• The Elder Scrolls V: Skyrim "And your beard's beard has beards too"
    4,999 replies, posted
[QUOTE=famasfanalt;27708101]I liked fallout 3's system. Although by level 20 nothing can fucking hault you.[/QUOTE] Then thou has not played Broken Steel. Go fight an albino Radscorpion, or a super mutant overlord.
[QUOTE=DireAvenger;27706922]Frankly I feel bethesda's level locked dungeons method is just :effort: on their side. Saves them the "trouble" of having to place all them nasty monsters themselves and cramping their poor dutch fingers.[/QUOTE] Wrong. They still have to place the monster spawns+paths inside the dungeons, but the monster spawns they place will spawn a monster according to your level. They could also place a spawn that will spawn something that's at any static level, with the same effort. This was a gameplay choice for them, as it would have taken the same amount of effort to place static monsters, rather than dynamic ones. Besides, we don't know enough about the system to say it sucks. It could be improved since the last time we saw it.
[QUOTE=famasfanalt;27708101]I liked fallout 3's system. Although by level 20 nothing can fucking hault you.[/QUOTE] New vegas kinda fixes this. Friggin deathclaw swarm 100 meters away from your lvl1 starting point. Im currently max lvl and running around in a full Power armor suit and modified Gauss gun and I still get raped by some deathclaws if im not carefull. Clearing out that mine was a pain in the ass.
[quote=kazumi;27707634]only the dark brotherhood so far.[/quote] [b]yes![/b]
sanguine my brother game needs more talkative doors
Like Demon Doors from Fable? :allears:
[QUOTE=Kazumi;27707634]Only the Dark Brotherhood so far.[/QUOTE] Yes! I can again kill people awesomely now.
i bet the dragonborn guys will be a guild that you can join like the Blades. and i think they'll still include fighters guild and mages guild, don't see any reason why they would stop now. not sure about thieves guild, but there's definitely a chance.
[QUOTE=Stizzles;27708680]Like Demon Doors from Fable? :allears:[/QUOTE] Dude, remember that nice winter cottage and when you stepped inside there was a scream and it turned to a burning building of hell i ran outta that shit so fast [editline]28th January 2011[/editline] [media]http://www.youtube.com/watch?v=mE2eDpvpeQ0[/media]
Can't fucking wait for this game
[QUOTE=Dachande;27708880]Dude, remember that nice winter cottage and when you stepped inside there was a scream and it turned to a burning building of hell i ran outta that shit so fast [editline]28th January 2011[/editline] [media]http://www.youtube.com/watch?v=mE2eDpvpeQ0[/media][/QUOTE] Hmmmm, I don't really remember it no.. and my flash player doesn't work so I can't watch it right now. :argh: Edit: Oh, it's on the second game. I only played it for maybe a day or two, completed the main story. I don't have a 360. :smith:
[QUOTE=Kazumi;27707634]Only the Dark Brotherhood so far.[/QUOTE] The night beard, The beard and the poisonous beard.
To be honest I'd rather get a lot of dungeons with actual unique stuff in them and fixed levels from the beginning and tell you before you enter that you are not at the right level if the dungeon is too high/low level for you.
Then there is no point in discovering dungeons, unless you want experience points. You can just get the same thing from dungeons as from stores. Which is pretty lame. If i discover a dungeon, i want it to be challenging yet rewarding by achieving a better kind of weapon. "Better" weapons should cost more to repair, however.
[QUOTE=Chekko;27710246]Then there is no point in discovering dungeons, unless you want experience points. You can just get the same thing from dungeons as from stores. Which is pretty lame. If i discover a dungeon, i want it to be challenging yet rewarding by achieving a better kind of weapon. "Better" weapons should cost more to repair, however.[/QUOTE] I don't see how making levels already level set are ruining the point of them. To be honest dungeons in Oblivion were too common, I'd rather get only some dungeons (ala fallout 3) and have some cool shit in it. That "haunted" mine in Point Lookout is a good example of a good dungeon.
[QUOTE=z0nk3d;27710172]To be honest I'd rather get a lot of dungeons with actual unique stuff in them and fixed levels from the beginning and tell you before you enter that you are not at the right level if the dungeon is too high/low level for you.[/QUOTE] Me too. I [I]LIKED[/I] getting my ass whooped at the Suran ancestral tomb by two skeleton champions triggered by my theft.
[QUOTE=z0nk3d;27710272]To be honest dungeons in Oblivion were too common, I'd rather get only some dungeons (ala fallout 3) and have some cool shit in it. That "haunted" mine in Point Lookout is a good example of a good dungeon.[/QUOTE] Yeah, most of the time I don't even bother exploring them in Oblivion because they're everywhere and there really isn't much to find in most of them.
