All the little things that bother you.

Post » Sun May 20, 2012 9:03 pm



I hate the game loading when I die. Am I the only one who loves jumping off the highest cliff and watching myself ragdoll all the way down? I cant get that satisfaction when it loads the last save half way down. Also hate not being about to jump when sprinting as others have said.
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Dean Ashcroft
 
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Post » Sun May 20, 2012 7:20 pm

-food is not a potion ingredient anymore (except for two items)
-cooking craft is useless
-merchants don't have enough gold and you have to wait for days until they get some more
-Ingredients and potions weigh too much
-items mysteriously disappear from my inventory (on my body)
-can wear only one ring
-lack of ability to create my own spells
-no really awesome powerful spells for sale (or am I not going to the proper vendor?)
These things bother me, but they won't stop me from enjoying the game. The graphics are awesome, the musical score is fantastic, and Dragons are really cool.
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Alberto Aguilera
 
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Post » Mon May 21, 2012 1:03 am

I got a companion and I liked her armor so I wanted to kill her for it. Knowing that I can't do it in town seeing that shes from the town I take her way out into the wilderness and kill her, right after that happens 1000 bounty from whiterun!

Really? Guards are still psychic?
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Dan Endacott
 
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Post » Sun May 20, 2012 9:35 pm

I got a companion and I liked her armor so I wanted to kill her for it. Knowing that I can't do it in town seeing that shes from the town I take her way out into the wilderness and kill her, right after that happens 1000 bounty from whiterun!

Really? Guards are still psychic?


This, right here, is my biggest issue. Somehow friendly NPC are psychic. This is seen very easily when a vampire in stage 4. I can understand that friendly NPC's will be hostile to me if I walk down main street like I own the place, but how in the world can they detect me from 70 feet away when I'm crouched and wearing upwards of 50% in "enhances sneak" with 100 sneak and tree fully unlocked? I'm crouched in a dark recess and a gaurd will go into battle stance and slowly approach my location. Less than 30 feet from where I am they suddenly have night vision and detect life allowing them to run straight at me hacking and slashing while screaming "Burn the vampire!"

Ok, I get it, vampires aren't liked by mortals and seen as bad. However, if I can dungeon crawl, in sneak mode, and roll circles around my enemies without being detected (even slink up directly in front of them) then how can every friendly npc detect me in pitch black just because I'm stage 4 vampire? This makes absolutely no sense and creates a very difficult issue in reverting to a lower stage because all this "enhanced sneaking" ability of being a vampire is made absolutely moot because I am a stage 4 vamp and "hated" by friendly npc. This AI script is totally immersion breaking and makes absolutely no sense when you are giving vampires enhanced sneak capabilities as a perk for not feeding.

While we are on the subject of vampires and feeding, why is it every time I want to feed to revert from stage 3 to 1 I can't find anyone actually sleeping? It is 11pm~4am and everyone that should be sleeping is still awake or refuses to go lay down to sleep so I can feed. Shouldn't their behavioral AI dictate that during this time frame they should attempt to lay down? At least some of the more mundane npc at least? This makes dealing with the odd vampire system even more difficult because actually finding someone to feed on tends to prove overly difficult when it shouldn't.
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Jynx Anthropic
 
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Post » Sun May 20, 2012 6:19 pm

In 1 hour of gameplay I didnt have CTD's. I had crashes. PC straight locked and gave blue lines. No, I dont think its me, but im open to suggestions. lol.
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Kelvin
 
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Post » Sun May 20, 2012 11:03 am

Running and jumping, swimming and attacking, lack of variety in undead, one ring, too few spells, not enough ways to increase spells effectiveness with perks, not enough variety in spells, followers still can't jump so they take the loooong way around, lack of depth in followers dialog (after fallout set the bar high with followers quests, witticisms etc...) dragons attacking mudcrabs. I really hope they don't make me choose sides in the civil war, I could really care less who wins.
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Pumpkin
 
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Post » Sun May 20, 2012 10:16 pm

Less free movement that we had in oblivion:
In oblivion the characters could learn to super jump and could do cool acrobatic moves. In skyrim, all you get is a silent forward roll.

jumping 50ft and running like a cheetah isnt realistic im glad they removed it. If they made it so you could jump higher if you jumped alot how bout like 1-2ft not 20ft in the air. and sprinting removed the need for base speed increase.

The ragged flagon and the ragged flagon cistern are two different areas:
This is annoying, as it means you have to go through two load screens all the time during that quest.

