Is it just me, but do the "Specialized" graphics (Villages, dungeons, ruins, certain outcroppings) look so much better than general stuff (rocks on a mountain, grass, and water)?
I can't recall exactly but you could be right and if that's so I imagine it's because all of the videos have shown the console version. The PC version could look better, nobody knows yet.
I liked spell making...but I think the experience could be a little more "focused" without it.
I don't see it as screwing mages. In fact, I think this means they are giving magic much more attention instead of just throwing a bunch of variables at the player and letting him/her sift through them.
You know, all this talk of nude mods...I actually downloaded them in Morrow and Oblivion and Fallout for one reason and one reason only: humiliation. Not for everyone, like you attack me cause I attack you, understandable. You a hard-ass motherfucker, I respect the fight, you good. But if you're a pissant bandit or some cheap-ass guard who caught me eating some dude's apple, I steal your goddamn pants and leave your junk flapping in the wind. I roleplay as The Pantsless Bandit, but I need a better name, because that sounds like I don't wear pants.
I'm looking forward to continuing my quest in Skyrim.
I kind of disliked it in Oblivion when you would go to the temples and learn their spells. You'd find like 9 spells that essentially do the same thing (heal, drain, restore, whatever) to varying magnitudes but have wildly different costs in both money and mana. There always seemed to be spells that only existed to get that certain effect into the player's repertoire so you could make the ideal spell yourself. In removing spellcrafting, if they do, it forces them to create those more ideal spells and not make the player fuck around with the system they created on their own.
I kind of disliked it in Oblivion when you would go to the temples and learn their spells. You'd find like 9 spells that essentially do the same thing (heal, drain, restore, whatever) to varying magnitudes but have wildly different costs in both money and mana. There always seemed to be spells that only existed to get that certain effect into the player's repertoire so you could make the ideal spell yourself. In removing spellcrafting, if they do, it forces them to create those more ideal spells and not make the player fuck around with the system they created on their own.
Well, if it forces them to create more spells that are actually useful then I'm perfectly fine with that. I'm also looking forward to enchanting stuff and being an artificer again because I love relying on magic items and artifacts and recharging them and shit.
Darmak on
0
HenroidMexican kicked from Immigration ThreadCentrism is Racism :3Registered Userregular
edited June 2011
I would actually hope they come up with a system where the spells you learn are all unique, rather than just stronger versions of one-another.
I had a "better bodies" mod - I rolled up a Breton mage called "Nigel Nudewizard," who didn't submit to the tyranny of arbitrary social norms. It worked well because if you talked to NPCs in Morrowind wang-out, they noticed and their disposition went down. I also liked the idea of some bearded old pervert being hailed as hortator and nerevarine. Never finished that playthrough though...
I doubt it. As the environment gets more detailed a construction set increases exponentially in complexity and would be usless for the majority of users.
I doubt it. As the environment gets more detailed a construction set increases exponentially in complexity and would be usless for the majority of users.
They've also said they're trying to figure out ways to get mods on PS3 and 360.
Kinda hard to put mods on consoles when there aren't, you know, mods.
Well they could offer a handful of the most popular ones as optional downloads a few months after release for consoles. I don't see it happening but one can hope.
And by most popular I mean most popular after the naked and better bouncing boobs mods.
Yes, powerful. But easy to use? There are very little good mods wich directly deal with incoperating new cities, dungeons and even less so entire gameworlds. In Neverwinter Nights there are thousands. It was of course kinda "iso-3D" with a lot of prefabricated tiles to use, kinda like a lego box. That made it very easy. Throw in a bit of scripting work. I know it could be done... but is this actually practible for the end user? For TES i don't think so. Its too detailed and vast and hence more coplicated and needs more work. A lot more.
I would love to be proven wrong in this case, but projected on the other TES titles and Fallout 3+ series i remain doubtful. Custom created worlds with online multiplayer capability would be great. But it won't happen at this stage. That was what was (and still is) driving NWN's modding community.
Have you ever used the construction set? You pretty much could piece together dungeons like lego sets. Bethesda has a tutorial on their site that shows you how to build a basic dungeon, and it's not very hard at all. It is, however, time consuming.
I don't know why but that video did nothing to hype me for this game, a game I really am looking forward too. Things just didn't look...different from oblivion really.
Yeah, it looks neat, but as someone already mentioned in this thread, I would've prefered this "hand-drawn map" kinda feel. This one looks more like your scary smelly medieval viking guy is using GPS to navigate the world.
