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Elder Scrolls V: Skyrim announced


funcroc

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im getting pretty jazzed about skyrim, if they really take the time to make every dungeon unique ala fallout3/newvegas, and they give some real choice and consequence to it ala new vegas then this could be really awesome.

 

hand placed loot would help things out a lot as well, i assume they are doing that this time?


Killing is kind of like playin' a basketball game. I am there. and the other player is there. and it's just the two of us. and I put the other player's body in my van. and I am the winner. - Nice Pete.

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I understand some people want the compass, but they could give players an option to turn it off. Win-win situation, really.

I don't understand rpg games these days that don't give players lots of on/off options. I'm no programmer but it doesn't seem like it'd be that hard/complicated to put them in the options menu as some kind of already-installed mod option concept perhaps. I realize some stuff may not be easy/doable to give options for, like AI or complex, nit-picky gameplay difficulty options, but compass, essential companions, whatever, shouldn't be?

 

Relying on the fact that "pc users can mod the game" seems a bit of a cop-out to me when so many use consoles now. *shrug*

“Things are as they are. Looking out into the universe at night, we make no comparisons between right and wrong stars, nor between well and badly arranged constellations.” – Alan Watts
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I understand some people want the compass, but they could give players an option to turn it off. Win-win situation, really.

I don't understand rpg games these days that don't give players lots of on/off options. I'm no programmer but it doesn't seem like it'd be that hard/complicated to put them in the options menu as some kind of already-installed mod option concept perhaps. I realize some stuff may not be easy/doable to give options for, like AI or complex, nit-picky gameplay difficulty options, but compass, essential companions, whatever, shouldn't be?

 

Relying on the fact that "pc users can mod the game" seems a bit of a cop-out to me when so many use consoles now. *shrug*

 

 

 

Well, only speaking to the quest compass specifically.

 

 

I think they don't want to hear the whining, a la: "I CAN"T FIND CAIUS COSADES YUR GANME SUX!!11!!

 

WHich apparently was the number 1 complaint the devs got about MW and very traumatic, and which was swiftly answered with the compass in Oblivion. Bethie probably dooesn't WANT anybody to be able to turn it off, even by mistake.

Notice how I can belittle your beliefs without calling you names. It's a useful skill to have particularly where you aren't allowed to call people names. It's a mistake to get too drawn in/worked up. I mean it's not life or death, it's just two guys posting their thoughts on a message board. If it were personal or face to face all the usual restraints would be in place, and we would never have reached this place in the first place. Try to remember that.
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I understand some people want the compass, but they could give players an option to turn it off. Win-win situation, really.

I don't understand rpg games these days that don't give players lots of on/off options. I'm no programmer but it doesn't seem like it'd be that hard/complicated to put them in the options menu as some kind of already-installed mod option concept perhaps. I realize some stuff may not be easy/doable to give options for, like AI or complex, nit-picky gameplay difficulty options, but compass, essential companions, whatever, shouldn't be?

 

Relying on the fact that "pc users can mod the game" seems a bit of a cop-out to me when so many use consoles now. *shrug*

Well, only speaking to the quest compass specifically.

 

I think they don't want to hear the whining, a la: "I CAN"T FIND CAIUS COSADES YUR GANME SUX!!11!!

 

WHich apparently was the number 1 complaint the devs got about MW and very traumatic, and which was swiftly answered with the compass in Oblivion. Bethie probably dooesn't WANT anybody to be able to turn it off, even by mistake.

(Note: quote edited only to remove extra blank lines)

 

It wasn't just that "users are dumb"-- locating things in Morrowind was a legitimate problem. The game's journal function sucked royal goatballs. All the (not particularly clearly written) directions the player was given were transcribed in the journal, and if you went off to do some other exploration or quest-completion before following them, they would just be buried in a wall o' text. To their credit, Bethesda tried hard to fix this problem. But, much like with their reaction to Morrowind's "everything is incredibly easy after level 15" problem (i.e., Oblivion's level-scaling), their chosen solution left something to be desired.

 

Also, if you don't have a quest arrow (or if you have an option to turn it off), you probably need to give written/spoken directions to things. That means more VO and translation costs.

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I agree that some things in MW were difficult to find. I remember going up into the Ashlands during the main quest and having to find some tomb where i had to fight some skeletons or something, and I remember it took a while to find the dungeon and then it took me a while to find my way back to the Ashlander camp.

 

But, in the end, I managed to do both, sans a quest compass, and I didn't find the problems involved were that insurmountable.

 

And speaking specifically of the Caius Cosades issue, you get like three sets of directions, a silt strider, a map, and road signs. A magic compass seems pretty superfluous.

Notice how I can belittle your beliefs without calling you names. It's a useful skill to have particularly where you aren't allowed to call people names. It's a mistake to get too drawn in/worked up. I mean it's not life or death, it's just two guys posting their thoughts on a message board. If it were personal or face to face all the usual restraints would be in place, and we would never have reached this place in the first place. Try to remember that.
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GameInformer's podcast.

 

Summary from a guy at Iron Tower Studios:

 

-No spears in the game. He then said something along the lines of "Well, not right now".

 

-Each skill (for example one handed) has a skill tree with different perks i.e. specialising as you raise a skill.

 

-They are currently messing with shifting into a werewolf or other stuff. Still testing it out.

 

-Same thing with mounts "something we're still messing with". Todd admits horses weren't implemented correctly, and with games like Red Dead Redemption which have a good implementation of a mount system...erm, so I guess he means they either nail it or they won't implement it.

