks

New member
Jul 16, 2010
1,511
0
0
SajuukKhar said:
Vanilla enchanting artifact, and vanilla fority potions aren't that OP.

The level of exploiting people do requires a high level alchemy skills + perks, to make super OP fortify restoration potions, and a high enchanting to make several high level fortify enchanting times.
If I have to explain the exploit to you, obviously you don't know as much about the game as you think.

Your toon is a noob at all things crafting.
You get one item that boosts alchemy.
You make 1 potion of fortify restoration.
You remove item that boosts alchemy, and put it back on. Your alchemy boost is now increased.
You make 1 potion of fortify restoration.
You remove item that boosts alchemy, and put it back on. Your alchemy boost is now increased.

Some time later, you make 1 potion of fortify smithing. Along the way, the potions you make get increasingly more valuable, so you have 100 alchemy in addition to the +billionz% fortify smithing.

Oh hey look. My iron dagger can now one-shot anything.
 

6_Qubed

New member
Mar 19, 2009
481
0
0
Joccaren said:
6_Qubed said:
Perhaps this is not a long and whinging enough post for this thread, but at the moment, the only thing in Skyrim that really bothers me is that I can't tell my family I love them. The crafty merchant girl from Whiterun I married calls me "my love" all the time now. Why don't my dialogue options shift to reflect this? There ought to be a way to convey little details like that without having to tear the game code apart just to do it.
Hehe, yeah. You get to the long posts stage and you know a thread is nearing its death TBH.
Really, something like that wouldn't be too hard to add in with the Creation Kit. I'd do it myself if I had actually learned the dialogue side of things by now, rather than mostly the mechanical/worldbuilding side. Of course this is little consolation if you play on a console, but if on the PC its something you might want to look for.
Yeah, console player here. That's not changing anytime soon, I'm afraid, so modding is sadly not an option. At least not until the glorious PC-gaming master race can figure out how to create downloadable mods for consoles, which just between the two of us I don't think they're smart enough to do. ;)
 

SajuukKhar

New member
Sep 26, 2010
3,430
0
0
Joccaren said:
-Going PC only would just the ES franchise would have to end entirely, there is no way for them to recoup the cost of making a game even half of Skyrim's size from the PC alone.

-Not really, because if you replace the bleed/critical damage/armor piercing perks with something else you end up with "warriors/mages/thief having bleed/critical damage/armor piercing damage, and warrior getting +one bonus power", from a previous system of "warriors/mages/thief having nothing, and warrior getting +one bonus power".

We go from everyone having the same thing, but warriors having one bonus power, to....... everyone having the same thing, but warrior have one bonus power, how does that solve anything again?

-That still lessons overall character diversity, and since mages and thieves dont use those weapons anyway, why should they care if they have those powers or not?

As it stands now, a warrior goes from getting zero armor piercing damage, to 75% armor piercing damage. With your system they would go from a base 25% to 75%. That lessons character diversity for no real reasons when mages and thieves wouldn't use those weapons anyways, and warriors will pick the one weapon they do like and take the perks in that part of the tree ignoring the other two meaning that they aren't really, if ever, affected by the lack of special pwoers on those weapons to begin with since they were never using them.

-Most people dont make it to 50, steam achievement stats put it at 21%, let alone find way to roleplay to advance skills past 50. Its frankly a moot point.

-A system based on that would destroy the unique stagger ratios different item classes has.

-Enemy mages, with their crazy +2X damage perks, can do a ton of damage quickly, even if you try to get out of the way, and arrow have a auto-aim function to them.
-Even with 400 stamina, I can get maybe 3-4 power attacks off with my dragonbone sword before my stamina is entirely drained, and when dealing with enemies with 800+ HP, that makes combat tediously long because of the waiting.
-And then slow time ends and your back to where you started, it doesn't help that enemy NPCs almost never use power attacks either. Ive only ever seen boos bandits use them.
-Paralysis only has 15% chance to apply, it can sometimes take upwards of 10 arrows before I get one, and ive gone through entire battles with 10 opponents only getting it once, its hardly reliable.
-Enemy archers, who have the highest +damage perks, can shoot you from a farther distance then you can hit them with spells, and their melee protects body blocking makes getting to them difficult, so go ahead, stagger that nelee dude, that archer will pick you off in the meantime.
-Playing the game the way the developers let you does not mean the game was designed to be balanced in that way. Bethesda lets you do whatever you want, including potion spam, and enchanting powerups, but that doesn't mean they designed all the systems in the game to fit potion chuggers. It is an exploit becuase the game wasnt designed to be able to counter it.

-When you said +weapon damage, I thought you mean the actual +weapon damage perks. and even with 188% damage, that would take a 75 damage dragonbone sword up to 144, and considering that high level enemies have 800+ HP, that still means its gonna take several hit for you to take them down.

