Jump to content

Slowtrain

Members
  • Posts

    5265
  • Joined

  • Last visited

Everything posted by Slowtrain

  1. How is Daggerfall an empty game? We must have different definitions of empty because from where I sit Daggerfall has more awesome stuff in it than pretty much any other game I've ever played. Everytime I played the game I found and experienced stuff that had never happened before and never happened again. It was an amazing gameworld. The only place Daggerfall really suffers is the graphics and the bugs. If you can tolerate those, which I can, there's really nothing negative to say it. Even the learn-by-doing approach to skill building actually mostly works. If you're looking for a tightly-wound linear narative, or "cinematic" experience, then yes, Daggerfall probably isn't a good fit.
  2. They took Animal Friend perk. I always took that if my chr was high enough. Made the game a lot less annoying when I wasn't being gang-attacked by Yao Guai every ten meters from about level 12 on. Probably though I'm the only player who ever actually spent a perk on that. lol. (actually I spent two perks since I always took both levels of it).
  3. lol. Munchkin! jk. I almost always played High Elves in Daggerfall. MW not so much. Don't think I played more than one or two brief stints as a High Elf in Oblivion. They're coolness factor dropped considerably over those three iterations of the ES. The thing I really liked about the Daggerfall character creation system was how you could weight the difficulty of leveling with how many advantages/disadvantages you gave your character. I always liked a really slow-levelign character so I would run that needle right up to the red zone and give my character all sorts of cool bonuses in the process plus max hit points/level. My characters tended to be insanely tough, but they only leveled-up like once a year. lol. Really, Daggerfall had a fabulous character creation system. I can't think of anything comparable.
  4. Paralysis wasn't as bad in MW, since you could drink potions while paralayzed. (An oddity to be sure.) In Daggerfall, paralyzed was paralyzed. You just stood there and died.
  5. lol. That's right! SPell Reflection. Awesome stuff. I remember one dungeon, where I walked through a door, heard a loud explosion-sound, turned around and foudn a dead lich behind the door. He had blown himself up on my spell reflection. Spell reflection. Never leave home without it. iirc, the most powerful special ability in Daggefall's character system was the immunity to paralysis, which was also a nice bonus in playing a High ELf, who had that special ability built-in. I always found paralysis to be the biggest danger in the game, and the most annoying. As a special attack for enemies, it probably should have been balanced a little better.
  6. lol. It's been so long since I played Daggerfall, I can't remember if it was broken or not! But, regardless, it had an awesome character creation system, and while the spell absorption special ability was definitely useful, I found it often failed to kick in when you needed it most: like when a vampire ancient tossed a big-time shock spell your way. More often than not I would be toasted in my boots if relying on spelll absorbtion. The shield spells were much more useful since at full strength they could absorb most of one big spell hit. That's what I remember anyway.
  7. Actually, when I saw you had posted in this thread, I did guess it.
  8. Unless I'm mistaken attribute increases have been dropped from the game. Your attributes don't change, only your skills. A huge improvement on the completely broken and unbalanced leveling system of MW and OB, imo.
  9. Oblivion looked pretty good (except faces!) for the time. Didn't make the game any better though, still one of the worst rpgs ever released. Personally, I don't see any point in paying much attention to the graphics. As long as they do the job, its good enough. If they look good, its just a nice bonus. And besides that, Skyrim does look good. Can't see much point in nit-picking it graphically.
  10. Are you using DOSBOX? Or something else? I tried to get dagger.exe running in DOSBOX some years ago but it was hopeless. I would love to play the game again if I could get it running.
  11. No argument there. But it's also completely understandable why fans of the original gameplay would get annoyed and slag off the company. Hopefully though The New XCOM (in specific) will be a good game in its own right and it won't matter what it's called. In the end that's what its all about.
  12. I'm highly opposed to the "create the uber-weapon through crafting syndrome". Crafting should be a nice add-on/mini-game for gamers who want to use it, maybe add a little variety to appearance or whatnot. All powerful and important game items should simply be available in a finished state during the course of the game. Unless, you're playing a crafting/smithing sim or something, I suppose.
