I never had that experience in Morrowind, I mean, I love Morrowind, it's the game that got me into TES, but playing Morrowind, even for the first time, all I could think of while doing quests for factions was "whats the point of this again exactly?" and, "Why am I becoming guild master just by doing meaningless grunt work any half-assed idiot could do?"
I never felt like I earned my positions in Guilds in Morrowind, in Oblivion and Skyrim you DO something of note to earn your position.
In Morrowind its just like "you did 15 quests where we told you to collect plants.... YOU ARE GUILD MASTER NOW YEAH!!!!".
While I agree and can relate to the sentiment, I feel perhaps Skyrim went a bit too far in the other direction: while the guilds have a plot, it felt much too short. Maybe it's because I loved the Dark Brotherhood and Winterhold quests too much, but it kinda felt like : "welcome back from killing three hobos, New Recruit! Now let's discuss
Oh wow, can you tell me how you managed to skip the Dwemer-related and Vampire&nercomancy-related questchains that are required to complete to get a chance of replacing the arch mage, either violently or peacefully?
Oh oh wait, Imperial Cult, right? So did you bypass all the searches for legendary artifacts?
Telvanni? So you somehow didn't have to kill those inluential people from other great houses and get the votes of each Telvanni councilmember?
Temple... did those Daedric Princes give you their iconic items through mail?
You must be playing quite a heavily modded game. 15 plant collection quests, my god you have such a boring mod
Almost any plot can be rendered down into kill a guy, or get a thing, or be in a place. The problem with Oblivion is that the quest-lines don't interact with each other, and they don't have any larger meaning. In Morrowid they frequently overlap and interact. For example in Ald'ruhn there is a legion quest to catch a smuggler. The smuggler, Drinar Varyon is also involved in a Hlaalu quest. In addition becoming head of a Great House will later make becoming Hortator much easier.
So Morrowind questlines aren't substanceless, it's just that substance is orientated to contributing to the general gameworld over more self-contained plotlines in Oblivion.
The questlines shouldn't interact with each other, and Oblivion's questlines did have a larger, at least when compared to Morrowind's, meaning. Morrowind's questlines were "faf about, then become guild master", in Oblivion you actually saved the world of Necromancers, what you did was actually meaningful because it prevented something bad from happening.
What would have happened had you not done the Mages guild quests in Morrowind? nothing.
Ingjald said:
While I agree and can relate to the sentiment, I feel perhaps Skyrim went a bit too far in the other direction: while the guilds have a plot, it felt much too short. Maybe it's because I loved the Dark Brotherhood and Winterhold quests too much, but it kinda felt like : "welcome back from killing three hobos, New Recruit! Now let's discuss
I do agree, they did feel like they were too short.
Whats is sad is that each of the major questlines has quest systems in place that they could have used to pad out the questlines into something reasonable.
-The Companions could have used more radiant quests between the larger main quests.
-The Thieves guild could have made it more clear you need to do the side jobs to become guild master.
-There's about 5 more murder Nazir sends you on which they could have put before the Emperor killing.
-The college has one or two quests you could do, I forget what they are.
Norrdicus said:
Oh wow, can you tell me how you managed to skip the Dwemer-related and Vampire&nercomancy-related questchains that are required to complete to get a chance of replacing the arch mage, either violently or peacefully?
Oh oh wait, Imperial Cult, right? So did you bypass all the searches for legendary artifacts?
Telvanni? So you somehow didn't have to kill those inluential people from other great houses and get the votes of each Telvanni councilmember?
Temple... did those Daedric Princes give you their iconic items through mail?
You must be playing quite a heavily modded game. 15 plant collection quests, my god you have such a boring mod
All the Dwemer, and Vampire, related content is equal to flower picking because it leads into nothing and contributes to no larger plot, same with the artifact collecting,
-The artifacts had no reason to be collected
-Collecting them led into NOTHING but another quest
-Their collection contributed to NO LARGER GOAL.
Actually there were ways to complete the Telvanni questline without killing anyone, except like ONE guy, and still, becoming leader of a Great house MEANT NOTHING, it was a pointless title because doing so prevented nothing, and stopped nothing from happening.
-Collecting Wuuthrad, or the Staff of Magnus, or getting the Nightingale Armor in Skyrim, that was artifact collecting because it had a point, it actually contributed to a storyline.
-Dawnguard was a REAL vampire questline, because becoming a Vampire didn't just lead to some pointless quests, it had an overall purpose.
-Killing people for the Dark Brotherhood so you could murder the Emperor was FAR better then the Morag tong, DB in Oblivion, or the murders the Televani send you on, because it actually contributed to a larger goal.
All the stuff you listed in Morrowind are, ironically, perfect examples of what was wrong with Morrowind, it led nowhere. Everything in Mororwind's questlines was a series of unconnected, poorly justified, and meaningless actions that contributed to no larger goal besides getting to the next quest. It lacked any real purpose.
