The Elder Scrolls Megathread XVII: Paid Mods? Not in My Community.
5,002 replies, posted
[QUOTE=rinoaff33;48282172]Pop quiz: What game is this from?
[t]http://u.cubeupload.com/amiavamp/enb2015072403344898.jpg[/t]
[sp]Answer: Skyrim[/sp][/QUOTE]
Trees gave it away.
Is OpenMW stable enough to use right now?
Ah. Bethesda games. A serious, well thought out game that you can turn into a Shopping Center of dancing freaks, riding through on a fucked up man horse while taking a lightsaber to spiderman headcrabs all the while Thomas the Tank Engine clones fly through the sky.
Yep. That's a thing
[QUOTE=Excalibuurr;48282227][video=youtube;H5mxVzvvxQo]http://www.youtube.com/watch?v=H5mxVzvvxQo[/video][/QUOTE]
and the related videos are all videos of other skyrim mods, most of them with skimpy women in the cover
[QUOTE=rinoaff33;48273356]lots and lots of words[/QUOTE]
Pretty cool stuff!
I feel like an easy way to keep the player at the center of attention AND allow guild-type stuff to make sense would simply be to space the main quest out more-- rather than one mission leading into another, give it a variety of possible mission triggers. Like, you know, completing a guild quest, doing some important sidequest, etc.
I also heartily second that they need to dig deeper into their setting-- the weakest point of Skyrim for me is that none of the factions are [I]really[/I] good or bad or grey, just blank and indefinite unless you've read material that might not even be in the game.
[QUOTE=IQ-Guldfisk;48278632]Well of course you have to use your imagination. The game obviously isn't real. But why should that stop games from trying to have a realistic approach to what you can and cannot do by naturally limiting some stuff instead of openly allowing everything? And besides, your previous point was that an open game is a better game, what exactly makes an open game a better game? Being able to do everything? You can just do that by joining guilds through the console (I'm almost sure) and then there would be no need to have everything opened up to you. I think that if a game has more limits that makes sense and are more well written than nothing, it enriches the game. Of course it's all opinions but I have yet to see your reason to why allowing you to do everything in one go and then having people limit themselves would be the better outcome of the two.
Why should so called "useless" attributes be removed? There are plenty of useless books in all elder scrolls games. Should they also be removed? They also aren't useless because they actually do something. Even if there is no point in increasing them when you level up having so called superpotions in ex. luck gives a noticeable effect to the game. As well as speed. And endurance. In my opinion they should add more "useless" attributes so that when you have a character only do certain things they truly become good in only those skills.
Lastly, of course you can't have a character that can talk it's way through the game. But you can try and that is the important thing. It will of course be more straight forward to play the game by killing everything or stealth. But that doesn't mean that you should be able to try the other since it's actually viable sometimes, and that is enough to try to play a character like that.
Not everything have to be black and white, that's what I am trying to tell you here. The games don't have to be either incredibly hardcore like DnD, or, in my opinion, too casual like skyrim. What I want is a middle ground that mix both things with good writing that limit you and makes the world feel alive and a lot of options so you can play it casually like skryim if you want, but you can also make unconventional characters that might not work out. In my opinion Morrowind hits pretty close to this. You can do a big Umbra wannabe and slay everything. But you can also make more versatile characters that have a decent mix with that could potentially be completely useless.[/QUOTE]
I don't think that an open game is a better game, but that's the route Bethesda takes. Bethesda is more about making a world that's explorable, sure they want to make it somewhat believable too, but they never compromise gameplay for realism or writing. They'll probably never have a system in which by doing one thing you can completely lock yourself out of another, it's just against their philosophy. And while the books contribute to the exploring of the world, the attributes don't. Bethesda cares more about that sense of exploration than they do the actual story of the game. Which is why the stories you find hidden away in the caves of TES and Fallout 3 are much more charming then anything spoken. And by locking you out of a guild, they feel as if they actively harm the player's ability to explore, much like how they vow never to have their games have a 'definite end'. Even the game's leveling system is tied to the believe that there should be nothing the player [I]can't [/I]do. You can always reach the max in any attribute and any skill. Not to mention that console commands aren't available for consoles, and thus Bethesda has to cater to their needs.