-Enemies do crazy damage with those spells because most NPC enemies in the game have hidden +damage perks that multiplies their damage by 2, and even 2.5, times what it should be. It was done on higher level enemies especially to try to negate the crazy high 80% damage reduction you get from armor. That's why Draugr death overlords with ebony bows and arrows can rape your health bar in a matter of 3 hits, even at 80% damage reduction.

-I couldn't get far at 300 weight at high levels, glass and ebony weapons weight anything from 14-26, on top of everything else, such as potions, I would be maxed halfway through most dungeons. I have 435 carry wieght and frequnly find myself needing saint jiubs locket in order to not get over-encumbered because of all the valuable crap.

-Your skill does very,very little to actually influence your damage, I thing going from a base of like 20 to 100 raising your damage by like 5. skill in Skyrim is nearly a null factor, and I dont count it because it provides almost nothing, furthermore, perks are part of your skill. your theory that the inverse of my hypothesis is the thing that is actually right is only true because you count a null factor as a real factor.

-It isn't an excuse, its how the damn game works.

-potential spells =/= vanilla spells. There is a large difference between the two, do not confuse them.

Spell making is not the same as perk adding in Skyrim, that is terribly disingenuous. Spell making allows for the creation of custom spells with any effects you could choose mashed together. Perks allow for pre-determiend upgrades to be added to spells. Skyrim's perk system is the equivalent of buying Flash Bolt, to replace your flare spell. It is not in any way, shape or form, like spell making.

You are purposefully tipping the scales in your favor.

-Which was the point I was trying to make, Oblivion only seemed to have more spells because it had tons of copies of the same spell. the original point that started this was that Skyrim supposedly had fewer spell then Oblivion, which it really doesn't.

-Spellmaking =/= perks.

Danceofmasks said:
Some time later, you make 1 potion of fortify smithing. Along the way, the potions you make get increasingly more valuable, so you have 100 alchemy in addition to the +billionz% fortify smithing.
Which is exploiting, and not exploiting prevent you from doing that.
 

Auron

New member
Mar 28, 2009
530
0
0
SajuukKhar said:
Anthraxus said:
Action games have been around forever.
Except during the time when technological limitations prevented action heavy RPGs from working well.

The only person who is "spewing nonsense" are people who deny the reason why D&D is the way it is.

D&D the boardgame only exists in the form it does because it is impossible to accurately simulate a person's ability in a boardgame, and thus the use of proxy systems is needed, not because it is some holy-pure-and sent by god-perfect RPG system, and had it been possible to accurately simulate a person's ability in a boardgame, there is no doubt it would have been made that way.

and video-games that use the D&D system only do so because
1. Video games were unable to do large scale RPgs in any other form and not suck chunks.
2. Because people hate change and will cling onto systems, no matter how outdated, simply because they are more use to it, and not because they are more "deep" or "complex".

And that will never stop being fact.

I know I'm in way late for that discussion but I think I'll weigh in anyway, trying not to be an asshole like the other guy here but: Why can't people like a good old D&D based game? It doesn't have to be limiting. While I see the interface, the graphics, the lack of mouse scrolling or the default speed as limited by the time when say Baldur's Gate came out I do not fault the system at all. Turn based(or real time with pause) is as valid as a more actionish "RPG" game.

Your point makes it sound like X-com, Civilization, Heroes of M&M, Syndicate should all turn into fps or rts franchises too, turns and dice-based rulesets are options not limitations. It doesn't mean I'm defending rpgcodex-like people who think anything made after ultima 2 is terrible and should be burned, but you can't just get a bunch of old games which all could be better in more than one area nowadays through advancements in various fields and say they're bad because of old-fashioned systems. What's bad about Daggerfall is mostly execution, lack of features, a very slow gameplay and an unbearable graphic engine, what's bad about Torment or Baldur's Gate? lack of modern features and that's all I can think of to be fair. Not like I haven't played them recently either but I don't see myself as a grognard so I don't think I'm (at least not much) biased here.

There is sadly less and less emphasis on dialogue in modern RPGs, perhaps that annoys a lot of players as well. The last one I can remember that was spot-on was New Vegas and that's been a while now. Many people comepltely hate the dialogue wheel on ME and DA too but it's still much better than TES, though to be completely fair dialogue was never TES strength.
 

freakonaleash

Wheat field gazer
Jan 3, 2009
329
0
0
By bad back story do you mean the whole dragonborn Alduin thing? Because I thought the civil war back drop was a really good story piece.
 