There is a graveyard in riften that has a tomb toggleable to enter the cistern for the guild. loading screens to me arent that big of a deal

Smithing, lockpicking, pickpocketing, enchanting and alchemy affects your level, which affects the difficulty of the overall game:
While this sounds reasonable at first, it really isn't. I often end up with characters who can't meet the challenges, due to their talents being in non-combat related skills. These skills should not affect your characters "combat level", which could be a new value implemented in the game, that the game will then base it's difficulty on, and this value would be affected by your actual combat skills.

it does, its called you dont fight, you cant fight, you fight you can fight. you wanna smith all day? sure but dont expect to wander off into the woods surviving bears anytime soon, its how it should be, you dont see blacksmiths walking around in dragon gear ready to fight a another npc do you?

A bow is wielded in the left hand, and a one handed sword is usually wielded in the right hand... Soo?:
Why can't you hold your bow in your left hand, and draw a sword with your right? Now that they have gone through all the trouble of making a left/right hand system, why not take it further?

Because you can shoot arrows with one hand right? why have a hand completely useless in combat? fact is its good the way it is

Too few voice-actors:
Again, it seems we're listening to the same 5 people over and over again.

theres 70....

im sorry to pick out your post, But most of what you said is complete nonsense like being able to make camp? its a game not life, i treat it as a game and so should everyone.
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Chloe Yarnall
 
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Post » Sun May 20, 2012 11:35 am

Companions always seem to get in the way of my attacks and I end up hitting them. Did I miss a way of turning off friendly fire? I'm tired of companions turning on me after I accidently nail them with a blow or two. I'm to the poiunt that I travel solo.
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Cedric Pearson
 
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Post » Sun May 20, 2012 5:13 pm

nice topic OP; now that i'm past the initial, overwhelming excitement of finally having Skyrim I am able to see the game for what it is... a beautifully realized and impressive world (from a marketing standpoint) with sub-par game mechanics thrown in as an afterthought. It's still fun and addictive, don't get me wrong, but it definitely feels like the team at Bethesda simply didn't have the time or care to thoroughly run through the game and assess the playability, balance, and overall experience aside from the selling-points of dragon encounters and a huge open world.

That said, here is my comprehensive list:

1) wildly varying difficulty of encounters in the world, even at Adept difficulty setting. Some creatures and encounters are a breeze, while others are infuriatingly difficult and tedious, seemingly insurmountable regardless of items or level. Bethesda still hasn't figured out how to deliver on the promise of "play how you want to play" while maintaining a satisfying level of difficulty at higher levels; not by a longshot. Once again, as in Oblivion, I am finding myself giving up on characters and re-rolling in order to maximize the few skills that provide sufficient combat effectiveness and survivability. Once again, even a few points spent into skills that do not directly result in increased combat effectiveness make the player feel significantly underpowered.

2) Hotkeys and favorites list. The hotkey system would be fine if you could save a two-hand set up with a single key, for instance two weapons or a weapon and a spell combination on one button. As it is now, certain setups are nearly impossible to work with, such as a dual-wielding build using two DIFFERENT weapons, rather than duplicate weapons, especially if you also want to do some spellcasting with one or both hands. Also, the hotkey system is bugged, and selections are often erased after certain actions.

3) The alchemy system and ingredient testing process. Not being able to brew potions out in the wild is a huge disappointment, and the concept and implementation of the effect discovery process is both stupid and tedious. Just from a role-play perspective, why would an intelligent alchemist in training eat EVERYTHING that he finds in the wild, including substances that could potentially be fatal? In terms of gameplay, the effect discovery guessing-game is fine when the ingredients can be found in great abundance, yet highly frustrating when it comes to ingredients that are rare. Stockpiling ingredients feels rewarding if they are going to be used in potions eventually, and NOT just wasted to figure out some recipes. The older system of revealing higher effects at certain skill levels was perfectly good.

4) Entire schools of magic bastardized or removed entirely (mysticism). Illusion magic now consists almost entirely of those AI affecting spells from Oblivion, rather than the self-target visibility spells such as night eye, chameleon, invisibility (at least until higher level) or the self-defense spells such as Sanctuary from Morrowind (reduces chance to be hit). Those other spells could actually have a MAGNITUDE of effectiveness, instead of the works powerfully/doesn't work type of play that illusion has in its current incarnation, which basically means that if you're going to use illusion, you need to go all the way into the perk tree, thereby reducing available points for making hybrid builds.

That's it for now, i'm sure i'll think of more.
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April
 
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Post » Sun May 20, 2012 12:57 pm

Random guard pvssyr talking about how I killed someone, and where my Dark Brotherhood hideout is.

A random dog in the wilderness tanked a Dragon for me. Thanks! but wow really?

Edit~ Agree with this ^ guy, Alchemy system I dont care for. Either use ing. to try and find something or buy a recipe.