One thing that has been bothering me about the interface is that it looks too clean.
Clean text, clean lines, and yes, a google earth map. More suitable for Mass Effect than the Elder Scrolls.
I was going to play the game through vanilla on my first playthrough.. but I might be tempted to install a more fantasy/rustic UI theme as soon as one is available.
The current one just doesn't seem to fit.
By the by.. any more gameplay footage from E3 floating around? Or is the 14 minute one the longest/ most in depth avaliable?
The map totally blew me away. That the engine is even capable of doing that at all makes me very happy.
Unfortunately, there is a transition there >.> It's not actually zooming out that far. Reminds me of one of the Zelda game maps one time.
I am wondering how they will do the spells. Will there be 50 different fire spells of different damage and mana cost? Or will there be one fire spell, and either runewall, bolt, or aoe uses different mana but their damage depends on your skill.
I'd prob prefer the latter one. I loved spellmaking, but I HATED having to go through a spell list of 200 something spells.
Also, as far as armored argonians go I always think of this guy
If anyone knows what that is I will be impressed :P
Oh oh I know that one. He's the paladin lizard from some Forgotten Realms game. Senses peoples aura by their fires burning or something. I've read that book.
The map totally blew me away. That the engine is even capable of doing that at all makes me very happy.
Unfortunately, there is a transition there >.> It's not actually zooming out that far. Reminds me of one of the Zelda game maps one time.
I am wondering how they will do the spells. Will there be 50 different fire spells of different damage and mana cost? Or will there be one fire spell, and either runewall, bolt, or aoe uses different mana but their damage depends on your skill.
I'd prob prefer the latter one. I loved spellmaking, but I HATED having to go through a spell list of 200 something spells.
Also, as far as armored argonians go I always think of this guy
If anyone knows what that is I will be impressed :P
I don't believe there are hundreds of different spells, many of those just variances on the original, this time around. If you equip your fire spell on one hand and use it, it launches a projectile of flame. If you hold down the attack button, it sprays it out in a stream. If you equip the spell in both hands and use them at once, you launch an even powerful form of the original spell. And then when you level up, you choose perks, which will further increase that fire spell. I'm guessing those perks will improve statistics like range and base damage.
Instead of creating new spells at desks and shops that are just upgraded forms of the original, you simply invest in perks. Of course, that's just speculation on my part. I don't know if there's some form of spell making or not. I've heard it's not currently in the game, but that Todd Howard and his team were looking at different possible options and mechanics.
Dashui on
Xbox Live, PSN & Origin: Vacorsis 3DS: 2638-0037-166
That actually makes alot more sense, you'll feel as though the character is actually learning these spells, as opposed to just instantly knowing how to create a nuclear explosion.
That actually makes alot more sense, you'll feel as though the character is actually learning these spells, as opposed to just instantly knowing how to create a nuclear explosion.
Yep, I like it more. I've never liked playing with spell making because, as Todd Howard mentioned in the Game Informer podcast, it felt like you were dealing with spreadsheets. It took the magic out of magic. I think perks taking its place and other new mechanics alleviate that concern. I'm actually tempted to create a mage this time, which I almost never do.
Dashui on
Xbox Live, PSN & Origin: Vacorsis 3DS: 2638-0037-166
Also, as far as armored argonians go I always think of this guy
If anyone knows what that is I will be impressed :P
Dragonbait, faithful paladin companion to Alias. They show up in their own series of books (starting with Azure Bonds), as well as in the Curse of the Azure Bonus Gold Box game by SSI, the sequel to Pool of Radiance and the prequel to Secret of the Silver Blades).
Yes, she's wearing stripper mail. Yes, she knows it's stupid. She actually points this out in the book.
It's magical, and there's a ridiculously strong magical force barrier around the gaping hole that makes it much safer than normal armor. She's still not particularly happy about it.
Yep, I like it more. I've never liked playing with spell making because, as Todd Howard mentioned in the Game Informer podcast, it felt like you were dealing with spreadsheets. It took the magic out of magic. I think perks taking its place and other new mechanics alleviate that concern. I'm actually tempted to create a mage this time, which I almost never do.
This.
Exactly the reason why I never bothered with magic in Elder Scrolls games.
The map totally blew me away. That the engine is even capable of doing that at all makes me very happy.
Unfortunately, there is a transition there >.> It's not actually zooming out that far. Reminds me of one of the Zelda game maps one time.