I'm not a fan of that approach to guilds, I personally think it's a little dumb too along with the whole 'our games won't have an ending' thing. But, seeing as I have learned to limit myself, I stopped caring and just avoided the guilds I don't think my characters should be joining.
But answer this correctly and I'll back down: "What joinable guilds in Skyrim actively oppose one another? For what reasons would any of these guilds absolutely forbid you from joining another?" If two guilds had opposing philosophies then I could understand that the lack of consequences would be hella dumb, but other than the Civil War factions, there are no guilds that have any [I]absolute [/I]reason to stop you from joining another.
And sure the attributes "do something", however what they do is very behind the scenes or can easily be simplified. Strength, Endurance, and Intelligence, the attributes that had the most noticeable effect on the game, were just cut down into Health, Magicka, and Stamina. Both systems provide the same effect but one serves that effect in a much more understandable and direct fashion. With Skyrim's system you can immediately see the effect that leveling up has on your stats as opposed to just "bigger number = better". The rest of the attributes and derived stats more or less still remain in the game but with more direct effects. ie 10% extra mana regen has a much clearer effect on your character than +10 to Willpower. Skyrim ditches the middle man and informs the player of his choices in a much more direct fashion. Does it technically make characters less varied? Absolutely, but only on a level where two characters don't have the same level in stats, but that doesn't mean they play completely differently. And that is why the change was made, sacrificing complexity for something a little bit more satisfying and clear.
The speed attribute is a complete toss up. If it had a slight effect on your movement speed then it wouldn't matter at all, but if it had too much of an effect on your speed then it would cause you to move either too slow, or at uncontrollable speeds. Seeing this, Bethesda decided it actively harmed the game. And the same could be said for the athletics skill.
Also you do know you can do that kind of play style in Skyrim. The game still allows for oddball or builds however the choices for those builds are a lot more clear and to the point, and probably even more varied due to perks.
I'm a fan of Morrowind too and I do know what you mean between wanting a middleground, however the games are more of Action/Adventure games than they are RPGs, and by trying to strike that middle ground with Morrowind and Oblivion, they ran into some problems, lots of them actually. So they just scrapped all of it into something that "just works". It's not the best solution but it's the one they came up with and it's the one we have to put up with because Todd Howard has a pretty face that we can't say 'no' to.
I think I have a problem. Everytime I go, I'm going to mod Skyrim, say to myself, I'll only do like 20 mods or something, then 200 mods later, game CTD all the time.
Best part is I spend hours messing with it, so I really spend more time modding than playing Skyrim now.
[QUOTE=Intoxicated Spy;48284597]I think I have a problem. Everytime I go, I'm going to mod Skyrim, say to myself, I'll only do like 20 mods or something, then 200 mods later, game CTD all the time.
Best part is I spend hours messing with it, so I really spend more time modding than playing Skyrim now.[/QUOTE]
Sometimes I mod the hell out of skyrim to play it at a later date, then come back to it wanting a vanilla experience and wipe all my mods :v:
Hopefully mod organizer can prevent that from happening again.
I have to disagree with DnD being the example of a hardcore game. DnD is the kind of game where house rules are the rule instead of the exception.
"Okay Jimmy, what do you do?"
"I will EAT THIS TABLE."
"Fuck it, roll d20 to see if it works."
A better example is a space sim, where the manual is where your eyes will be 90% of the time.
Unrelated:
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Deus Fallout Scrolls Effect 7, coming 11/11/2111.
[QUOTE=rinoaff33;48286871]I have to disagree with DnD being the example of a hardcore game. DnD is the kind of game where house rules are the rule instead of the exception.
[/QUOTE]
Just because a game can take house rules doesn't make it any less complex than other games. DnD/Pathfinder's rules are known to be heavy/tactical/overly-specific when compared to other games in the medium. Sure you can 'house rule' all the complex stuff away, but then you wouldn't be playing DnD.