Ron Mexico

New member
Dec 3, 2012
2
0
0
There have been maaaaany threads on this topic going back to 2006, if not earlier. Aside from the very pressing issue of self-definition involved, I suppose the reason for that is that there's some truth to what nearly everyone says about this issue. Bethesda have never claimed that the games are the same, take the same approach, etc., and have been reasonably open that they were pursuing 4-5 million copies sold and wanted to make changes they believed were needed to get there. I also agree that *in general* quest lines are less interesting from Morrowind->Oblivion->Skyrim, although I like Skyrim's main quest more than Oblivion's, and like both V and IV's Thieves' Guild better than III. I'm not sure there is a Mage's Guild quest line in Skyrim, but people say there is and I guess I believe them. But I prefer Skyrim's level-up system to both III and IV, esp. IV, because it by an large gets out of your way: you play, and pick perks as they seem useful to you, and don't spend a bunch of energy controlling your level-up like Gene, the Anal Retentive Gamer. And I'm pretty sure no one wants to go back to the 24-hour convenience store model of NPCs from Morrowind. I *would* like richer lore somewhere in the quest lines, preferably in the main quest. But it seems to me like we can, you know, tell Bethesda people what we want and hope they listen, rather than, say, hold our breath until we turn blue and buy ES VI anyway. And to be clear, saying that RPGs no longer exist and that RPG gamers have been hopelessly sold out and that anyone who enjoyed playing game X more than game X-2 is totally not an RPG gamer is the equivalent of holding your breath until you turn blue.
 

Innocent Flower

New member
Oct 8, 2012
90
0
0
freakonaleash said:
Because I thought the civil war back drop was a really good story piece.
Not at all. you'd have all these stupid pricks shouting out their opinions on a controversial war. Some characters don't even do anything OTHER than support part of the war.

The portrayal of the thalmore is so one sided and pathetic. Evil voices and evil looking clothes. Im sure the Nords could still worship talos and have the imperials turn a blind eye to it all. every now and then a thalmor agent could go missing too. But it's just so... why would the altmer care about a sparsely populated country on the other side of a continent?
 

Jynthor

New member
Mar 30, 2012
773
0
0
Asmodeus said:
Sounds like he likes action/adventure games more than RPGs. This pic tells all you need to know about what happened to the ES series.

Sigh, I miss that journal, finding everything on your own had its own sense of reward which made the experience that much better.
 

Joccaren

Elite Member
Mar 29, 2011
2,597
3
43
6_Qubed said:
Yeah, console player here. That's not changing anytime soon, I'm afraid, so modding is sadly not an option. At least not until the glorious PC-gaming master race can figure out how to create downloadable mods for consoles, which just between the two of us I don't think they're smart enough to do. ;)
Hehe, there have been discussions as to how it could be done, but consoles wouldn't be able to run many mods, and you'd have to find a way to get it past Microsoft's Certification process, and you'd likely have to have Skyrim installed to the harddrive as well.
Biggest blockade of all is Microsoft. If you could download mods easily onto a console, there are already automated installers that could be modified to send the files to the right place, you'd just need a way to get them onto the consoles, and MS will be wanting money for that =/

SajuukKhar said:
-Going PC only would just the ES franchise would have to end entirely, there is no way for them to recoup the cost of making a game even half of Skyrim's size from the PC alone.
Says our resident economist right here. Look, we have no idea whether TES could survive on purely PC or not. The cost of making TES games would drop a lot if it moved to PC only, however their target audience would also drop. Considering the success of Skyrim on all platforms, they could probably make it. I agree going PC only would be a bad idea, though it is the one thing with a chance of effectively fixing the problem we were talking about.

-Not really, because if you replace the bleed/critical damage/armor piercing perks with something else you end up with "warriors/mages/thief having bleed/critical damage/armor piercing damage, and warrior getting +one bonus power", from a previous system of "warriors/mages/thief having nothing, and warrior getting +one bonus power".

We go from everyone having the same thing, but warriors having one bonus power, to....... everyone having the same thing, but warrior have one bonus power, how does that solve anything again?
Weapon diversity. Start a new game. Pick up a mace, a sword and an axe. Swing them. Other than a slight [0.1 a piece] difference in speed, and a slight difference in damage, is there any difference between them?
No. Now, if the mace had even a 15% chance to pierce armour, sword had a 7% chance to critical and the axe did a somewhat scaled version of what it does [Bleed damage I think], there would be a fair difference between them. Again, remember what this discussion was about at the start, as it will generally continue along those lines.

-That still lessons overall character diversity, and since mages and thieves dont use those weapons anyway, why should they care if they have those powers or not?
Early game warriors now have weapon diversity. Early game all 1 handed weapons are basically the same, same with all 2 handed weapons. There are slight differences, but its similar to a character who starts off with 100 stamina and one who starts off with 110 stamina being compared. There really isn't much difference.
This also starts a slight counter system off at the start of the game. Armoured enemies are weaker to maces, unarmoured are weaker to swords/axes overall.

