Skyrim DLC: Crossbows and Snow Elves? (Rumour)

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SajuukKhar

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No offense but a large percentage of morrowind's weapons and spells were overly redundant, they existed solely for the sake of existing rather then proving new gameplay elements.
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Furthermore I replayed Morrowind not 3 months ago, for about the 20th time, and I can safely say I am glad Skyrim isn't like it. the god awful leveling system, the shittastic combat system, the incredibly useless map and NPC directions.

Lets also not forget how unbalanced the armor system was. Magic cloths + magic armor + magic robe + rings + amulets it was a nightmare of unbalance.
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Also attributes are still in Skyrim, it has been shown time and time again that the so called "removal of attributes" in BS. All functions attributes servered, with the exception of luck, are in skyrim in other means.
 

Jake0fTrades

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Don't much care about the Snow Elves or Vampires. It's the crossbow bit that's interesting me.

You'll be able to load a crossbow and save the bolt for later. Basically we're just outdating the bows and moving one step closer towards guns.
 

SajuukKhar

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Mick Golden Blood said:
The only thing people used spellmaking for was to making absurdly overpowered spells that cost nearly nothing. While I do wish it was back, I can understand what it was removed.
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Na the leveling system was broken, especially how the skill trainers interacted with it. Unlimited skill trainers per level? god so broken.

Also if you dont see what the problem is with being able to look directly at something, have a 100 blade skill, hit the attack button, and miss because a random unseeable diceroll said you did then..... well there is no hope.

The map was useless because you didn't mark 99% of places when you found them, furthermore NPCs directions usually consisted of "the cave you are looking for is west of X and north or Y", when in reality is was more like "3 times as far west of X then it is north of Y". It was a common complaint at how nearly unfindable things were.
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How does having 20 pieces of magic gear make the game unbalanced? how does opening up the console and giving yourself 100% resistance to everything, make the game unbalanced?

If you had even formerly good enchantments on your armor+clothes+robes you became untouchable.
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Oblivion: Agility: Affects your total Fatigue, damage dealt by ranged weapons, and your steadiness in combat.
Skyrim: fatigue is raised via level ups, ranged weapon damage is affected by the bow skill/perks, steadiness in combat is affected by perks

Oblivion: Endurance: Affects your total Fatigue, as well as your starting health and your health gain upon leveling up.
Skyrim: as mentioned before fatigue is raised via leveling up, as is health. the only part of fatigue is missing is the very slight increase in health gain you get

Oblivion: Intelligence: Affects your total Magicka.
Skyrim: magicka is raised by leveling up

Oblivion: Personality: Affects your ability to gain information and better prices from NPCs.
Skyrim: ability to gain information, and price of objects is raised by speech skill and speech perks, furthermore doing quests for NPCs raises disposition

Oblivion: Speed: Affects how fast you move.
Skyrim: Race and gender affect how fast you move

Oblivion: Strength :Affects your total encumbrance, your total Fatigue and the damage done by melee attacks.
Skyrim: encumbrance is affected by fatigue, fatigue is raised via leveling up, melee weapon damage is raised by the skill itself and perks

Oblivion: Willpower: Affects the rate at which Magicka regenerates, as well as your total Fatigue.
Skyrim: magicka regen rate is affected by total magicka, fatigue is raised by leveling up

The only attribute not to make it from Oblivion into Skyrim is luck. All other attributes had their functions merged with other, more reasonable, tings.
 

katsumoto03

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My problem with the snow elves/falmer is that your only interaction with them begins and ends with slaughter in dark caves. Sure, they have a pretty nifty backstory, but it never comes to anything in the game. All the cool parts of their history is mentioned in a few books. If you actually talked with some falmer, I'd be able to have some sort of sympathy for them.
 

