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Skyrim: E3 gameplay in OP and no the Dark Brotherhood isn't gone
Magic is hilariously ridiculously broken in Daggerfall.
An explanation of this:
In Daggerfall, spells progressed by character level. The higher your character level, the more awesome the spell. Let's take a default spell, Shock, for reference.
1-20 damage + 1-4 damage per level. Nothing out of the ordinary really. Let's skew that a bit though.
1-4 damage + 1-20 damage per level. Do you see the difference here? Of course, this spell will take a bit more magicka to cast but has far far more growth potential.
My level 28 character, with 100INT and 3.0x INT in magicka, has a touch spell called "Obliterate". It takes well over half her mana to cast. BUT.
It does 1-1 damage + 50-75 damage per level on touch. Yes, that is 1401-2101 damage. God help me if I use it on something with reflect magic.
EDIT: For another example spell, take Nova. Continuous damage area of effect centered on the caster.
Duration: 1 round + 3 rounds per level.
Damage: 1-1 damage + 4-13 damage per round.
So at level 28 anything caught within a sizable area around my character will be taking 113-365 damage every round for 85 rounds.
do you see the issue? Of course, you could always change Z in the formula X+Y damage per Z level but why would you bother?
I was going to call you out for not knowing what you're talking about, but then you started rambling about NWN and online multiplayer and now I don't even know what point you're trying to make anymore.
Regardless, we know the construction kit is coming, and there's absolutely no reason to believe it won't be just as powerful and easy to use as the previous construction sets and the GECK, if not more so.
Magic is hilariously ridiculously broken in Daggerfall.
An explanation of this:
In Daggerfall, spells progressed by character level. The higher your character level, the more awesome the spell. Let's take a default spell, Shock, for reference.
1-20 damage + 1-4 damage per level. Nothing out of the ordinary really. Let's skew that a bit though.
1-4 damage + 1-20 damage per level. Do you see the difference here? Of course, this spell will take a bit more magicka to cast but has far far more growth potential.
My level 28 character, with 100INT and 3.0x INT in magicka, has a touch spell called "Obliterate". It takes well over half her mana to cast. BUT.
It does 1-1 damage + 50-75 damage per level on touch. Yes, that is 1401-2101 damage. God help me if I use it on something with reflect magic.
EDIT: For another example spell, take Nova. Continuous damage area of effect centered on the caster.
Duration: 1 round + 3 rounds per level.
Damage: 1-1 damage + 4-13 damage per round.
So at level 28 anything caught within a sizable area around my character will be taking 113-365 damage every round for 85 rounds.
do you see the issue? Of course, you could always change Z in the formula X+Y damage per Z level but why would you bother?
You left off the fact that any magic skill raised above 100 reduced the cost of every spell to 5.
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.
I actually don't remember them mentioning the stripper armor in the book :?: I thought the book/games were pretty obscure at least. But then I remembered where I was.
Back on topic, as far as magic goes... I really hope that perks are not new spells. That would be the biggest cop out.
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.
I actually don't remember them mentioning the stripper armor in the book :?: I thought the book/games were pretty obscure at least. But then I remembered where I was.
Back on topic, as far as magic goes... I really hope that perks are not new spells. That would be the biggest cop out.
It would be neat that instead of giving you new spells, it augmented your existing ones. Like imagine if when you held down both triggers/mouse buttons to cast two handfuls of the fire spell it also covered your body in protective flame or something.
Magic is hilariously ridiculously broken in Daggerfall.
An explanation of this:
In Daggerfall, spells progressed by character level. The higher your character level, the more awesome the spell. Let's take a default spell, Shock, for reference.
1-20 damage + 1-4 damage per level. Nothing out of the ordinary really. Let's skew that a bit though.
1-4 damage + 1-20 damage per level. Do you see the difference here? Of course, this spell will take a bit more magicka to cast but has far far more growth potential.
My level 28 character, with 100INT and 3.0x INT in magicka, has a touch spell called "Obliterate". It takes well over half her mana to cast. BUT.
It does 1-1 damage + 50-75 damage per level on touch. Yes, that is 1401-2101 damage. God help me if I use it on something with reflect magic.
EDIT: For another example spell, take Nova. Continuous damage area of effect centered on the caster.
Duration: 1 round + 3 rounds per level.
Damage: 1-1 damage + 4-13 damage per round.
So at level 28 anything caught within a sizable area around my character will be taking 113-365 damage every round for 85 rounds.
do you see the issue? Of course, you could always change Z in the formula X+Y damage per Z level but why would you bother?
Is daggerfall something a 3.5 player would like playing?
Magic is hilariously ridiculously broken in Daggerfall.