The questlines shouldn't interact with each other, and Oblivion's questlines did have a larger, at least when compared to Morrowind's, meaning. Morrowind's questlines were "faf about, then become guild master", in Oblivion you actually saved the world of Necromancers, what you did was actually meaningful because it prevented something bad from happening.
What would have happened had you not done the Mages guild quests in Morrowind? nothing.
Wrong on all counts. Questlines should touch on each other because that increases the perception of larger things working behind the scenes. Otherwise quest groups seem self contained and separate from each other.
The Oblivion Mages Guild is only significant if you join. Otherwise it's irrelevant and nothing happens. If you never join, you never know, and that's the problem. And once you complete the guild quests they might as well disappear into the aether from the story perspective. For the most part the Mages Guild, Fighters Guild and Dark Brotherhood add nothing to the rest of the story. Not even thematically.
On the other hand in Morrowind many quest touch on issues addressed in other quests. For example some Redoran quests involve Ash monsters sneaking into a Manor. This is linked to ideas brought up in the main quest (6th House Infilration). Working with the Great Houses can actually make the Hortator quests easier. Divayth Fyr is another example, as he's involved in the main quest, and several House Quests, thus (possibly) introducing players to Corpus disease in several ways. Some of these characters keep impacting on the plot, even after their questline has finished, in small ways. And this helps build the interconnectedness of the world.
....Err...I hate to be the one to burst your bubble, bud, but....it's spelled "Nerevarine", not "neverarine"...Sorry. >.>;;
It's just...I've just started playing through Morrowind (don't like it all that much; I think Skyrim spoiled me) and that's the only way I've seen it spelled...
OT: Unless you invest in Athletics early on, Morrowind is going to be a slog when you start.
My main issue with TES3 was the fact that exterior had loading screens every time you crossed cell boarder
So flying at speed of 800 was a bit annoying
Is there some mod that removes cells or at least decreases their number?
Actually, simply playing on a newer computer, even if you have tons of graphics mods, makes the loading times so short they're barely noticeable. So, while there isn't anything that directly fixes it, a decade of hardware improvements has dramatically improved this issue.
I tried playing morrowind but just couldn't get interested. There wasn't a darn thing to fight and the world felt incredibly empty. Every guard in the game somehow knowing what you did even though it should be impossible for anyone to know is a big screwup. I found certain quests almost impossible since I had no clue what NPC I was supposed to talk to and no npcs gave me any useful info.
I went to more than one city, even traveling around on foot most of the time and found...nothing. The game is empty and lifeless.
I tried playing morrowind but just couldn't get interested. There wasn't a darn thing to fight and the world felt incredibly empty. Every guard in the game somehow knowing what you did even though it should be impossible for anyone to know is a big screwup. I found certain quests almost impossible since I had no clue what NPC I was supposed to talk to and no npcs gave me any useful info.
I went to more than one city, even traveling around on foot most of the time and found...nothing. The game is empty and lifeless.
It sounds like you weren't reading carefully enough. I'm not trying to insult you here, but Morrowind requires more attentiveness than most games. It's really worth it once you get into it though, and I'd urge you to give it another try.
One of my favorite things is that most of the loot is always in the same place, which is great if you start a third or second character. I loved reading the Wiki about all the special items like the Daedric masks that are in hidden in impossible places.
In Morrowind, you could actually feel both incredibly powerful and terribly weak. I remember getting lost in Dwemer ruins with enemies above my level. I never felt such despair in Oblivion and I kind of missed it. Same goes for Skyrim. There's never any real danger, and there most definitely was in Morrowind.
I loved turning into a werewolf in Bloodmoon, Lycanthropy in general is something missed in Oblivion and the fact you can go into first-person as a werewolf in Morrowind makes it better for roleplaying than Skyrim werewolves.
But yeah, that goddamn combat. Spears are absolutely useless and you can't even come in contact with anything when spears are involved.
It sounds like you weren't reading carefully enough. I'm not trying to insult you here, but Morrowind requires more attentiveness than most games. It's really worth it once you get into it though, and I'd urge you to give it another try.
I don't take it as an insult, I expected a post like that and you could be right. I was frustrated at the game constantly crashing due to a memory leak so I may not have been as focused as I should have been. That doesn't change the emptiness of the world or the guards instantly knowing everything you did wrong even though it shouldn't be possible for them to know at all.
I am told that Skyrim does take care of some of the issues I had with Morrowind so I may give that a try someday. Just not anytime soon.