Jynthor

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SajuukKhar said:
No offense but a large percentage of morrowind's weapons and spells were overly redundant, they existed solely for the sake of existing rather then proving new gameplay elements.
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Furthermore I replayed Morrowind not 3 months ago, for about the 20th time, and I can safely say I am glad Skyrim isn't like it. the god awful leveling system, the shittastic combat system, the incredibly useless map and NPC directions.

Lets also not forget how unbalanced the armor system was. Magic cloths + magic armor + magic robe + rings + amulets it was a nightmare of unbalance.
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Also attributes are still in Skyrim, it has been shown time and time again that the so called "removal of attributes" in BS. All functions attributes servered, with the exception of luck, are in skyrim in other means.
Hey now, I loved those directions, I never got lost using them(Well, there was this one time when I had to google a place but it turned out it was right over the hill... Yeah.
The satisfaction of finding locations on your own using NPC directions was great and I preferred it immensely over "follow the arrow"

And before you go: "Just turn off the quest markers, derp!" I can't because the NPC's don't give directions!

Edit: Also, Skyrim doesn't have speed in any way shape or form, I wish we still had attributes. I also miss a great deal of skills.
 

SajuukKhar

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Jynthor said:
Hey now, I loved those directions, I never got lost using them(Well, there was this one time when I had to google a place but it turned out it was right over the hill... Yeah.
The satisfaction of finding locations on your own using NPC directions was great and I preferred it immensely over "follow the arrow"

And before you go: "Just turn off the quest markers, derp!" I can't because the NPC's don't give directions!

Edit: Also, Skyrim doesn't have speed in any way shape or form, I wish we still had attributes. I also miss a great deal of skills.
Speed is affected by your characters race/gender.
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Also when given a quest turn off your arrows, open up your map, and remember what direction it is in.

The reason they removed directions is because NPCs are assumed to have marked it down on your map for you
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I wont comment on how lost you did or didnet get, but poor direction was a common complaint about Morrowind.
 

Troublesome Lagomorph

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Tanis said:
How about the ability to actually MAKE arrows?
One of the great things about being on PC: mods for fletching, re-balancing, streamlining and re-adding cut content.
OT: I'm excited. Hope they keep their word and it'll be more on the Shivering Isles scale of TES DLC.
 

Jynthor

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SajuukKhar said:
Jynthor said:
Hey now, I loved those directions, I never got lost using them(Well, there was this one time when I had to google a place but it turned out it was right over the hill... Yeah.
The satisfaction of finding locations on your own using NPC directions was great and I preferred it immensely over "follow the arrow"

And before you go: "Just turn off the quest markers, derp!" I can't because the NPC's don't give directions!

Edit: Also, Skyrim doesn't have speed in any way shape or form, I wish we still had attributes. I also miss a great deal of skills.
Speed is affected by your characters race/gender.
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Also when given a quest turn off your arrows, open up your map, and remember what direction it is in.

The reason they removed directions is because NPCs are assumed to have marked it down on your map for you
Speed reflected your character's conditioning and stuff like that, you could train it if you wanted to and that's why attributes were awesome, they could change, a static stat that never changed except with the help of some items just isn't the same thing.
 

Jynthor

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Troublesome Lagomorph said:
Tanis said:
How about the ability to actually MAKE arrows?
One of the great things about being on PC: mods for fletching, re-balancing, streamlining and re-adding cut content.
OT: I'm excited. Hope they keep their word and it'll be more on the Shivering Isles scale of TES DLC.
DLC will be more along the lines of Fallout. Sorry to disappoint.
 

SajuukKhar

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Jynthor said:
Speed reflected your character's conditioning and stuff like that, you could train it if you wanted to and that's why attributes were awesome, they could change, a static stat that never changed except with the help of some items just isn't the same thing.
How many people actually got speed to a high level?
how many had the patience to not exploit the game to raise athletics and the like to get speed at a high level?
Few... very few... speed was one of the worst implemented attributes in the entire game.