An explanation of this:
In Daggerfall, spells progressed by character level. The higher your character level, the more awesome the spell. Let's take a default spell, Shock, for reference.
1-20 damage + 1-4 damage per level. Nothing out of the ordinary really. Let's skew that a bit though.
1-4 damage + 1-20 damage per level. Do you see the difference here? Of course, this spell will take a bit more magicka to cast but has far far more growth potential.
My level 28 character, with 100INT and 3.0x INT in magicka, has a touch spell called "Obliterate". It takes well over half her mana to cast. BUT.
It does 1-1 damage + 50-75 damage per level on touch. Yes, that is 1401-2101 damage. God help me if I use it on something with reflect magic.
EDIT: For another example spell, take Nova. Continuous damage area of effect centered on the caster.
Duration: 1 round + 3 rounds per level.
Damage: 1-1 damage + 4-13 damage per round.
So at level 28 anything caught within a sizable area around my character will be taking 113-365 damage every round for 85 rounds.
do you see the issue? Of course, you could always change Z in the formula X+Y damage per Z level but why would you bother?
You left off the fact that any magic skill raised above 100 reduced the cost of every spell to 5.
HenroidMexican kicked from Immigration ThreadCentrism is Racism :3Registered Userregular
edited June 2011
I should really get around to playing Daggerfall. And now that I know how the magic works, I'll probably play it in the cheesiest manner right off the bat.
Magic is hilariously ridiculously broken in Daggerfall.
An explanation of this:
In Daggerfall, spells progressed by character level. The higher your character level, the more awesome the spell. Let's take a default spell, Shock, for reference.
1-20 damage + 1-4 damage per level. Nothing out of the ordinary really. Let's skew that a bit though.
1-4 damage + 1-20 damage per level. Do you see the difference here? Of course, this spell will take a bit more magicka to cast but has far far more growth potential.
My level 28 character, with 100INT and 3.0x INT in magicka, has a touch spell called "Obliterate". It takes well over half her mana to cast. BUT.
It does 1-1 damage + 50-75 damage per level on touch. Yes, that is 1401-2101 damage. God help me if I use it on something with reflect magic.
EDIT: For another example spell, take Nova. Continuous damage area of effect centered on the caster.
Duration: 1 round + 3 rounds per level.
Damage: 1-1 damage + 4-13 damage per round.
So at level 28 anything caught within a sizable area around my character will be taking 113-365 damage every round for 85 rounds.
do you see the issue? Of course, you could always change Z in the formula X+Y damage per Z level but why would you bother?
Is daggerfall something a 3.5 player would like playing?
Man. I really never pay attention to Elder Scrolls but that gameplay video from E3. That was just mind-blowing. The scale and immersion of these game just keeps getting better. I must have it.
Man. I really never pay attention to Elder Scrolls but that gameplay video from E3. That was just mind-blowing. The scale and immersion of these game just keeps getting better. I must have it.
The scale actually took a significant dip between Daggerfall and Morrowind, and Oblivion was also smaller than Morrowind, I think. Plenty of people will also tell you that they found Oblivion much less immersive than Morrowind.
What's funny is...I don't remember anything about Arena. I know I played it for a decent amount of time...I just can't remember anything about it at this point.
I still say Daggerfall has something almost intangible that Morrowind and Oblivion were missing. I hope Skyrim brings the world back to life. Oblivion just felt so barren to me.
Great video. Extra bonus points for reminding me how horrendous the game looks before you mod in distance textures that don't look like a bad soup, a draw distance that lets you see farther than 40 feet away, normal maps that look good when they repeat, and so on.
Man. I really never pay attention to Elder Scrolls but that gameplay video from E3. That was just mind-blowing. The scale and immersion of these game just keeps getting better. I must have it.
The scale actually took a significant dip between Daggerfall and Morrowind, and Oblivion was also smaller than Morrowind, I think.
Morrowind was quite small. It only seemed big because of the horrible view distance. With mods and taking away the view distance fog you could easily see from one side to the other.
Morrowind was quite small. It only seemed big because of the horrible view distance. With mods and taking away the view distance fog you could easily see from one side to the other.
Hmm...
I disagree. Probably you can see from one end to the other if you disable the fog and find a good spot, but its quite some terrain. Walking from Maar Gan to Ushilaku Camp takes about ten minutes... on autorun. Oblivion is just the capital city with a few villages around it. Kvatch is pretty much the most distant village. It felt quite smaller. Of course there is fastravel and horses also. And Shivering Isles also added some terrain.
Man. I really never pay attention to Elder Scrolls but that gameplay video from E3. That was just mind-blowing. The scale and immersion of these game just keeps getting better. I must have it.
The scale actually took a significant dip between Daggerfall and Morrowind, and Oblivion was also smaller than Morrowind, I think.