What do i love? Well the culture and architecture of the different areas. The wildly different wilderness types. Love the music. Love the rain and water effects. Love nothing is levelled up, so you can gain a Daedric weapon within 30 minutes of starting the game. I love what i call the hidden stories, where you enter a house, go to the basement and find a daedric shrine and you fine that hidden bit of story behind normality. Fact there is one set of daedric armour, makes it more special. Hidden stuff is awesome, how special loot is everywhere and is not dependant on you being level 50. There is also always fun stuff to find if you search and explore, i remember seeing a viking type burial in a long boat in a tomb. That was awesome. Better armour amounts like pauldrons and shoulder bits, also wearing robes over armour was good. More weapons and armour types like chitin and bonemold.
Basically, after Oblivion and Skyrim they are adding less stuff to their games. I played Morrowind 5 times, Skyrim i played once and i have no interest in playing it again as i found it boring. Maybe for the next TES game they should get the modders involved in creating extra content (weapons etc) for the game so on release it would be amazing. I always wish that for the GOTY versions they released on the 360 contained the top 20 mods on the disk.
I loved there legs and there walk, the weird waddle. lol. Seriously though, the games need more race specific quests or groups. Would make you more likely to play as those races.
It sounds like you weren't reading carefully enough. I'm not trying to insult you here, but Morrowind requires more attentiveness than most games. It's really worth it once you get into it though, and I'd urge you to give it another try.
I don't take it as an insult, I expected a post like that and you could be right. I was frustrated at the game constantly crashing due to a memory leak so I may not have been as focused as I should have been. That doesn't change the emptiness of the world or the guards instantly knowing everything you did wrong even though it shouldn't be possible for them to know at all.
I am told that Skyrim does take care of some of the issues I had with Morrowind so I may give that a try someday. Just not anytime soon.
I can't recommend Skyrim as a substitute for Morrowind. They're completely different, and if you care about my opinion, I hate Skyrim. But it's worth a try, as is Oblivion. I'm definitely in the minority for hating it.
I like the scribs and setting most of all and dislike cliff racers very much indeed.
When you get to Balmora, there's a great sword in one of the watch towers, possibly the one near Caius's house. You can steal it if you jump on top of the clutter next to the guard and crouch. It's on top of the wardrobe on the top floor. Enjoy!
Smithing, enchanting, and alchemy, are significantly less easy to exploit because they require that you spend a number of perks, of which there is a limited number of, in order to exploit them. Smithing by itself, and with one or two enhancing items, isn't that broken.
A dragonbone sword, the most powerful sword in the game, with 100 one handed skill, all the perks that increase its damage, and smithed to base legendary, which requires a 100 smithing skill and the dragon perk, which in itself takes at least 5 perks to reach, only does 75 damage.
High level Flamer have between 500-930 hp, high level Draugr have health in the ball park of 1,000-1,400, and higher level dragons have 3,000-4,000 hp.
75 damage isn't that much, and even with 3 items that give +25% smithing power, which is the highest increase a base game item can raise a skill, you will only get the sword up to 100 damage, which still isn't that much.
Smithing it itself isn't broken, its only broken once you use alchemy/enchanting feedback loops to increase your skill by like 50000 points, which requires you spend a large number of perks in both enchanting and alchemy in order to do.
custom spell making is too easy to exploit, the only way to not make it exploitable is to gut it until there's so little left that it might as well not exist.
Well my first time playing morrowind went a little like this
character creation
cave outside start city
first monster! fighting time
*miss*
*miss*
*miss*
*miss*
Dead, my file didnt save so i just dropped it right there thinking it was a game where you just had to "be there"
Smithing, enchanting, and alchemy, are significantly less easy to exploit because they require that you spend a number of perks, of which there is a limited number of, in order to exploit them. Smithing by itself, and with one or two enhancing items, isn't that broken.
A dragonbone sword, the most powerful sword in the game, with 100 one handed skill, all the perks that increase its damage, and smithed to base legendary, which requires a 100 smithing skill and the dragon perk, which in itself takes at least 5 perks to reach, only does 75 damage.
High level Flamer have between 500-930 hp, high level Draugr have health in the ball park of 1,000-1,400, and higher level dragons have 3,000-4,000 hp.
75 damage isn't that much, and even with 3 items that give +25% smithing power, which is the highest increase a base game item can raise a skill, you will only get the sword up to 100 damage, which still isn't that much.
Smithing it itself isn't broken, its only broken once you use alchemy/enchanting feedback loops to increase your skill by like 50000 points, which requires you spend a large number of perks in both enchanting and alchemy in order to do.
It is broken, its extremely easily grindable and it provides insane bonuses, add to that that all the materials required are prety common, talk about balance then you can get a legendary daedric "whatever" before level 25, and you don't even have to try, and by the time you get to the high level monsters you'll not only have ridiculous gear but also basically infinite health potions, you don't even need to put points into alchemy for it to be OP, and I didn't even use enchanting, as I could just tear trough everything wielding and wearing legendary EVERYTHING at master dificulty.
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