I am wondering how they will do the spells. Will there be 50 different fire spells of different damage and mana cost? Or will there be one fire spell, and either runewall, bolt, or aoe uses different mana but their damage depends on your skill.
I'd prob prefer the latter one. I loved spellmaking, but I HATED having to go through a spell list of 200 something spells.
Also, as far as armored argonians go I always think of this guy
If anyone knows what that is I will be impressed :P
Alias says what's up, Giogi wants to know if you've seen a dried up lump of sausage laying around anywhere and Dragonbait said... well, nothing really but you know him.
Posts
I can't recall exactly but you could be right and if that's so I imagine it's because all of the videos have shown the console version. The PC version could look better, nobody knows yet.
I don't see it as screwing mages. In fact, I think this means they are giving magic much more attention instead of just throwing a bunch of variables at the player and letting him/her sift through them.
I just enjoyed it so much. The treasure room, the training room and the giant Alchemy Lab... Oh how I missed it in Oblivion.
I'd even take my armor off and "hang" it on the mannequin in my room before resting.
STEAM
I'm looking forward to continuing my quest in Skyrim.
Well, if it forces them to create more spells that are actually useful then I'm perfectly fine with that. I'm also looking forward to enchanting stuff and being an artificer again because I love relying on magic items and artifacts and recharging them and shit.
That term has a margin of definition from here to China.
Did you try clicking? Construction set confirmed.
Kinda hard to put mods on consoles when there aren't, you know, mods.
Well they could offer a handful of the most popular ones as optional downloads a few months after release for consoles. I don't see it happening but one can hope.
And by most popular I mean most popular after the naked and better bouncing boobs mods.
Your doubt is unfounded.
Those giants are going to have realistically flopping dongs and there's nothing you can do about it.
Satellites, baby.
If the president had any real power, he'd be able to live wherever the fuck he wanted.
:^:
Okay, I'm sold.
Clean text, clean lines, and yes, a google earth map. More suitable for Mass Effect than the Elder Scrolls.
I was going to play the game through vanilla on my first playthrough.. but I might be tempted to install a more fantasy/rustic UI theme as soon as one is available.
The current one just doesn't seem to fit.
By the by.. any more gameplay footage from E3 floating around? Or is the 14 minute one the longest/ most in depth avaliable?
Unfortunately, there is a transition there >.> It's not actually zooming out that far. Reminds me of one of the Zelda game maps one time.
I am wondering how they will do the spells. Will there be 50 different fire spells of different damage and mana cost? Or will there be one fire spell, and either runewall, bolt, or aoe uses different mana but their damage depends on your skill.
I'd prob prefer the latter one. I loved spellmaking, but I HATED having to go through a spell list of 200 something spells.
Also, as far as armored argonians go I always think of this guy
I don't believe there are hundreds of different spells, many of those just variances on the original, this time around. If you equip your fire spell on one hand and use it, it launches a projectile of flame. If you hold down the attack button, it sprays it out in a stream. If you equip the spell in both hands and use them at once, you launch an even powerful form of the original spell. And then when you level up, you choose perks, which will further increase that fire spell. I'm guessing those perks will improve statistics like range and base damage.
Instead of creating new spells at desks and shops that are just upgraded forms of the original, you simply invest in perks. Of course, that's just speculation on my part. I don't know if there's some form of spell making or not. I've heard it's not currently in the game, but that Todd Howard and his team were looking at different possible options and mechanics.
I think even as a Barbarian Archetype character I'd be tempted to use destruction spells on occasion.
Yep, I like it more. I've never liked playing with spell making because, as Todd Howard mentioned in the Game Informer podcast, it felt like you were dealing with spreadsheets. It took the magic out of magic. I think perks taking its place and other new mechanics alleviate that concern. I'm actually tempted to create a mage this time, which I almost never do.
Well the last time someone did that...
Dragonbait, faithful paladin companion to Alias. They show up in their own series of books (starting with Azure Bonds), as well as in the Curse of the Azure Bonus Gold Box game by SSI, the sequel to Pool of Radiance and the prequel to Secret of the Silver Blades).
Yes, she's wearing stripper mail. Yes, she knows it's stupid. She actually points this out in the book.
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
This.
Exactly the reason why I never bothered with magic in Elder Scrolls games.
Alias says what's up, Giogi wants to know if you've seen a dried up lump of sausage laying around anywhere and Dragonbait said... well, nothing really but you know him.