As it stands now, a warrior goes from getting zero armor piercing damage, to 75% armor piercing damage. With your system they would go from a base 25% to 75%. That lessons character diversity for no real reasons when mages and thieves wouldn't use those weapons anyways, and warriors will pick the one weapon they do like and take the perks in that part of the tree ignoring the other two meaning that they aren't really, if ever, affected by the lack of special pwoers on those weapons to begin with since they were never using them.
I wouldn't say that lessens character diversity. It merely lessens the overall effect of that diversity. You still have your characters with high armour piercing vs ones with low armour piercing. The difference between them is slightly less, of course, however it can be slightly increase too without much lost [Not by increasing late armour penetration, but by decreasing base for each weapon].

-Most people dont make it to 50, steam achievement stats put it at 21%, let alone find way to roleplay to advance skills past 50. Its frankly a moot point.
Most people never finish any given game *shrugs*
Most people are irrelevant to this discussion as we can only talk about personal experiences with any sense of authority.

-A system based on that would destroy the unique stagger ratios different item classes has.
Could you please explain exactly what you mean by this?
If you mean the difference in stagger, as a %, between axes, swords and maces, that should be preserved unless the item weights aren't balanced in vanilla. Moving up a tier, everything should change by a percentage. I'm not going to bother doing the math, but that percentage should effect both maces, axes and swords equally in the weight/damage department. Because of this, it will also scale the stagger, which is based off the weight, appropriately. All it will end up meaning is that your iron mace won't stagger as much as a much heavier Daedric Sword, though a Daedric mace should still stagger x% more than a Daedric Sword, much like the iron mace staggers x% more than an iron sword.

-Enemy mages, with their crazy +2X damage perks, can do a ton of damage quickly, even if you try to get out of the way, and arrow have a auto-aim function to them.
And I still manage to dodge 95% of arrows [Only times I get hit is when blocking with a shield to grab the arrow it drops, or when trying to shoot them with my own arrow], and the only spells that hit are the ones that do negligible damage because they travel instantly. Granted spells like Frost Storm leave a trail that is very dangerous behind them, but jumping over them is possible and an effective strategy to avoid the damage they would deal.

-Even with 400 stamina, I can get maybe 3-4 power attacks off with my dragonbone sword before my stamina is entirely drained, and when dealing with enemies with 800+ HP, that makes combat tediously long because of the waiting.
Stamina potions. Believe it or not, they are in the game for a reason, even if you rarely ever end up using them. Going for a massive spree of power attacks they are a godsend, and when combined with slow down time they really are amazingly helpful.
-And then slow time ends and your back to where you started, it doesn't help that enemy NPCs almost never use power attacks either. Ive only ever seen boos bandits use them.
You're back where you started, minus some health on your enemy thanks to them completing their power attack whilst you attack them. Also, you're rather lucky/unlucky if enemies never power attack you on master difficulty - they do it all the time against me,
-Paralysis only has 15% chance to apply, it can sometimes take upwards of 10 arrows before I get one, and ive gone through entire battles with 10 opponents only getting it once, its hardly reliable.
If you're up against 10 opponents you've installed a mod or done something wrong to kite a large number of enemies into one area. Also, thanks to power shot which has a 50% chance of activating, you don't need the paralyse to stop enemies from getting to you - its just an addition on the side that takes an enemy out of the game for 5-10 seconds, rather than 1-2.

-Enemy archers, who have the highest +damage perks, can shoot you from a farther distance then you can hit them with spells, and their melee protects body blocking makes getting to them difficult, so go ahead, stagger that nelee dude, that archer will pick you off in the meantime.
Which is why you learn to dodge. Its really not that hard, unless you're standing still.
-Playing the game the way the developers let you does not mean the game was designed to be balanced in that way. Bethesda lets you do whatever you want, including potion spam, and enchanting powerups, but that doesn't mean they designed all the systems in the game to fit potion chuggers. It is an exploit becuase the game wasnt designed to be able to counter it.
Where is your evidence that they didn't intend potion chugging?
The way that potions are designed, they are meant to disappear from your inventory quickly when you need health. Just because its OP doesn't mean the developers didn't design it with that in mind. They didn't have to design it to be OP, they just had to not think about the implications of what skilled players who didn't need to use a lot of potions, or who were willing to spend time making a lot of potions, would get out of the system.
There is a clear difference between potion chugging and the enchanting loop. The former is something the game was designed to allow you to do, but was poorly balanced, whilst the later was something the game wasn't designed to allow you to do, though you are able to thanks to the way multiple systems play together.