 

-280 perks right now.

 

-You can only pick 50 perks at most (thus you can have very different builds).

 

-Faces : templates, then mess around. There is a bit less control when it comes to editing your appearance, but the result looks much better. An example: you can select one of the preset noses and then adjust it's size/position. All races look better and more distinct. No more fiddly sliders.

 

-All the races look unique (graphically and skills etc).

 

- Dragons : A dedicated team has been working on them for 2 years to make sure they can fly/land/go anywhere, look natural and do cool dragon things like divebomb, breathe fire on the streets underneath them. Todd describes fighting them as "very difficult", "something between a big daddy and the helicopter from Half-Life 2". Multiple types of dragons confirmed. You can't ride dragons.

 

-Companions : More dynamic, more people you can decide having with you: they sacrifice the personality and depth of them. They experimented even with anybody can become your companion (dropped it).

 

-Factions : Talk about Dark Brotherhood, not confirmed. Some factions are returning, some are new. Old ones are different from what they were before.

 

-Radiant story: He doesn't want to over sell it. Radiant story will only work quests, it's just a tool (roles, conditionalising the quest etc).

 

-Very confident about the release date.

 

-More unique flavour than Oblivion.

 

-Geography: Same size of oblivion. A good portion of it mountainous, making the world feel bigger. You can go around mountains, over mountains, through mountains (dungeons). 5-6 different regions which look differently (tundra, volcanic tundra, glacier areas etc).

 

-Todd is sure the game will be rated M, but they don't aim to get any specific ratings. They create content which they think is appropriate for Skyrim. Not anything like Fallout violence.

 

-There is a HUD. It comes and goes when needed. If you're at full health, your health bar won't be on the screen. During a combat it would be on.

 

-PC players can play the game at higher resolutions.

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That they might have werewolves again is exciting.

 

No more fiddly sliders.
THERE IS A GOD! Edited by Tale
"Show me a man who "plays fair" and I'll show you a very talented cheater."
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-Companions : More dynamic, more people you can decide having with you: they sacrifice the personality and depth of them. They experimented even with anybody can become your companion (dropped it).

The Bethesda trademark. HA!

 

-PC players can play the game at higher resolutions.

Eeh, was this not certain at some point?

 

 

Do my monthly Bethesda bashing: Check!

 

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Do my monthly Bethesda bashing: Check!

it's like kicking a baby in the teeth with an army boot

Walsingham said:

I was struggling to understand ths until I noticed you are from Finland. And having been educated solely by mkreku in this respect I am convinced that Finland essentially IS the wh40k universe.

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I wished I had saved copies of all those posts that declared Oblivion the would be the best rpg ever a year before release.

 

Seriously, I want Skyrim to be the best rpg ever, but you have to take all this pr stuff with a grain of salt.

 

EVERY game sounds awesome a year before release.

Notice how I can belittle your beliefs without calling you names. It's a useful skill to have particularly where you aren't allowed to call people names. It's a mistake to get too drawn in/worked up. I mean it's not life or death, it's just two guys posting their thoughts on a message board. If it were personal or face to face all the usual restraints would be in place, and we would never have reached this place in the first place. Try to remember that.
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Oblivion did sound great, relatively speaking. Really, there's only one thing that killed it for me and I'm skeptical of it in this game. It's one of the most reviled features, so they've hopefully fixed the implementation.

"Show me a man who "plays fair" and I'll show you a very talented cheater."
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Oblivion did sound great, relatively speaking.

 

 

Yep, it did sound great. No question. It also looked great as well.

 

Problem is that sounding great and looking great doesn't often translate to being great. Often it seems to be just the opposite in that its the games that don't sound so great or look so great that ended up becoming classics.

 

I don't know if it's just a matter of expectations or what.

 

I certainly don't want to tell gamers that they can't look forward to a game, but its just my opinion that if we, as gamers, spent less time buying into the hype we might force publishers to release better games rather than just talking about how much better their games are going to be, which they never are.

Notice how I can belittle your beliefs without calling you names. It's a useful skill to have particularly where you aren't allowed to call people names. It's a mistake to get too drawn in/worked up. I mean it's not life or death, it's just two guys posting their thoughts on a message board. If it were personal or face to face all the usual restraints would be in place, and we would never have reached this place in the first place. Try to remember that.
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One game that let me down in recent years was Bioshock, I did love the plot but the hype machine hinted at all kinds of brilliant things like an open world, sidequests and a virtual ecosystem, what we got was a semi-rails shooter.

 

I felt Dragon Age lived up to the hype quite well, for a modern game it's got a crazy amount of branching and hard to find content but I felt the world itself was shallow, they harped on and on about how unique it all was and for a while I was intrigued, details they released on the official codex made the world sound pretty interesting, lots of potential for twisted situations and grimdarkness.

 

In reality they didn't build on any of it, I basically knew the entire backstory and most of the plot just from watching and reading previews, most of the codex updates I got in the game were already available in some form online and at times I felt like I was just going through the motions.

 

Todd seemed to be pretty upfront about their limitations in the podcast, I'm more inclined to accept what he's saying than the things we've been reading in previews (especially translated ones), especially this idea of towns being tied to a local industry, apparently "burning down" the mine will devastate the local economy, I'd bet good money this will boil down to you killing the miners, getting a barter penalty and some nasty remarks from npc's.

 

 

Epic.

Edited by WDeranged
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