Amen to that. But if I want depth, I play something else. Bethesda is exceedingly skilled at creating scale but hopelessly clueless on how to create depth.Smeatza said:I think I can sum it up in one word.
Depth.
There used to be more consequences, usually negative. You could break questlines in Morrowind, and several were mutually exclusive, or almost were. You could also break the main quest, which the game rather harshly penalized you for doing. But apparently some people were annoyed at not being able to do anything at anytime without affecting anything else, so they ditched that.BoTTeNBReKeR said:I'd love to see the combat system from Chivalry medieval warfare implemented into the TES franchise.
Besides that, consequences. Nothing has any real consequence in TES games, which is unfortunate.
I know there's the decapitation and the sprint power attack that have their own animations, but the rest of them seem to be the same throughout the game. It's a totally superficial want, but I just liked being able to judge how skilled an enemy was by them having a quick swing at me.SajuukKhar said:Those already exist in the game.Tdoodle said:OT: Pretty basic thing, but new animations for weapons as you level up/add perks. I liked what they had in Oblivion, where as you hit 25/50/75/100 you'd get new power attack animations to reflect your skills. They'd have a chance of doing something too, I think knocking someone down was one and disarming them another. Yeah, I'd bring those back.
In Oblivion, you got new directional power attacks as you leveled up your skill, with every weapon having the same power attacks, in Skyrim, those same power attacks, or at least variation of them, exist as perks in the one-handed, and two-handed, skill trees.
i agree, ofcourse it would be slightly modified but chivalry has fantastic combat that feels like each swing has wieght behind it.BoTTeNBReKeR said:I'd love to see the combat system from Chivalry medieval warfare implemented into the TES franchise.
Not sure what's your opinion of the Deadly Combat (Skyrim/Oblivion Mod) is, but recently just installed it for the sake of having a different combat system in the game, add to that the Dual Wielding Block Mod, and Dodge Moderttheking said:I'd probably make the combat system more Dark Souls like. Not as hard, but with the same system, because run up and just swing your sword until the guys fall down isn't the best. Heck, when I think about it, fighting in Minecraft was more tense than Skyrim.
Go play Morrowind.Ultratwinkie said:An explanation as to how the Dwemer animunculi work.
And buildable ones too. Because I want to have a steam builder robo-mancer damn it!
There are mods for all of those (well I don't know if there's a mod for the first one, but probably). Nobody in my Skyrim says anything about arrows in knees, ever.Longstreet said:- Make it so that you can't join EVERY. SINGLE. GUILD.
- Not having every npc stop and say some BS sentence to you everytime you pass them. (enter arrow to the knee joke)
- Not haveing skills like smithing have any effect on what enemies i run into. seriously, just because i decide to smith for an hour or two, doesnt mean i want one of those dragon lords (or whatever their name was) come accross my path.
They actually don't. Nobody knows how they do work, but they know that's not it.Ultratwinkie said:That's actually what inspired it, but I always seemed to go Hlaalu instead of Telvanni.
Never did see an explanation to how those thing work other than they use soul gems.
So give the console players something more like previous TES games, and give the PC gamers the good stuff. It'd sell.Capitano Segnaposto said:There was a game... I can't remember it very well, that had this fighting system where you click the Left Mouse Button and slide your mouse in a direction, where your sword/bladed weapon would swing in that direction.
To be honest, I don't see why this would cause much of an issue in an Elder Scrolls game. Also where your weapons would rebound off walls if it touches them, they would slow down, or you can use a shield and reposte enemy attacks. All while in first-person. I guess the issue would be for console players, but oh well.
The only reason exclusive factions were in Morrowind was because it made sense at the time.ComradeJim270 said:There used to be more consequences, usually negative. You could break questlines in Morrowind, and several were mutually exclusive, or almost were. You could also break the main quest, which the game rather harshly penalized you for doing. But apparently some people were annoyed at not being able to do anything at anytime without affecting anything else, so they ditched that.
I've seen hints of the devs being able to include more interesting consequences in these games, but they seem to lack either the confidence or inclination to try it very often.
Aside from the fact most people don't know there's still a Dwemer around, and getting to him is not a pleasant experience, there's a big difference between most magic in the TES series and what the Dwemer were up to. Creating the appearance of life in a bunch of metal is a whole different ballgame. Just the fact that they could do it without a soul gem seems to break all the rules that mages are taught to even use magic in the first place. It shouldn't be possible. In fact some of what the Dwemer did really wasn't possible, as evidenced by the fact they developed technology that literally breaks time and space to the point even divine acts can only kind of fix it.Ultratwinkie said:That's what i didn't get.
Its been how many centuries since constructs were in the hands of mages? With full on schematics of them in dwemer ruins and knowledge boxes just lying around? And a damn living dwemer before he died?
So for all those centuries, mages cant understand them even with full schematics and memory boxes. And a full on Dwemer.
The Tamriel mages would have to be worse at investigation than the chasing UFO people on national geographic.
Since a back-round mage in skyrim can assemble and make a dwarven spider work, they must know something. You'd think "big ass defensive robots that don't need pay and do 2x what a human could" would be the first thing they would look into.
Yes, that's exactly what I was referring to. The backpath sucked and required you to take a permanent reduction to your maximum health. The different factions being mutually exclusive was a meaningful choice, but what I was also talking about was how choosing to do the Fighter's Guild questline irreversibly broke the Thieves Guild questline if you had not already done it.SajuukKhar said:The only reason exclusive factions were in Morrowind was because it made sense at the time.
The three great houses, and the three vampire clans, were mutually exclusive because it just doesn't make sense t be in multiple great houses, or Vampire clans, as Vampirism came in different strains in Morrowind.
They haven't done it in any game sense because
1. There is no dual, or tri, faction group in any other province like the great houses to make exclusive.
2. There is no dual, or tri, faction group in any other province like the Vampire clans to make exclusive.
Also, the MQ in Morrowind had a backpath, so even if you broke it, you could still do it. It was pretty much impossible to not be able to beat the MQ of Morrowind.
Well, if your character was even remotely a high level, one could just drink down a million bottles of matze, and use sunder/keening without Wrathgaurd and kill Dagoth Ur that way. You didn't need to lose HP at all.ComradeJim270 said:Yes, that's exactly what I was referring to. The backpath sucked and required you to take a permanent reduction to your maximum health. The different factions being mutually exclusive was a meaningful choice, but what I was also talking about was how choosing to do the Fighter's Guild questline irreversibly broke the Thieves Guild questline if you had not already done it.
Many people don't think to try not using Wraithguard, and that doesn't change the fact the MQ is a lot less interesting if you do it that way.SajuukKhar said:Well, if your character was even remotely a high level, one could just drink down a million bottles of matze, and use sunder/keening without Wrathgaurd and kill Dagoth Ur that way. You didn't need to lose HP at all.
I'm not disagreeing with that.SajuukKhar said:It was a meaningful choice that existed only because the lore allowed it to, the lore does not allow it to anywhere else.
If we're talking about having consequences in these games, they absolutely should do what you just said they shouldn't. Something can hardly be said to be consequential if it has no bearing on anything else in the game outside a neatly compartmentalized storyline .SajuukKhar said:Joinable guilds should only interact with eachother's plot lines, or the MQ's plot line, when its 100% necessary for them to. Like how you need to go to the College in order to find out stuff about the Elder Scroll for the MQ.