Jynthor said:
DLC will be more along the lines of Fallout. Sorry to disappoint.
Actually they said it would be closer to shivering Isles then Fallout 3.

they made it clear several times that the DLC will feel more like expansions then Fallout 3's DLC.
 

Troublesome Lagomorph

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Jynthor said:
Troublesome Lagomorph said:
Tanis said:
How about the ability to actually MAKE arrows?
One of the great things about being on PC: mods for fletching, re-balancing, streamlining and re-adding cut content.
OT: I'm excited. Hope they keep their word and it'll be more on the Shivering Isles scale of TES DLC.
DLC will be more along the lines of Fallout. Sorry to disappoint.
Which is still closer to the Shivering Isles end of the spectrum. Note: I didn't say "as big as Shivering Isles," the implication was that it wouldn't be on the Horse Armor side of the spectrum in the way that it would add nothing.
 

Jynthor

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SajuukKhar said:
Jynthor said:
Speed reflected your character's conditioning and stuff like that, you could train it if you wanted to and that's why attributes were awesome, they could change, a static stat that never changed except with the help of some items just isn't the same thing.
How many people actually got speed to a high level?
how many had the patience to not exploit the game to raise athletics and the like to get speed at a high level?
Few... very few... speed was one of the worst implemented attributes in the entire game.

Jynthor said:
DLC will be more along the lines of Fallout. Sorry to disappoint.
Actually they said it would be closer to shivering Isles then Fallout 3.

they made it clear several ties the DLc will feel more like expansions then Fallout 3's DLC.
You are basing your opinion of what was broken and should have been fixed. But it was instead removed. Would you not have preferred it if we still had an awesome and complex levelling system without the meta gaming?Yes the levelling system had flaws, but removing it was just lazy.

And I'm pretty sure Todd said on multiple occasions the DLC would be more like Fallout than Oblivion. Oh well.
 

SajuukKhar

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Jynthor said:
You are basing your opinion of what was broken and should have been fixed. But it was instead removed. Would you not have preferred it if we still had an awesome and complex levelling system without the meta gaming?Yes the levelling system had flaws, but removing it was just lazy.

And I'm pretty sure Todd said on multiple occasions the DLC would be more like Fallout than Oblivion. Oh well.
Considering that attribute systems cause game characters to start of unique but end up the same, while skill based systems cause players to start off the same and end up unique, I would rather have Skyrim's skill system over the old attribute system.

The problem with attribute systems is that regardless of what you pick at the beginning, warrior, mage, thief, etc. etc., so long as you played the game even remotely smart, you always ended up the same.

A warrior with 100 in all attributes is equal to a mage with 100 in all attributes in every way, it makes the picking of classes, and races totally pointless becuase no matter what you do you end up exactly the same in the end.

With Skyrim's system everyone starts off the same but a mage with 100 in all skills and a warrior with 100 in all skills WONT end up the same because of perk choices.

Skyrim's skill/perk system offers far more character diversity in the long run then the attribute system ever did.

I would rather perfer the system that makes my characters unique.
 

Jynthor

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SajuukKhar said:
Jynthor said:
You are basing your opinion of what was broken and should have been fixed. But it was instead removed. Would you not have preferred it if we still had an awesome and complex levelling system without the meta gaming?Yes the levelling system had flaws, but removing it was just lazy.

And I'm pretty sure Todd said on multiple occasions the DLC would be more like Fallout than Oblivion. Oh well.
Considering that attribute systems cause game characters to start of unique but end up the same, while skill based systems cause players to start off the same and end up unique, I would rather have Skyrim's skill system over the old attribute system.

The problem with attribute systems is that regardless of what you pick at the beginning, warrior, mage, thief, etc. etc., so long as you played the game even remotely smart, you always ended up the same.

A warrior with 100 in all attributes is equal to a mage with 100 in all attributes in every way, it makes the picking of classes, and races totally pointless.

With Skyrim's system everyone starts off the same but a mage with 100 in all skills and a warrior with 100 in all skills WONT end up the same because of perk choices.