Morrowind was 10sq miles, Oblivion 16sq miles.
See, these are the kinds of things I was unaware of.
Does anyone know of a mod for Morrowind to make the leveling system less number crunchy?
Galsiah's Character Development + this important patch. The only esp you actually need is the one in the patch, but the old version comes with a readme and some optional tweaks that you might want, like better balanced birthsigns.
Basically, it replaces the old levelling system with one where your attributes go up on their own as you raise your skills, and your character naturally develops strengths and weaknesses based on how you play. Remember in the Skyrim videos when Todd Howard said you don't even have to pay attention to your stats if you don't want to? It's a lot like that.
And holy shit, I was getting cold feet about listening to two hours of giantbomb e3 discussion, and that has multiple people covering numerous topics with at least some qualifications.
Man. I really never pay attention to Elder Scrolls but that gameplay video from E3. That was just mind-blowing. The scale and immersion of these game just keeps getting better. I must have it.
The scale actually took a significant dip between Daggerfall and Morrowind, and Oblivion was also smaller than Morrowind, I think.
Morrowind was 10sq miles, Oblivion 16sq miles.
See, these are the kinds of things I was unaware of.
Generally speaking I believe that people just get caught up on it because Oblivion has a very consistent setting when compared to Morrowind.
I mean in Oblivion, everything is pretty much what you'd expect of a fair weather environment. Grassland, forests, some cities here and there and your snowy mountain areas. Very consistent and really I can't say it was a bad design choice and it was obviously done on purpose.
While in Morrowind you have your grassy areas, your desert areas, your areas with big mushrooms, etc. It tends to make the world feel more varied and as such like there is more to explore.
I can't say either design choice is bad, just different.
And holy shit, I was getting cold feet about listening to two hours of giantbomb e3 discussion, and that has multiple people covering numerous topics with at least some qualifications.
Careful with throwing stones if sitting in a glass house. This tread has quite a few pages itself.
As for morrowind interiors... there was a demonic dungeon tileset, dwarfen, elvish, cavern, tomb, 6th house, dunmer, imperial (castle) and... probably a lot more i don't remember at first thought (one "village" was actually inside a gigantic crab shell and its interiors looked accordingly). Gray mountains and dust storms did take up a considerable portion of the exterior landscape, also know as ashlands. But there were also swamps, green fields, forests, etc. Actually the farther you were from the central volcano the more vegitation would show up in the landscape. Quite an atmospheric arrangement.
I mean in Oblivion, everything is pretty much what you'd expect of a fair weather environment. Grassland, forests, some cities here and there and your snowy mountain areas. Very consistent and really I can't say it was a bad design choice and it was obviously done on purpose.
While in Morrowind you have your grassy areas, your desert areas, your areas with big mushrooms, etc. It tends to make the world feel more varied and as such like there is more to explore.
I can't say either design choice is bad, just different.
Morrowind was quite small. It only seemed big because of the horrible view distance. With mods and taking away the view distance fog you could easily see from one side to the other.
This is completely false. It feels plenty big with the view distance turned up, and it's literally impossible to see from one side to the other in normal gameplay because red mountain is always in the way. It ends up serving a similar sort of function to the imperial city in Oblivion, as a central landmark to anchor yourself around.
Oblivion was technically bigger, but it felt a lot smaller mainly for two reasons. First, the fast travel system destroyed any sense of scale that you might have gotten from actually thinking about how to get from place to place, and second, because the vast majority of the world outside of the cities and roads was just randomly generated dead space with no memorable features at all.
And holy shit, I was getting cold feet about listening to two hours of giantbomb e3 discussion, and that has multiple people covering numerous topics with at least some qualifications.
Careful with throwing stones if sitting in a glass house. This tread has quite a few pages itself.
And I posted in about three of them. Not really sure what you're getting at here.
Posts
Not exactly obscure, unless my memory is bad.
An explanation of this:
In Daggerfall, spells progressed by character level. The higher your character level, the more awesome the spell. Let's take a default spell, Shock, for reference.
1-20 damage + 1-4 damage per level. Nothing out of the ordinary really. Let's skew that a bit though.
1-4 damage + 1-20 damage per level. Do you see the difference here? Of course, this spell will take a bit more magicka to cast but has far far more growth potential.
My level 28 character, with 100INT and 3.0x INT in magicka, has a touch spell called "Obliterate". It takes well over half her mana to cast. BUT.
It does 1-1 damage + 50-75 damage per level on touch. Yes, that is 1401-2101 damage. God help me if I use it on something with reflect magic.
EDIT: For another example spell, take Nova. Continuous damage area of effect centered on the caster.
Duration: 1 round + 3 rounds per level.
Damage: 1-1 damage + 4-13 damage per round.