  13. Crafting and repair systems both usually fall into the category of busywork with little point to the gameplay as I result I'm generally not too fond of them. As long as crafting is an option, vs a requirement, then it's not too bad. I would prefer developers spend time elsewhere, like making new locations or monsters or whatnot, but I can ignore crafting and get on with the parts of the game I enjoy so it's generally not an overt negative. Repair systems tend to be much more aggravating since it's usually not an option. Using a repair skill as part of quests and gameworld interactivity is great; using repair skills as a way to force gamers to enagage in the same repetitive activity over and over again, such as repairing weapons and armor, simply to justify having a repair skill in the game, not so much.
  14. *shrug* If a company buys up an old IP, releases a new version of the IP with the exact same name and completely different gameplay they deserve whatever flack they get. They could just as easily make up a new IP for the new gameplay but instead consciously try to cash in on the cred of a previous IP. It's a money-grab nothing more. Certainly a company's right as IP owner, but still a d-bag move for those whole liked the IP because of the original gameplay.
  15. Couldn't agree more. In the end it's probably about the same thing, but it's much more interesting to take something and make it better or different vs. just trying to keep it working at the same base level/functionality. The way weapon and armor degradation was handled in FO3 was my least favorite thing about the game by far. Unfun and horribly annoying without adding anything positive to the game whatsoever. Hopefully, Beth has seen this and we'll see no more of it in any of their rpg IPs.
  16. otoh, I think its great. Weapon and armor repair is just busy work, nothing more. Very happy to see it gone. SKyrim is sounding better and better every dang day.
  17. Looks good. I may have to see if I can find time to give this one a go.
  18. I'm all for jacking up the prices on the various special editions. As long as it helps keep the cost down on the regular version, why not. and yes, $150 is preposterous. But some people have the money, so let'em have it. And as long as they keep buying, keep raising the price.
  19. That wouldn't even cover the cost of the trailers. It would be a huge failure if the game doesn't do really really well, especially if their decide to build a franchise on the IP is true. 650k sold in a mere 10-15 days is actually quite healthy. Remember only 2 out of 10 AAA games make a profit nowadays. If DX keeps selling at that rate they're gonna have a couple million units sold in like 6 months, which pretty much guarantees a sequel. I was under the impression that it was mostly the sales numbers of the first couple weeks that mattered. And that most titles sell the majority of their copies during that period. Which always seemed to me a bit of a weird way to judge a games success/failure, but if that was how the industry worked so be it. Given the huge amount of hype and pr that went into the DX:HR release, is 2 million in 6 months even good? For WItcher 2, those would be great numbers, but HR has already had so much money spent on it. It's too bad that these military shooters do so well and everything else seems to tank. Mostly because I have less than zero interest in them. But geeks like to play war, I guess.
  20. That wouldn't even cover the cost of the trailers. It would be a huge failure if the game doesn't do really really well, especially if their decide to build a franchise on the IP is true.
  21. Not true. The boss fight against the sniper in Metal Gear Solid 3 is the greatest thing in the history of the world. That's why I said "almost". There's always going to be ones that work and work well. Too often they're just reload until you get lucky and/or find the trick. ANother good one was the giant plant thing in the rocket engine test chamber in Half Life.
  22. I thought Knights of the Nine had some very good parts: the chapel attacks and recruiting the new knights and the backstories on what happened to the previous knights. It was probably the best thing about Oblivion, outside of some of the non-Bethesda mods. However, way too much of the gameplay revolved around simply fighting enemies to get the magical foozles away in various dungeons. Lowest common denominator-type stuff all the way.
  23. The entire concept of boss fights that seems so ubiquitous in gaming is horribly flawed from the beginning. There's almost no way to make them worthwhile, so you just have to grit your teeth and get through them and enjoy the other parts of the game. edit: just to add that boss fights are Ok in extremely arcadish gameplay, but beyond that, not so much...
  24. I'm not a particular fan of the SI expansion, but I do think it is overall somewhat more interesting than the ultra-bland generic Oblivion setting. It's still ruined by the basic gameplay mechanics, and the writing is still poor but at least Bethesda tried something a bit different. Regardless, it's not even close to what was achieved in Morrowind, though it is a bit closer.
  25. The most nerve-wracking game experience I can recall was creeping around the cargo bays of the Von Braun with a mostly broken pistol and about 5 bullets listening to the shrieking of the mutant psi-monkeys roaming around me somewhere out in the darkness. I wouldn't call it scarely precisely but it certainly was enjoyably unbearable. A couple of the undead-heabu levels in Thief were pretty good like that as well.
×
×
  • Create New...