The tutorial is actually one of the most fun things to do on hardest difficulty just because of how limited your resources are.
I was about to suggest this myself. If Oblivion was entirely like the tutorial, I wouldn't have disliked it as much as I do. No scaling, minimal but effective resources, and absurdly tough enemies.
I also noticed that they put a lot of effort into the rats, in specific. They looked like ass, but watching them bounce and scurry around quickly really threw me off. I was equally threatened by the way they moved and how much damage they actually did.
If they actually put as much thought as they did in designing and stat-tweaking those rats, they wouldn't have to rely on the scaling system to make up for boring, under-challenging enemies.
maybe I'm dense, but when one weapon is functionally no different from another weapon what is the point in separating them?
if an axe is just a reskinned sword, who cares?
I imagine they'll have different damage, speed and durability values, which is all the was different in the previous games as well.
that's my point. From a gameplay perspective most melee weapons are identical, so really the only reason to have different skills for them is roleplaying.
Using a tiny dagger is a lot different than using a claymore is a lot different than using a battle axe is a lot different than using a longsword+shield. There's a reason there are distinctions. Because these are different things that require different areas of expertise.
of course, having Weapon Proficiency: Martial doesn't bother me so much now that I think about it, so long as I get my Weapon Focus.
Which is why, you know, there'll be different perks for various weapons. They've mentioned ones that let mace-type weapons ignore parts of your target's armor defense, and things like axes getting some kind of bonus damage ...
Just because you base your attack strength off of the same skill for both of them doesn't mean that there wont be differences between axes and swords or that you won't be better at one than the other.
As long as they don't do something as stupid as having your carry limit increase by carrying the max and jumping around like an idiot for half an hour, I don't really care that they are streamlining things somewhat. I've always found the Elder Scrolls leveling up process unnecessarily obtuse.
I remember they mentioned that maces could ignore armour levels, axes gave a bleed effect and I think even the element of your magic did different things. I think they talked about shock magic draining magicka.
Adding to this the fact that Skyrim has a leveling, xp, loot and a skill system overtly similar to Fallout
Nope.
Leveling is still by skills, and there's a ton of other character things that could be considered leveling (those star sign stones for instance)
The only similarity is that there are perks.
I agree that they're not absolutely similar leveling systems, but I'm pretty sure leveling skills merely grants XP in Skyrim, rather than the old 10 skillups thing. Killing monsters, completing quests and other activities might also give xp.
I don't think they've said a word about XP at all.
I am fairly certain they said you level as you level your skills, which happens extremely rapidly at first, so you get your "specializations" up. Then it slowly tapers off to a crawl with no real level cap.
From the Gameinformer article.
As any given skill in Skyrim increases, it contributes to your overall level growth. The higher the skill, the more it contributes to leveling. "Raising one skill from 34 to 35 is going to level you faster than raising one from 11 to 12." Howard says. Thus, specialisation in a few key skills is advisable but not required. The more skills you choose to advance, the more you delay your progression to high levels.
And I believe they have said there is a level 'Cap' of 50 but its possible to level past that at a greatly reduced rate.
Yes, but it's not "Experience Points", it's "Higher skill levels contribute to leveling (by skills) more."
If they actually put as much thought as they did in designing and stat-tweaking those rats, they wouldn't have to rely on the scaling system to make up for boring, under-challenging enemies.
The tutorial has the advantage of the player not having specialised in a million different ways yet. It's pretty hard to balance something against a wildcard and expect it all to be within a certain difficulty bracket.
Adding to this the fact that Skyrim has a leveling, xp, loot and a skill system overtly similar to Fallout
Nope.
Leveling is still by skills, and there's a ton of other character things that could be considered leveling (those star sign stones for instance)
The only similarity is that there are perks.
I agree that they're not absolutely similar leveling systems, but I'm pretty sure leveling skills merely grants XP in Skyrim, rather than the old 10 skillups thing. Killing monsters, completing quests and other activities might also give xp.
I don't think they've said a word about XP at all.
I am fairly certain they said you level as you level your skills, which happens extremely rapidly at first, so you get your "specializations" up. Then it slowly tapers off to a crawl with no real level cap.