-When you said +weapon damage, I thought you mean the actual +weapon damage perks. and even with 188% damage, that would take a 75 damage dragonbone sword up to 144, and considering that high level enemies have 800+ HP, that still means its gonna take several hit for you to take them down.
Not 188% damage, +188% damage - I.E: The perks in the One handed tree give you +100% damage at maximum level. Hence 75+75*1.88=216.
That takes you from 11 hits to kill to 4 hits to kill.

-Enemies do crazy damage with those spells because most NPC enemies in the game have hidden +damage perks that multiplies their damage by 2, and even 2.5, times what it should be. It was done on higher level enemies especially to try to negate the crazy high 80% damage reduction you get from armor. That's why Draugr death overlords with ebony bows and arrows can rape your health bar in a matter of 3 hits, even at 80% damage reduction.
Indeed, yet it doesn't explain the peculiar behaviour of the damage application for Frost Storm. Even on the lowest difficulty levels you can get instagibbed by it with high health, and you can instagib enemies with it on Master at times. A direct hit from the spell under the right conditions seems to apply ungodly amounts of damage within the space of a tenth of a second. I can understand seeing my healthbar go from 400-0 in a second or two with that spell being cast on Master and direct hitting me whilst I'm blocking with 300 or so armour and an extra 20% damage resist, but to not even have my health bar pop up, just a death screen, is a little odd.

-I couldn't get far at 300 weight at high levels, glass and ebony weapons weight anything from 14-26, on top of everything else, such as potions, I would be maxed halfway through most dungeons. I have 435 carry wieght and frequnly find myself needing saint jiubs locket in order to not get over-encumbered because of all the valuable crap.
You are, IMO, over looting then. An Elven sword sells for something like 120 gold. Glass maybe 140, dependent on how much you've been putting into your speech skill. That is nothing compared to what you can loot from dungeons, such as an Iron sword of +10 flame damage that sells for 300, or things even better than that. Early game, sure, pick up Glass and Elven weapons to sell. Once you're able to use the equipment yourself, however, stop, because its not valuable any more, and trying to sell it all will just waste your time as all merchants become broke after 1 moderate class enchanted weapon is sold to them, and trying to sell a bunch of normal weapons on top of that will take days thanks to how little money merchants have. Picking up all sorts of weapons like that is asking to be encumbered, and later in the game is pretty much the same as picking up all the bowls and stuff in a given dungeon. Save your loot space for the actually valuable stuff, and you'll earn riches fast without over encumberancing yourself.

-Your skill does very,very little to actually influence your damage, I thing going from a base of like 20 to 100 raising your damage by like 5. skill in Skyrim is nearly a null factor, and I dont count it because it provides almost nothing, furthermore, perks are part of your skill. your theory that the inverse of my hypothesis is the thing that is actually right is only true because you count a null factor as a real factor.
Each skill point grants a 0.5% bonus to damage, so at level 100 you deal 50% more damage thanks to the skill itself. That is half the bonus given by the perks, and a fair amount overall.

-It isn't an excuse, its how the damn game works.
Really?
Your evidence to back this up?
In the Creation Kit Augmented Flames is a "Modify Spell Magnitude" effect of multiplying original magnitude by 1.25 to get the new magnitude.
Intense Flames and the stagger set a boolean to true, telling values which are ALREADY IN THE BASE SPELL to start doing something. Its not a matter of replacing a blank effect with a new one, its a matter of telling an effect it can now activate. If you have the Creation Kit, check the Fireball spell. It has three effects: Fireball: Health, Perk Impact Stagger and Intense Flames Route: Confidence.
Neither of our comparisons were accurate in the end, and a car comparison doesn't hold up at all in this case. If anything it'd be more better fuel being added into the car and tire boots being taken off the wheels, but even that doesn't quite work.
Don't make claims about knowing how the game works without backing them up.

-potential spells =/= vanilla spells. There is a large difference between the two, do not confuse them.
And yet when talking about overall spell variety, both must be counted for it to be a true comparison.

Spell making is not the same as perk adding in Skyrim, that is terribly disingenuous. Spell making allows for the creation of custom spells with any effects you could choose mashed together. Perks allow for pre-determiend upgrades to be added to spells. Skyrim's perk system is the equivalent of buying Flash Bolt, to replace your flare spell. It is not in any way, shape or form, like spell making.
I'll cover this later on where you repeat this.

You are purposefully tipping the scales in your favor.
As are you.

-Which was the point I was trying to make, Oblivion only seemed to have more spells because it had tons of copies of the same spell. the original point that started this was that Skyrim supposedly had fewer spell then Oblivion, which it really doesn't.
Fewer spells... IDK, I'd have to actually check the spells in Oblivion and Skyrim to know.
Spell variety though, from the way the spell making system is described, has been dropped down some in Skyrim because there is no longer the potential for a player to have the spells that could be made therein with different effects to the ones Bethesda made, and not just in the magnitude department.

