The Elder Scrolls v. Chim is for bitches, Amaranth is the real deal
924 replies, posted
Bethesda doesn't care. They're drunk of their success.
Oh boy here we go again with overblown dogshit
The capital wasteland mod was not forcibly shutdown due to some heartless corporate mingling. They didn't DMCA it and they didn't threaten anything. All they said was that since FO3's voice content is effectively licensed and not owned by Bethesda, they can't legally condone its use because it's not their choice to make. The decision to completely halt development instead of looking for alternatives was purely on the mod team seeing as there are several examples of other similar mods going around the limitations without getting a DMCA strike at all, and in different ways too; TTW carries voicelines over from one game to the next but requires you to have the original game, and FO4NV just straight up re-recorded all the lines. There's too many mods that recreate older beth game content to claim the company has some kind of long-running beef against it. They know full well that mods are part of the DNA of their games.
As for the Evil Within 2 thing, they're protecting customers by making sure people don't pull scams by selling "new" games that were repackaged or still suffered damage. The guy can still sell his copy, he just has to change the wording to better reflect the actual nature of the product.
More non-issues that get blown out of proportion because it's Bethesda.
Now, hold on, I think you're underestimating the blow to morale that the news must've been to them. And no, they couldn't have just copied the audio over from a legal version of Fallout 3 - that's what they were planning to do, and what Bethesda specifically said they couldn't condone. Like literally, they were no in a position to condone or condemn it due to voice acting contracts.
I think their mistake may have been asking to begin with, really. I'm not sure if the TTW team ever asked or not, but I have a hard time imagining that what they do would be legally ok if what CW and F4NV were planning wasn't. I don't know about the idea that they were looking for a reason to abandon the project holds any merit, but they may have seen the high-profile cancelling or DMCAing of other fan projects and gotten paranoid and felt the need to ask Bethesda, which ended up being what got them in trouble. I can emphasize with the fear of pouring years worth of passion into a fan project only to see it cancelled and wasted, and how even this blip pushed them over the edge.
Either way, I'm sorry to see it go, but I certainly understand the fears that went into the decision.
1) maybe I should've worded that better but it isn't in anyway overblown Bethesda's Legal team heavily implied to Nathan that they would probably shut it down if they released it even without the dialogue even if they recorded new dialogue, and as a result of this legal action Nathan and the rest of the team would get blacklisted from the industry, which is why the team decided it was best shut down, even though they gave Skyblivion a pass, they wouldn't for the capital wasteland.
2) Bethesda is not protecting consumers by threatening them, the guy's copy is unopened and still sealed in its original plastic packaging, and on AMAZON that is considered NEW, not pre-owned, and since the product has been unaltered it is under the protection of the First Sale Doctrine. This whole situation involves Bethesda and a few other companies were trying to control Amazon's marketplace through the faulty legal advice of Vorys with aggressive means and ultimately failed as Amazon wouldn't have them threatening their users.
Bethesda has a fun history of aggressively "protecting" their properties even if its a website dedicated to fanart.
I wouldn't excuse any games company for being as legally confrontational as Bethesda is and neither should you.
Also, new creation club whatnots are up. I'm curious how their Enclave armor stacks up against Dogtooth's. It looks a little off in the screenshots, but that might be because I'm used to seeing the mod version.
It's not hard to shrinkwrap some game you opened and sell it off as New and Amazon's got enough of a reputation to not care unless they really, really ought to (like how GOG copies were being repackaged and sold off as part of a scam op and Amazon only reacted once it got some news attention).
As a publisher I wouldn't trust Amazon to handle this sort of business for me.
well hello old friend
https://files.facepunch.com/forum/upload/290401/5bb42dd4-bfcd-4792-acc1-c81578cec853/Morrowind 2018-10-04 18.40.44.037.png
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The most exciting thing about TES6 is seeing how Bethesda will fuck it up this time. Maybe all the races will just be nords wearing facepaint.
I've already made my peace with it. Have been a part of so many circles of Bethesda-bashing and counterargument (on this forum) and at this point I just feel totally comfortable saying that it was never for me to decide what they want to make and other people want to enjoy. The delusion behind big franchises is that feeling of perpetuity and ownership of it, of being there from a certain point and comparing your experiences later and imagining it will always be just so. Everyone's gonna have that experience blow up in their face as they continue to release titles and most of us already have at this point, be it TES or something else.