Skyrim's skill/perk system offers far more character diversity in the long run then the attribute system ever did.

I would rather perfer the system that makes my characters unique.
I don't think I ever said the attribute system should replace the perks. They'd work well together. Hell, even Oblivion had perks, you just didn't get to choose them.
But I do agree to an extent, there should be limitations and consequences if you choose a certain path. Thankfully those are easy enough to implement through roleplaying.
And on a similar note, joining some factions should cancel others out, and skill requirements wouldn't be bad either.
 

SajuukKhar

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Jynthor said:
I don't think I ever said the attribute system should replace the perks. They'd work well together. Hell, even Oblivion had perks, you just didn't get to choose them.
But I do agree to an extent, there should be limitations and consequences if you choose a certain path. Thankfully those are easy enough to implement through roleplaying.
And on a similar note, joining some factions should cancel others out, and skill requirements wouldn't be bad either.
how exactly would an attribute system, which makes skills meaningless, and a perk system, which is based around how good your skills are go together?

What factions would know or care that you joined another faction?

What is the point of skill checks if anyone can just get past them?

Most of what you are suggesting it just putting up roadblocks to have roadblocks.
 

Jynthor

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SajuukKhar said:
Jynthor said:
I don't think I ever said the attribute system should replace the perks. They'd work well together. Hell, even Oblivion had perks, you just didn't get to choose them.
But I do agree to an extent, there should be limitations and consequences if you choose a certain path. Thankfully those are easy enough to implement through roleplaying.
And on a similar note, joining some factions should cancel others out, and skill requirements wouldn't be bad either.
how exactly would an attribute system, which makes skills meaningless, and a perk system, which is based around how good your skills are go together?

What factions would know or care that you joined another faction?

What is the point of skill checks if anyone can just get past them?

Most of what you are suggesting it just putting up roadblocks to have roadblocks.
Simple, have attributes boost skills and do things skills don't do. It worked in TES games before so I don't see why you're not seeing it.

That's not really what I meant, if some factions should conflict then the faction you didn't join should be cancelled out unless you change your allegiance in a quest. Obviously not really the case in Skyrim, although a limit to the amount of guild you can join would be nice.
Being the Dragonborn, Arch Mage, Harbinger, Guild master of the Thieves Guild and Listener of the Dark brotherhood all at the same time is incredibly stupid. I limit myself to one faction and it's pretty do able, however it would be nice to actually see my choices reflected in the game.

As for skill checks. If you are a warrior who never touched a single spell you won't pass the skill check because... Your skill isn't high enough. I think you misunderstood me as I'm sure you'd figure that out.

But yeah, I guess I do sort of want roadblocks for the sake of having roadblocks. I can't deny that.
 

SajuukKhar

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Jynthor said:
Simple, have attributes boost skills and do things skills don't do. It worked in TES games before so I don't see why you're not seeing it.

That's not really what I meant, if some factions should conflict then the faction you didn't join should be cancelled out unless you change your allegiance in a quest. Obviously not really the case in Skyrim, although a limit to the amount of guild you can join would be nice.
Being the Dragonborn, Arch Mage, Harbinger, Guild master of the Thieves Guild and Listener of the Dark brotherhood all at the same time is incredibly stupid. I limit myself to one faction and it's pretty do able, however it would be nice to actually see my choices reflected in the game.

As for skill checks. If you are a warrior who never touched a single spell you won't pass the skill check because... Your skill isn't high enough. I think you misunderstood me as I'm sure you'd figure that out.

But yeah, I guess I do sort of want roadblocks for the sake of having roadblocks. I can't deny that.
The thing is skills in previous TES games DID NOTHING. Skills only existed to get you points to level up. Attribute systems work because they turn skills into meaningless numbers that only let you level up.

I dont see how being master of all the guilds is stupid, there's no reason why you shouldn't be able to, and no one makes you do them all.