[QUOTE=Stizzles;27708850]i bet the dragonborn guys will be a guild that you can join like the Blades. and i think they'll still include fighters guild and mages guild, don't see any reason why they would stop now. not sure about thieves guild, but there's definitely a chance.[/QUOTE] Mages Guild is gone, but there will probably be a new magic guild in its place. [quote]After the Oblivion Crisis, the Mages Guild was dissolved for unknown reasons. The two splinter organizations were known as the Synod and the College of Whispers.[/quote] It had ties to the Empire which might contribute to its dissolution.
Sweet. Hopefully magic users have a choice between joining the two, and it'll work out like the relationship between Telvanni and Mage Guild in Morrowind.
"Realistic falling snow" :gizz:
[QUOTE=Rubs10;27708304]Wrong. They still have to place the monster spawns+paths inside the dungeons, but the monster spawns they place will spawn a monster according to your level. They could also place a spawn that will spawn something that's at any static level, with the same effort. This was a gameplay choice for them, as it would have taken the same amount of effort to place static monsters, rather than dynamic ones. Besides, we don't know enough about the system to say it sucks. It could be improved since the last time we saw it.[/QUOTE] All they have to do is make it so some dungions are randomly more difficult, some are randomly less diffcult. That will completely rid the the feeling of everything beeing the same/leveled. Combined with the fact that the game locks the level of the dungion you visit, you can go back to it later and have it still have those kinds of monsters. Certain locations should be set to have a static level of sorts, such as city sewers spawning monsters between levels 1-5 or soemthing, and some kind of dark vampire/werewolf den always spawning monsters of at least level 20.
More GameInformer Skyrim goodness. This time it's all about the menu overhaul [url]http://www.gameinformer.com/games/the_elder_scrolls_v_skyrim/b/xbox360/archive/2011/01/28/skyrim-menu-system-overhaul.aspx[/url] This is the only picture in the article though and I'm sure we've seen it before. [img]http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Components-SiteFiles/imagefeed-featured-bethesda-elderscrolls-elderscrollsv/SkillsMenu.jpg[/img] [quote]Rather than refine the pre-existing menu system from Oblivion or Fallout 3, Bethesda decided to toss them on the scrap heap and develop a new, streamlined interface. Searching for inspiration, the team kept coming back to Apple, and for good reason. Over the last decade the company has revolutionized how consumers interact with software and hardware moreso than any other tech outfit.[/quote] As long as they don't take business inspiration from apple.
Hah, they're still using the same old default name. [editline]28th January 2011[/editline] [B]"As in Oblivion, every player starts out with the ability to use all 18 skills – any player can use a two-handed weapon, try alchemy, or cast a destruction spell"[/B]
[QUOTE=Mattk50;27707856]1. enter awesomesauce dungeon with epic design and traps and crap at lvl 1 2. blow through it at lvl 1 and get shitty loot 3. rest of the game dungeons suck. no awesome fun experience for you.[/QUOTE] 1.Install loot changing mod. 2.Set difficulty to max. 3.Enter said dungeons. 4.Profit. Alternate 4.Get raped and die.
hello, GTX 470. I hope you're prepared for the rigorous 98 hour Skyrim sessions that are likely to occur later this year.
[quote]Rather than refine the pre-existing menu system from Oblivion or Fallout 3, Bethesda decided to toss them on the scrap heap and develop a new, streamlined interface. Searching for inspiration, the team kept coming back to Apple, and for good reason. Over the last decade the company has revolutionized how consumers interact with software and hardware moreso than any other tech outfit. [/quote] Is it wrong I chuckled to this?
[QUOTE=spekter;27715529]Hah, they're still using the same old default name. [editline]28th January 2011[/editline] [B]"As in Oblivion, every player starts out with the ability to use all 18 skills – any player can use a two-handed weapon, try alchemy, or cast a destruction spell"[/B][/QUOTE] I still kind of wish the feats were like in, say, NwN, where you'd have to get a feat to unlock the ability to dual-wield, etc.
Why all the hate on the dungeon system? Do you guys really go back to dungeons you've already visited? I never do.
[QUOTE=Roundhouse;27711731]"Realistic falling snow" :gizz:[/QUOTE] I found the "flowing water" part interesting. It would be awesome to see some new water physics elements in games- let alone TES-- even moreso if we could interact and manipulate the water.
[QUOTE=LunchboxOfDoom;27717699]I found the "flowing water" part interesting. It would be awesome to see some new water physics elements in games- let alone TES-- even moreso if we could interact and manipulate the water.[/QUOTE] I can see it now, light someone on fire, douse them with a bucket of water, then walk away as they freeze.
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