I'm already sure the marketing for 6 is going to target my vitals to try to get me to buy it - they're going to know exactly what to say - but it just feels like the right time to put the kibosh on it. I think I'm good.
I'll always be here to post hot modded MW pics tho
Nords only
Male only
Voiced protag
Still the dragonborn
Cities are EVEN smaller
Every "good" person is immortal, only bad people can be killed
Only offense spells, no manipulation spells
Skills reduced even further
Skills are now just; Weapons, Stealth and Arcane
Settlement building
Guns
Serana is the only companion
Stormcloak is the Canon ending
Nolan North voices both male and female protags
Wes Johnson oosplayed himself earlier this week
https://pbs.twimg.com/media/DobxSBdXkAAsxVN.jpg:large
And the "good" people are frustratingly annoying or have suspect motivations that just want to make you end them, or they turn out to be secretly evil, but are still essential until the approved story moment where you can kill them.
Don't forget:
Orcs are reverted back into enemy creatures
argonians and khajiit are mysteriously nowhere to be seen
both above points may or may not be due to not wanting to have to make separate armor models for those races.
Someone is going to see a Goblin in Oblivion and go "An Orc!", then claim they where going back to the series roots.
Seeing as Fallout 4's grenade work closer to Oblivion's spells than anything, I hope we return to that individual casting system because the way spells work in Skyrim is just not as fun.
I actually prefer Skyrim's system. Made magic seem more like a playstyle rather than a bonus to melee weapons.
And in Skyrim it made you a complete wanker for trying to go full mage because you'd lack a ton of utility and the alternatives introduced to stuff like blocking (ie wards) are just utter dogshit.
It also made some builds, like combining archery and magic, incredibly tedious and cumbersome because you can't just cast something, you have to slowly equip/unequip weapons, make sure to cast in the right order to not accidentally unequip a conjured weapon, and a bunch of other such shit.
I mostly played Oblivion by using two handed weapons (archery or melee) and magic. I never bother doing that in Skyrim because it's such a fucking mess to do as little as heal while carrying a weapon.
Doesn't their face already get smushed into place when wearing helmets?
some open helmets don't smush
however, it would still be less work to remove them, in that classic bethesda fashion :^)
For a game that's allowing you to level up everything at once without any drawbacks from the now defunct class system, it's abysmal and horribly counter-productive to then introduce a system which subsequently removes options because they don't contort to a stricter framework.
I don't care if archery and magic "shouldn't" go together. I liked sneaking around and using illusion and mysticism to see through walls and see in the dark. Skyrim takes that out completely, and that's a net loss as far as I'm concerned.
But they needed that extra button on the controller for shouts.
Do you not use hotkeys?
Hotkeys don't make the lengthy equip/unequip animations go away.
I wouldn't even mind a voiced Protagonist in the next elder scrolls game- provided they had a different voice actor for each race *at the very least*.
But if they made every race use the same voice, or even worse, restricted what race you could play as to facilitate a voiced protagonist- I'm not even being hyperbolic when I say It would completely ruin the game for me.
Honestly I don't care what direction they go in as long as they keep or improve the modding capability of the game.
I don't see why you couldn't keep Skyrim's magic system AND have the shout/powers button also do the Oblivion style magic.
Shouting is magic anyway.
some turds arent worth the effort to polish
If I may throw my own two cents in this discussion, I found the magic system in Skyrim to be pretty underwhelming, compared to other roleplaying videogames I've played.
Destruction, the main magic school for damage, has reached memetic status about how underperfoming it turns out in-game, especially at higher levels. You are not given any kind of equipment, enchantment or additional ability to increase its base damage for the whole run. The game give you many means to decrease its magika cost, but everyone who played the game long enough will tell you that, at certain levels and with few dedicated equipment, magika management becomes a no-issue.
I've completed the game with a character with destro spells in one hand and a sword in the other and, after passing a certain point in the game, I started using my spells only if things and people weren't in my sword range yet.
The other schools of magic, on the other hand, are an extremely mixed bag. Some of them are incredibly game-breaking, like necromancy, provided you can use it creatively. The majority of them, however, are very situational and don't find much use outside encounters with humanoid enemies, while the hardest encounter in Skyrim pit you against anything but humanoid enemies
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