-Spellmaking =/= perks.
Spellmaking = adding spell effects together
Perks = activating spell effects
If we count one of them as more legitimate of being a new spell, its spell making. If you want to insist that Perks are replacing or adding new effects, then both are equally deserving of being legitimately counted as new spells, as they are both just playing around with spell effects rather than actually being their own, independent, Bethesda designed spell. I don't care how they mechanically work towards playing around with those spell effects, at the base they both play around with spell effects rather than anything else.
 

6_Qubed

New member
Mar 19, 2009
481
0
0
Joccaren said:
6_Qubed said:
Yeah, console player here. That's not changing anytime soon, I'm afraid, so modding is sadly not an option. At least not until the glorious PC-gaming master race can figure out how to create downloadable mods for consoles, which just between the two of us I don't think they're smart enough to do. ;)
Hehe, there have been discussions as to how it could be done, but consoles wouldn't be able to run many mods, and you'd have to find a way to get it past Microsoft's Certification process, and you'd likely have to have Skyrim installed to the harddrive as well.
Biggest blockade of all is Microsoft. If you could download mods easily onto a console, there are already automated installers that could be modified to send the files to the right place, you'd just need a way to get them onto the consoles, and MS will be wanting money for that =/
I have a phrase in mind. It just occurred to me, and I don't know if it's brilliant or soul-damning, so I'm just going to put it out on the metaphorical table to be judged by itself:

Fan-created Micro-DLC

Joccaren said:
SajuukKhar said:
-Going PC only would just the ES franchise would have to end entirely, there is no way for them to recoup the cost of making a game even half of Skyrim's size from the PC alone.
Says our resident economist right here. Look, we have no idea whether TES could survive on purely PC or not. The cost of making TES games would drop a lot if it moved to PC only, however their target audience would also drop. Considering the success of Skyrim on all platforms, they could probably make it. I agree going PC only would be a bad idea, though it is the one thing with a chance of effectively fixing the problem we were talking about.
I disagree with your fix, and not simply because my shitty laptop can't play Skyrim, while my XBox can. (I hunted down what was being fixed, to make sure I was on the same page.) Why would the publisher go the "create an entire vast city full of beautiful NPC snowflakes to fill the void of one's passing" route, a feat which requires the vast computing power of a dedicated PC, when "flag the shopkeepers as essential" would solve the same problem without cutting away 2/3 of the consumer market? (I'm dividing along PC/XBox/PS3 lines, because good luck getting any two of those groups to commiserate.) Simply put, a fix that fixes one problem while creating more problems is not a good fix. And the fix you're suggesting would go totally unnoticed by PC gamers who, being gamers of any stripe worth their salt, would just find something else to ***** about, like bears not being dangerous enough or something. The console kids, on the other hand, will take umbrage with the large looming shadow of the giant middle finger being pointed in their direction, and "Fuck Literally All Of Bethesda's Shit" shall become the trendy economic model of the day.

However in fairness, this is largely my opinion, supplemented by exactly one semester of Microeconomics.

On a completely unrelated note, fuck this advert-captcha bullshit. I will go out of my way to never buy any of these things, just because they mildly inconvenienced my forum experience. I am very petty.
 

Joccaren

Elite Member
Mar 29, 2011
2,597
3
43
6_Qubed said:
I have a phrase in mind. It just occurred to me, and I don't know if it's brilliant or soul-damning, so I'm just going to put it out on the metaphorical table to be judged by itself:

Fan-created Micro-DLC
Yeah, but as said, MS is going to want money for that. Putting anything on XBL and likely PSN costs money. Updates for indie games rarely happen because MS tries to milk money out of that, DLC has to pass through Microsoft's certification process or W/E, and they'll charge money to let that happen. If MS/Sony were willing to host fan made DLC for free on the XBL/PSN drives, and allow people to freely download and install it, modding could work on consoles to a limited extent. Sadly, I get the feeling that's never going to happen.

I disagree with your fix, and not simply because my shitty laptop can't play Skyrim, while my XBox can. (I hunted down what was being fixed, to make sure I was on the same page.) Why would the publisher go the "create an entire vast city full of beautiful NPC snowflakes to fill the void of one's passing" route, a feat which requires the vast computing power of a dedicated PC, when "flag the shopkeepers as essential" would solve the same problem without cutting away 2/3 of the consumer market? (I'm dividing along PC/XBox/PS3 lines, because good luck getting any two of those groups to commiserate.) Simply put, a fix that fixes one problem while creating more problems is not a good fix. And the fix you're suggesting would go totally unnoticed by PC gamers who, being gamers of any stripe worth their salt, would just find something else to ***** about, like bears not being dangerous enough or something. The console kids, on the other hand, will take umbrage with the large looming shadow of the giant middle finger being pointed in their direction, and "Fuck Literally All Of Bethesda's Shit" shall become the trendy economic model of the day.