From the Gameinformer article.
As any given skill in Skyrim increases, it contributes to your overall level growth. The higher the skill, the more it contributes to leveling. "Raising one skill from 34 to 35 is going to level you faster than raising one from 11 to 12." Howard says. Thus, specialisation in a few key skills is advisable but not required. The more skills you choose to advance, the more you delay your progression to high levels.
And I believe they have said there is a level 'Cap' of 50 but its possible to level past that at a greatly reduced rate.
Yes, but it's not "Experience Points", it's "Higher skill levels contribute to leveling (by skills) more."
Which is what I was saying.
Was more just a reply to the quote tree in general than just you. Just showing what is pretty much the only info we have on the way the leveling system works, because you are right in there being no word about xp at all so far.
From that model right there, it doesn't really look like it changes much. You won't have major or minor skills, but you will have to focus on your higher skills to be able to get any progress towards your level at higher levels.
Also, I need to be able to make skooma out of moon sugar. Make it happen, Bethesda. I need my fix. Please? Please?
There's tons of stuff all over the place to find though. I never felt like I wasn't getting the most out of my dungeon crawling. There are pretty remarkable magic items everywhere, and some interact in interesting ways.
God dammit. Now I know what I'll be doing for the rest of the night.
I've never actually beaten Morrowind, or got very far at all, so this should be fun. Are there any mods in there that expand the loot tables, though?
No, but I can suggest one:
Download everything on thesetwo pages, and then use this instead of the esps that they come with to balance them.
There are a couple ugly things in that pack, but they only ever show up in crates and merchant inventories so you can just ignore anything you don't want.
I would be fucking shocked to see FO-style skill checks in Skyrim.
Are you talking about the "You need to have level 25/50/75/100 in Science in order to hack this terminal." type stuff? God I hope that's not in there.
Skill levels should make a task easier or harder, but they shouldn't just flat out prevent you from doing it.
I was talking about skill checks in dialog.
aka
[AGILITY] Snap Mr. Tenpenny's neck as he is distracted by a woman and child running down below.
I'd be down for that. Bonus points if they give the option regardless of whether or not your agility is high enough to pull it off. I like the idea of having to know your character's strengths and weaknesses, and not have the interface totally hold your hand on them. Plus there's the classic scene where the hero tries some fast move on the big bad that results in a facepalm event.
That's what I'm saying, GECK lets you set it up for every
skill
perk
attribute.
I'm just....disappointed that I didn't get to use those skills in situations more often.
[small guns] You haven't even taken the safety off rookie.
[black widow] Why don't you take off that armor and drop them guns and I show you my contract.
[HtH]You've got a lot of heart, Mr. Tenpenny *rip* see?
I would be fucking shocked to see FO-style skill checks in Skyrim.
Are you talking about the "You need to have level 25/50/75/100 in Science in order to hack this terminal." type stuff? God I hope that's not in there.
Skill levels should make a task easier or harder, but they shouldn't just flat out prevent you from doing it.
I was talking about skill checks in dialog.
aka
[AGILITY] Snap Mr. Tenpenny's neck as he is distracted by a woman and child running down below.
I'd be down for that. Bonus points if they give the option regardless of whether or not your agility is high enough to pull it off. I like the idea of having to know your character's strengths and weaknesses, and not have the interface totally hold your hand on them. Plus there's the classic scene where the hero tries some fast move on the big bad that results in a facepalm event.
That's what I'm saying, GECK lets you set it up for every
skill
perk
attribute.
I'm just....disappointed that I didn't get to use those skills in situations more often.
[small guns] You haven't even taken the safety off rookie.
[black widow] Why don't you take off that armor and drop them guns and I show you my contract.
[HtH]You've got a lot of heart, Mr. Tenpenny *rip* see?
So true. There are so many situations in games in which I find myself wanting to say something like "You dare to threaten me? I hold artifacts and spells that will blow you and your pathetic little party to pieces in seconds and you are stupid enough to demand a bribe?"
Adding more skill-based conversation options not only make for tons of fun interactions but helps flesh out the world and characters by making your character and progression part of the conversation system, making it feel less scripted and more reactive.