[QUOTE=cdr248;48287062]Just because a game can take house rules doesn't make it any less complex than other games. DnD/Pathfinder's rules are known to be heavy/tactical/overly-specific when compared to other games in the medium. Sure you can 'house rule' all the complex stuff away, but then you wouldn't be playing DnD.[/QUOTE]
You know, when I say this to people as to why I don't like D&D they think I am out of my fucking mind.
[QUOTE=Banned?;48288367]You know, when I say this to people as to why I don't like D&D they think I am out of my fucking mind.[/QUOTE]
It really is quite terrible.
Back to TES though:
I wonder why the removed Sutch from Oblivion. Probably because of budget and time constraints and shit but I'm surprised they didn't just pull a Kvatch #2 with it.
[QUOTE=cdr248;48288561]It really is quite terrible.
Back to TES though:
I wonder why the removed Sutch from Oblivion. Probably because of budget and time constraints and shit but I'm surprised they didn't just pull a Kvatch #2 with it.[/QUOTE]
Because they had things to do elsweyr and sutch. :v:
But seriously, I didn't know there was supposed to be another town called Sutch in TESIV.
[QUOTE=rinoaff33;48286871]Deus Fallout Scrolls Effect 7, coming 11/11/2111.[/QUOTE]
Funny, i just visited Halo's Aether suite as well.
[t]http://orig10.deviantart.net/2af4/f/2015/205/7/8/prince_of_lies_by_hallankobin-d92pmv7.jpg[/t]
:Shirt - Prince of lies
[QUOTE=Alexandroras;48289126]Funny, i just visited Halo's Aether suite as well.[/QUOTE]
It's basically a Garry's Mod map. [sp]Here's to hoping he finishes his bullshit in Fallout 4.[/sp]
[QUOTE=ClarkWasHere;48288766]Because they had things to do elsweyr and sutch. :v:
But seriously, I didn't know there was supposed to be another town called Sutch in TESIV.[/QUOTE]
Yep. Supposedly you can even see it on a older version of the map when you play the credits.
[IMG]http://www.uesp.net/w/images/5/50/OB-Sutch_Kvatch_Skingrad.JPG[/IMG]
It was also mentioned as a city in Redguard and the region where Fort Sutch is located is called County Sutch.
I'd be extremely happy if in the next elder scrolls, we got really big cities, even if they mostly looked the same as eachother, and most of the houses were the same thing with the same interior and randomly generated furniture placements.
Realisticaly, each city should also have a guild hall or base. We're not doing that skyrim shit again where the theives guild can only be found in one place, the mages another, the fighters somewhere else, and the assassins in only one place that you'd only ever visit for them
An example I'd like to think of is the first assassins creed game. A few major landmarks and the layout sets the cities apart. Most of the common buildings are the same, and so are the assassin houses. Big things that set the city as different from the others are that the guards are different. The people are different. The lighting has changed. A few props have changed too.
[QUOTE=The Jack;48291373]I'd be extremely happy if in the next elder scrolls, we got really big cities, even if they mostly looked the same as eachother, and most of the houses were the same thing with the same interior and randomly generated furniture placements.[/QUOTE]
So you want Daggerfall/Arena 2.0?
That'd be interesting with modern graphics and combat.
[QUOTE=Pigbear;48284187]and the related videos are all videos of other skyrim mods, most of them with skimpy women in the cover[/QUOTE]
[media]http://www.youtube.com/watch?v=2HxzjFX2AOk[/media]
"bad ass."
[QUOTE=ClarkWasHere;48291381]So you want Daggerfall/Arena 2.0?
That'd be interesting with modern graphics and combat.[/QUOTE]
As much as I like Daggerfall, this is kind of a terrible idea. It gets a little boring after a while when you realize that there is nothing interesting in any of the areas and that none are unique.
"Ooooo Cybiades! How exotic!", and then you find out there is literally nothing there. Never any reason to visit it. I have even begun to avoid quests that involve dungeons (like 90%), because they're all awful.
Maybe it could work as its own title like all the other randomly generated survival roguelike games out there, but it would make for an awful TES game. Scale doesn't make a good TES, focus does (ie Morrowind).
[editline]25th July 2015[/editline]
Also it'd probably be a bitch to get from place to place in a giant city. And since these games are filled with fetch quests you're probably going to get tired of it really fast.