However in fairness, this is largely my opinion, supplemented by exactly one semester of Microeconomics.

On a completely unrelated note, fuck this advert-captcha bullshit. I will go out of my way to never buy any of these things, just because they mildly inconvenienced my forum experience. I am very petty.
A couple of things first, though I do fundamentally agree with you.

Firstly, it needn't be too much effort be put in to make such a system work. If you have played Spore you'll likely remember that every creature in the Tribal Stage received its own generated name for each tribe, and there was a name generator in naming your creatures that would provide you with a name if you could come up with none. There are also "Randomise" features in games like the Sims which will randomise the appearance and traits of a character. Combining these 2 systems you now have a way to make an infinite number of NPCs whenever you want. Set it to run off the same seed every game and each and every NPC generated will be the same for each playthrough, and each game bought. The devs need to put in little work for this, and it can deliver an infinite number of results.
Of course, there is the issue of voicing and dialogue, which would likely run off a few lists that would be given to a generated NPC based off their job, gender and race, though like the Oblivion issue people would quickly become tired of hearing the same voice given to every person in Skyrim. This could be avoided by hand crafting each NPC, but as pointed out that is prohibitive in the time and cost department for the devs.

Secondly, it wouldn't be too hard to run. Consoles couldn't manage because they are some seriously outdated tech that struggles to get Skyrim at 30FPS at sub-HD resolutions [Generally 980*716 or lower instead of 1024*720. Small difference, but I know someone is going to try and call me up on that], and who have little enough RAM as is - the PS3 has been having numerous problems with Skyrim in general thanks to this. Really, a PC of decent calibre built in the last 3-4 years could handle it if properly optimised. Much like how Skyrim has 128*96 or something chunks that it will load in a 7*7 grid around the player normally [3 chunks in all directions from the player are loaded, can be modded on the PC stable up to a 19*19 area - 9 chunks on all sides of the player are loaded] so that the large amount of NPCs, buildings, terrain ect. aren't all loaded at once, you could do a similar thing for a city. Dependent on how cramped and active it was would depend on what level of system would be able to run it - a highly populated city with high population density would take a good PC to run, but a highly populated city with low population density could be run on much weaker builds thanks to not everything having to be loaded at once. The a similar sort of thing is done for rendering what you can see in dungeons that could act as another form of optimisation to allow it to run on more systems.

As said, however, I do fundamentally agree with you. It is not an action that Bethesda should take, either from a business perspective or from a respect of fans perspective. Its too risky for the former, and too dicky for the latter. It is, however, a solution that would likely stop people complaining about all the NPCs dying/being essential and unable to be killed, though they would, of course, then move onto one of the many other things that is already being complained about.
 

6_Qubed

New member
Mar 19, 2009
481
0
0
Joccaren said:
word-pruning
And yet I have heard things about a game on PS3 called Little Big Planet, with fan-created levels being most of the selling point. Yes, the game is specifically built around this, but to my understanding the only thing motivating a potential level-builder is love of the game, and also bragging rights to a degree. Makes a fellow think...

Joccaren said:
more word-pruning
I don't think I made something clear earlier. Before I got it, my laptop had been sitting for months in the back of my former boss's pickup truck (in the box, thankfully, but it was still back there.) The native keyboard is thrashed (physically. Device Manager says it's fine) and I have a USB one equipped right now. One corner is literally being held closed with Gorilla Tape. It chugs when I have VLC, Firefox, and Skype running at the same time. I do not PC game.

(Though I have played Spelunky, Dungeon Crawl Stone Soup, and I tried my hand at the Project Zomboid demo before the slowness and soundlessness got to me.)

Which is not to say I wouldn't if I had the resources available. As it is, the only reason I even have a computer of my own is because the damn thing was free. (I call it "Wreck-Gar".) I dream of having two computers, one for regular computering (SHUT IT'S A WORD NOW) and one for dedicated PC gaming. Though aside from PC-only titles, the only incentive I've seen for playing a game on PC instead of console is bikini mods and pornstar implants and child murdering.

...I've gone off on a tangent.

Your fix does sound possible from a hardware perspective, what little of it I could understand. My experience with fiddling around with the insides of PCs is largely restricted to blindly adding hard-drives, RAM, and wireless modems, and then praying to the ELDRITCH GODS OF COMPUTERS to make my horrid abomination work. Taking college courses though, so maybe I'll get better.

...Tangent again.