I finally finished installing Morrowind and Oblivion with most of the mods I wanted. That only took a damned week to do. Thankfully, Morrowind was a bit easier due to the Morrowind Overhaul Sounds & Graphics package.
Holy crap, Morrowind now looks better than Oblivion. And the water! I've never seen water done better in any game. I'm also running Less Generic NPCs, Better Music System, Children of Morrowind, Tamriel Rebuilt, Hold It (disabled with TR; kept giving me a warning about how its master files have changed), Illy's Solsteim Rumour Fix, Signy Signposts for Tamriel Rebuilt, and Westly's Master Head Pack. I think I'm all set now, although I'm considering installing the Julan companion mod. I keep seeing it in a lot of top ten lists.
For Oblivion, I've tried to keep things somewhat more simple, aside from FCOM, due to how easy it is to break that game. I do have to give special mention to Enhanced Vegetation, which can increase tree size to 150%, in conjunction with a mod that resizes distant tree LODs to match. Forests look like forests!
I have a Wyre Bash question, though. I installed the Vilja companion mod, and there's a patch to make her work better with MMM, OOO, or FCOM. The readme just says this, though:
The .esp you choose needs to be imported into your Bashed Patch making sure that both the Relations and Factions get imported.
But what options do I check? Just the patch itself in those lists, or it in addition to all the MMM, OOO, and FCOM files? So far I haven't installed the patch, and Vilja will just ignore most of the new enemies for awhile as I'm getting beaten by them.
Dashui on
Xbox Live, PSN & Origin: Vacorsis 3DS: 2638-0037-166
Master files change can be fixed by opening the plugin in the construction set, then just immediately saving them.
I had this error because many plugins were looking for TRIBUNAL.ESP instead of Tribunal.esp
Don't do this unless you know what you're doing, because you'll likely introduce game breaking dirty GMSTs to the file which will have to be cleaned out somehow.
You can use Wrye Mash to fix masters easily and without risk of contamination.
KadokenGiving Ends to my Friends and it Feels StupendousRegistered Userregular
edited June 2011
So, I'm playing Oblivion currently and I have one big problem as the game starts out and I'm in Kvatch. The combat has no depth to it. It's just a war of attrition to see who gets killed first. They probably can't add something like M&B or say Jedi Knight 2, where you can attack in different directions, be able to parry, block, fake, and have different body parts recieve different damage. Fallout 3 got it righ with the ability to target different body parts, making them weak or something like shooting a gun out of someone's hand. Something like what Fallout did to locational damage would be very welcome, although they probably can't do this in 5 months.
So, I'm playing Oblivion currently and I have one big problem as the game starts out and I'm in Kvatch. The combat has no depth to it. It's just a war of attrition to see who gets killed first. They probably can't add something like M&B or say Jedi Knight 2, where you can attack in different directions, be able to parry, block, fake, and have different body parts recieve different damage. Fallout 3 got it righ with the ability to target different body parts, making them weak or something like shooting a gun out of someone's hand. Something like what Fallout did to locational damage would be very welcome, although they probably can't do this in 5 months.
If you're playing it on PC get the Deadly Reflex mod. That'll add the depth you are looking for.
If anyone is playing Morrowind now, you may or may not be interested in the mod I just released. Basically what it does is replace all those shitty cast on use enchantments that infest the game world with equivalent (but balanced) constant effect enchantments. It makes getting quest rewards and looting dungeons a lot more fun in my opinion, because now there's a chance that you might actually want to use the items you get, rather than just throwing them away immediately.
If anyone is playing Morrowind now, you may or may not be interested in the mod I just released. Basically what it does is replace all those shitty cast on use enchantments that infest the game world with equivalent (but balanced) constant effect enchantments. It makes getting quest rewards and looting dungeons a lot more fun in my opinion, because now there's a chance that you might actually want to use the items you get, rather than just throwing them away immediately.
Posts
I was about to suggest this myself. If Oblivion was entirely like the tutorial, I wouldn't have disliked it as much as I do. No scaling, minimal but effective resources, and absurdly tough enemies.
I also noticed that they put a lot of effort into the rats, in specific. They looked like ass, but watching them bounce and scurry around quickly really threw me off. I was equally threatened by the way they moved and how much damage they actually did.