So at level 28 anything caught within a sizable area around my character will be taking 113-365 damage every round for 85 rounds.
do you see the issue? Of course, you could always change Z in the formula X+Y damage per Z level but why would you bother?
Regardless, we know the construction kit is coming, and there's absolutely no reason to believe it won't be just as powerful and easy to use as the previous construction sets and the GECK, if not more so.
You left off the fact that any magic skill raised above 100 reduced the cost of every spell to 5.
I actually don't remember them mentioning the stripper armor in the book :?: I thought the book/games were pretty obscure at least. But then I remembered where I was.
Back on topic, as far as magic goes... I really hope that perks are not new spells. That would be the biggest cop out.
It would be neat that instead of giving you new spells, it augmented your existing ones. Like imagine if when you held down both triggers/mouse buttons to cast two handfuls of the fire spell it also covered your body in protective flame or something.
Is daggerfall something a 3.5 player would like playing?
I don't think I could reccommend it these days in good conscience though
That game was buggy like whoa
...wait what?
I'm going to have to test this now.
oh god my sides
Then yeah they're the new Cliff Racer's.
So.
I did the test suggested by Tube. Instead of everything costing 5 mana at 101 skill, Obliterate only costs 45 mana.
However at 123% Destruction, uh
everything DOES cost 5. So yes, that is very very true, with a bit more training.
http://www.youtube.com/watch?v=YgMgUehD1Tw
http://www.youtube.com/watch?v=YECdOTzZOZc
Hey, I have a blog! (Actually being updated again!)
3DS: 0860-3240-2604
The scale actually took a significant dip between Daggerfall and Morrowind, and Oblivion was also smaller than Morrowind, I think. Plenty of people will also tell you that they found Oblivion much less immersive than Morrowind.
http://www.youtube.com/watch?v=ypXMAIL0p5w&NR=1&feature=fvwp
I still say Daggerfall has something almost intangible that Morrowind and Oblivion were missing. I hope Skyrim brings the world back to life. Oblivion just felt so barren to me.
Great video. Extra bonus points for reminding me how horrendous the game looks before you mod in distance textures that don't look like a bad soup, a draw distance that lets you see farther than 40 feet away, normal maps that look good when they repeat, and so on.
Sneaky..
They tried to bury us. They didn't know that we were seeds. 2018 Midterms. Get your shit together.
http://www.youtube.com/watch?v=wVvxcMZAbvw
http://www.youtube.com/watch?v=r0RYSI8u2PM&feature=related
Hmm...
On the trailer no less. I can't imagine what he would do with the recent e3 footage :P
See, these are the kinds of things I was unaware of.
Hey, I have a blog! (Actually being updated again!)
3DS: 0860-3240-2604
Basically, it replaces the old levelling system with one where your attributes go up on their own as you raise your skills, and your character naturally develops strengths and weaknesses based on how you play. Remember in the Skyrim videos when Todd Howard said you don't even have to pay attention to your stats if you don't want to? It's a lot like that.
And holy shit, I was getting cold feet about listening to two hours of giantbomb e3 discussion, and that has multiple people covering numerous topics with at least some qualifications.
Generally speaking I believe that people just get caught up on it because Oblivion has a very consistent setting when compared to Morrowind.
I mean in Oblivion, everything is pretty much what you'd expect of a fair weather environment. Grassland, forests, some cities here and there and your snowy mountain areas. Very consistent and really I can't say it was a bad design choice and it was obviously done on purpose.
While in Morrowind you have your grassy areas, your desert areas, your areas with big mushrooms, etc. It tends to make the world feel more varied and as such like there is more to explore.
I can't say either design choice is bad, just different.
Careful with throwing stones if sitting in a glass house. This tread has quite a few pages itself.
As for morrowind interiors... there was a demonic dungeon tileset, dwarfen, elvish, cavern, tomb, 6th house, dunmer, imperial (castle) and... probably a lot more i don't remember at first thought (one "village" was actually inside a gigantic crab shell and its interiors looked accordingly). Gray mountains and dust storms did take up a considerable portion of the exterior landscape, also know as ashlands. But there were also swamps, green fields, forests, etc. Actually the farther you were from the central volcano the more vegitation would show up in the landscape. Quite an atmospheric arrangement.
I agree.
Ophidian Wars: Opac's Journey
Plus you just know there will be mods to add MASSIVE... boats. If you know what I mean.
Oblivion was technically bigger, but it felt a lot smaller mainly for two reasons. First, the fast travel system destroyed any sense of scale that you might have gotten from actually thinking about how to get from place to place, and second, because the vast majority of the world outside of the cities and roads was just randomly generated dead space with no memorable features at all.
And I posted in about three of them. Not really sure what you're getting at here.