POINT IS the whole "randomized citizens" thing poses the problem of not being able to connect with the characters outside of the one game. Myself, I married Ysolda the merchant girl from Whiterun both times I had the opportunity, not because I liked the random collection of features that had assembled itself into a unique character, but because I liked Ysolda.

Though I wouldn't mind seeing her in a bikini and pornstar implants after a long day of child murdering.
 

Joccaren

Elite Member
Mar 29, 2011
2,597
3
43
6_Qubed said:
Though aside from PC-only titles, the only incentive I've seen for playing a game on PC instead of console is bikini mods and pornstar implants and child murdering.
To be fair there are a lot more mods for Skyrim than just that set. Those are just the ones controversial enough to get mentioned on forums often, whereas combat improvement mods, levelling improvement mods, weapon balancing mods, graphics mods, more player homes, extra followers - ect. make up the vast majority of mods out there.

My experience with fiddling around with the insides of PCs is largely restricted to blindly adding hard-drives, RAM, and wireless modems, and then praying to the ELDRITCH GODS OF COMPUTERS to make my horrid abomination work. Taking college courses though, so maybe I'll get better.
To be honest that is the extent of physical toying around with computers these days. Open it up, take the old thing that looks like what you're holding out, put the new one in, close, turn on. Picking what to get is a little more difficult, but that's only if you're upgrading the Motherboard/CPU, in which case you just need to match a couple of letters and numbers in the names of each to be sure they'll work, but things like graphics cards you just pick the highest number you can and buy that one. Computers are nowhere near as hard as the used to be, though it does still require some time and effort to learn what you're actually doing, rather than just following some basic common sense and hoping for the best.

POINT IS the whole "randomized citizens" thing poses the problem of not being able to connect with the characters outside of the one game. Myself, I married Ysolda the merchant girl from Whiterun both times I had the opportunity, not because I liked the random collection of features that had assembled itself into a unique character, but because I liked Ysolda.
I'm pretty sure I touched on this, but it may have gone over your head a little. Either that or I'm missing the point of this.
Every NPC generated in one playthrough of the game would be the exact same as its counterpart generated in the next. There would be a 0% chance of the character you married not appearing in the next playthrough, or in someone else's playthrough. Every single time anyone played the game, the exact same characters would be generated.
This is done by fixing the seed that is used to generate these characters to a set number, rather than doing a "Random Seed" which takes various ever-changing facts [I.E: Time to the milli/nano second] and adds/multiplies/subtracts/divides by other ever-changing features [Amount of time the game has been running to the milli/nano second] to get a relatively unique number every time it generates something.
Every 'random' generation that a computer does is pulled from this seed. Consider it like a deck of playing cards. The values you can get are written on the card, and every time you pull a card out you get one. In this analogy, the seed is the equivalent of how the cards are shuffled. If we have a seed that changes after every hand, or after every generation of a character, we will have a consistently randomly shuffled deck, which will lead to different cards in your hand each time you draw from the deck. If you shuffle the deck so that the cards are in the exact same order they were for that hand, or keep the seed the same, you will draw the exact same hand next time. In this way you can ensure that every character generated by the system will be the same in every playthrough.
In this case the best way to think of it is as a different method of storing NPCs. Normally you'll save some file with all the features of that NPC in the file, and you'll save one for each NPC, which stacks up quite quickly in both space and the amount of time it takes for you to design and make the NPCs. This way you just save a number, and have every NPC generated by the game using this number. Of course, this would require more processing power, and the generated NPCs would need to be saved somewhere - likely saved to the Harddrive during install, or in the .esp files for the game whilst in development which would solve the issue of processing power at the cost of maybe needing another disk. There could be an option to enable completely random NPCs, but if you so wished every playthrough would have the same NPCs.
 

endtherapture

New member
Nov 14, 2011
3,127
0
0
SajuukKhar said:
Nah cos you could have different enemies/armour types being vulnerable to different types of physical damage. That would be vastly more realistic and interesting than keeping this illogical perk system which promote the myth you call "diversity in Skyrim".
 

Auron

New member
Mar 28, 2009
530
0
0
At least not until the glorious PC-gaming master race can figure out how to create downloadable mods for consoles, which just between the two of us I don't think they're smart enough to do. ;)
Surely that has nothing to do with how closed the platform is? Or how Microsoft and Sony guys wouldn't miss a chance to capitalize on their mothers if it happened?
 

Zagzag

New member
Sep 11, 2009
449
0
0
TrevHead said:
Shame about Stalker though.
Really, you bring up Stalker in a thread about RPGs? I love those games to bits, but Stalker is the exact epitome of an RPG with all the RPG elements gutted out of it, which seems to be exactly what you were complaining about Bethesda doing to The Elder Scrolls.