If anything I want an Elder Scrolls game with a much smaller scale than usual, like only the Imperial City but make it much bigger and more detailed.
Things to see in elder scrolls
- huge sprawling cities. Nothing like modern cities, obviously, but the first two assassins-creed size. Blocks and blocks of generic housing can actually offer a lot to the player. But of course we should still get landmarks and special buildings mixed in the regular places.
-Generic NPCS that are believable and whom you can interact with and have a lot of dialogue options for.
- Magic that is good.
- Combat that is good.
- Attributes that really give you superpowers once you get them past human levels.
- A storyline that is good
- Voiced characters that aren't shit.
- Intelligent thought gone into making up the cultures of each race.
- Ships and wagons/trade caravans.
- guilds
- Dynamic quests with different ways of doing them.
Bigger is better. A concern could be that we don't want to be moving around over miles and miles of nothing. (not that big), My solution would be super speed, flight or transport. Magic.
[QUOTE=The Jack;48293529]Things to see in elder scrolls
- huge sprawling cities. Nothing like modern cities, obviously, but the first two assassins-creed size. Blocks and blocks of generic housing can actually offer a lot to the player. But of course we should still get landmarks and special buildings mixed in the regular places.
-Generic NPCS that are believable and whom you can interact with and have a lot of dialogue options for.
- Magic that is good.
- Combat that is good.
- Attributes that really give you superpowers once you get them past human levels.
- A storyline that is good
- Voiced characters that aren't shit.
- Intelligent thought gone into making up the cultures of each race.
- Ships and wagons/trade caravans.
- guilds
- Dynamic quests with different ways of doing them.
Bigger is better. A concern could be that we don't want to be moving around over miles and miles of nothing. (not that big), My solution would be super speed, flight or transport. Magic.[/QUOTE]
We probably won't be seeing anything like this any time soon.
[editline]25th July 2015[/editline]
[QUOTE=Ganerumo;48292895]If anything I want an Elder Scrolls game with a much smaller scale than usual, like only the Imperial City but make it much bigger and more detailed.[/QUOTE]
Even I think that's a little bit too small. I think Morrowind got the scale right. I feel like the games should always feature a whole province instead of just a small part, but Morrowind is already quite big so I don't blame them for splitting it up. I just like the ratio they have going for Morrowind, the map is big but not too big.
The Imperial City's supposed to be the size of a small country by itself, to be honest.
Would be nice to have a TES game that's up to scale for a change instead of seeing more stuff get crammed into a scaled down worldspace.
Why cant we just get a single-player Elder Scrolls game like ESO where we can go everywhere in Tamriel? That would be a shot load of fun.
ESO is fun and all, but not really worth the money, plus you can't really beat the classic bethesda single player experience of the older Elder Scrolls games.
[QUOTE=Ganerumo;48293632]The Imperial City's supposed to be the size of a small country by itself, to be honest.
Would be nice to have a TES game that's up to scale for a change instead of seeing more stuff get crammed into a scaled down worldspace.[/QUOTE]
I think the scale is okay. Too big and it's hard to populate it with enough stuff, at least enough unique stuff, to make the huge open expanses non boring. Too small and it feels cramped
I think Oblivion got the scale just right. It didn't feel claustrophobic, and it wasn't so big that there were stretches of nothing. Skyrim's scale isn't much different, but there's a lot of areas that are impassible, semi forcing you in a direction, except for the central area. Morrowind was too big, but it also had a lot of (If you weren't clever with acrobatics and shit) corridor type areas that directed you
Cities should be at least five times the size of what they are now. Hopefully about 16 or even 30 times bigger.
and we should get some form of acrobatics/athletics back so we can do parkour.
I think the problem is more along the lines of filling the space rather than actually having an engine that can handle it:
[url]http://www.oceanlightwave.com/morrowind/2x2/index.html[/url]
[t]http://www.oceanlightwave.com/morrowind/2x2/shot5.jpg[/t]
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[url]http://www.projectmanager.f2s.com/morrowind/Tamrielx3/[/url]
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Improve on the ability to randomly generate stuff
I just want fucking spears and throwable weapons.
edit- and a big flail.
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