If they actually put as much thought as they did in designing and stat-tweaking those rats, they wouldn't have to rely on the scaling system to make up for boring, under-challenging enemies.
Which is why, you know, there'll be different perks for various weapons. They've mentioned ones that let mace-type weapons ignore parts of your target's armor defense, and things like axes getting some kind of bonus damage ...
Just because you base your attack strength off of the same skill for both of them doesn't mean that there wont be differences between axes and swords or that you won't be better at one than the other.
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
They tried to bury us. They didn't know that we were seeds. 2018 Midterms. Get your shit together.
Yes, but it's not "Experience Points", it's "Higher skill levels contribute to leveling (by skills) more."
Which is what I was saying.
Was more just a reply to the quote tree in general than just you. Just showing what is pretty much the only info we have on the way the leveling system works, because you are right in there being no word about xp at all so far.
Also, I need to be able to make skooma out of moon sugar. Make it happen, Bethesda. I need my fix. Please? Please?
Imps don't scale. The scaling enemy in that group is (I believe) savage trolls
When is this part of my life?
It seems weird that it doesn't already (at least not that I can tell).
Right now
I got it done yesterday. Took me three days off and on.
And it was so worth it... so so sooooo worth it.
God dammit. Now I know what I'll be doing for the rest of the night.
I've never actually beaten Morrowind, or got very far at all, so this should be fun. Are there any mods in there that expand the loot tables, though?
Download everything on these two pages, and then use this instead of the esps that they come with to balance them.
There are a couple ugly things in that pack, but they only ever show up in crates and merchant inventories so you can just ignore anything you don't want.
That's what I'm saying, GECK lets you set it up for every
skill
perk
attribute.
I'm just....disappointed that I didn't get to use those skills in situations more often.
[small guns] You haven't even taken the safety off rookie.
[black widow] Why don't you take off that armor and drop them guns and I show you my contract.
[HtH]You've got a lot of heart, Mr. Tenpenny *rip* see?
http://www.fallout3nexus.com/downloads/file.php?id=16534
So true. There are so many situations in games in which I find myself wanting to say something like "You dare to threaten me? I hold artifacts and spells that will blow you and your pathetic little party to pieces in seconds and you are stupid enough to demand a bribe?"
Adding more skill-based conversation options not only make for tons of fun interactions but helps flesh out the world and characters by making your character and progression part of the conversation system, making it feel less scripted and more reactive.
http://www.fallout3nexus.com/downloads/file.php?id=16534
Holy crap, Morrowind now looks better than Oblivion. And the water! I've never seen water done better in any game. I'm also running Less Generic NPCs, Better Music System, Children of Morrowind, Tamriel Rebuilt, Hold It (disabled with TR; kept giving me a warning about how its master files have changed), Illy's Solsteim Rumour Fix, Signy Signposts for Tamriel Rebuilt, and Westly's Master Head Pack. I think I'm all set now, although I'm considering installing the Julan companion mod. I keep seeing it in a lot of top ten lists.
For Oblivion, I've tried to keep things somewhat more simple, aside from FCOM, due to how easy it is to break that game. I do have to give special mention to Enhanced Vegetation, which can increase tree size to 150%, in conjunction with a mod that resizes distant tree LODs to match. Forests look like forests!
I have a Wyre Bash question, though. I installed the Vilja companion mod, and there's a patch to make her work better with MMM, OOO, or FCOM. The readme just says this, though:
The .esp you choose needs to be imported into your Bashed Patch making sure that both the Relations and Factions get imported.
But what options do I check? Just the patch itself in those lists, or it in addition to all the MMM, OOO, and FCOM files? So far I haven't installed the patch, and Vilja will just ignore most of the new enemies for awhile as I'm getting beaten by them.
I had this error because many plugins were looking for TRIBUNAL.ESP instead of Tribunal.esp
You can use Wrye Mash to fix masters easily and without risk of contamination.
If you're playing it on PC get the Deadly Reflex mod. That'll add the depth you are looking for.
Sexy.
And also my PC, since it lives in the fireplace behind my desk. I don't use disks often.