And yeah Mysticism, actually forgot about it until just now. Most of Illusion is now everything I either never used in oblivion or just used for kicks, Frenzy/Calm/Fear never used still dont use, only muffle.
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Alexandra walker
 
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Post » Mon May 21, 2012 1:37 am

nice topic OP; now that i'm past the initial, overwhelming excitement of finally having Skyrim I am able to see the game for what it is... a beautifully realized and impressive world (from a marketing standpoint) with sub-par game mechanics thrown in as an afterthought. It's still fun and addictive, don't get me wrong, but it definitely feels like the team at Bethesda simply didn't have the time or care to thoroughly run through the game and assess the playability, balance, and overall experience aside from the selling-points of dragon encounters and a huge open world.

That said, here is my comprehensive list:

1) wildly varying difficulty of encounters in the world, even at Adept difficulty setting. Some creatures and encounters are a breeze, while others are infuriatingly difficult and tedious, seemingly insurmountable regardless of items or level. Bethesda still hasn't figured out how to deliver on the promise of "play how you want to play" while maintaining a satisfying level of difficulty at higher levels; not by a longshot. Once again, as in Oblivion, I am finding myself giving up on characters and re-rolling in order to maximize the few skills that provide sufficient combat effectiveness and survivability. Once again, even a few points spent into skills that do not directly result in increased combat effectiveness make the player feel significantly underpowered.

2) Hotkeys and favorites list. The hotkey system would be fine if you could save a two-hand set up with a single key, for instance two weapons or a weapon and a spell combination on one button. As it is now, certain setups are nearly impossible to work with, such as a dual-wielding build using two DIFFERENT weapons, rather than duplicate weapons, especially if you also want to do some spellcasting with one or both hands. Also, the hotkey system is bugged, and selections are often erased after certain actions.

3) The alchemy system and ingredient testing process. Not being able to brew potions out in the wild is a huge disappointment, and the concept and implementation of the effect discovery process is both stupid and tedious. Just from a role-play perspective, why would an intelligent alchemist in training eat EVERYTHING that he finds in the wild, including substances that could potentially be fatal? In terms of gameplay, the effect discovery guessing-game is fine when the ingredients can be found in great abundance, yet highly frustrating when it comes to ingredients that are rare. Stockpiling ingredients feels rewarding if they are going to be used in potions eventually, and NOT just wasted to figure out some recipes. The older system of revealing higher effects at certain skill levels was perfectly good.

4) Entire schools of magic bastardized or removed entirely (mysticism). Illusion magic now consists almost entirely of those AI affecting spells from Oblivion, rather than the self-target visibility spells such as night eye, chameleon, invisibility (at least until higher level) or the self-defense spells such as Sanctuary from Morrowind (reduces chance to be hit). Those other spells could actually have a MAGNITUDE of effectiveness, instead of the works powerfully/doesn't work type of play that illusion has in its current incarnation, which basically means that if you're going to use illusion, you need to go all the way into the perk tree, thereby reducing available points for making hybrid builds.

That's it for now, i'm sure i'll think of more.

i think the complete opposite, bethesda has taken their time to create a truly fleshed out world thats Feels like skyrim not just a province.

1) The fact you re-rolled is due to your not liking of that playstyle not because its not viable. Lvl scaling has been completely overhauled, though not perfect its still better than oblivion the fact you have harder enemies is a blessing in this game. Oblivion was run and slash everything without even nearing death. Perks do directly affect your class. a mage needs the mana reduction perk, thiefs need the dagger perk and so on. This system shows that you can evlove into what you wanna be rather than sticking by a guide on how to play a class by a spreadsheet, which i like

2) never had a porblem with the hotkey, but thats because im a thief, bow on the left hotkey and dagger on the right, simple and easy. I prefer the favorites menu over a directional hotkey system, the ability to quickly swap weapons, poison a blade, choose shout all in one go without heading into the main menu

3) Yes not being able to create potions where ever you want is a drag, but i can understand why. This is a topic which i can agree with. testing ingrediants is fine but why no books on ingrediants? i do like this system it requires a more steep learning curve and dedication

4) because those spells did nothing to directly influence your character, feather? a potion, invis? a potion, night eye? dont really need it, plus it looked so bad in olbivion blue on black? sooooo bad. there are 93 unique spells between each category of spells. a mage is not destruction only and people forget that, alot. the soft cap is 50, thats 50 points to spend freely so you can experiment.

No its not a perfect game, but its deffinitly better than olbivion and morrowind in my books, people may pick out the small details that they think is gamebreaking when they dont know the full story of you it works. Skyrim is fine and people are just picky
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Syaza Ramali
 
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Post » Sun May 20, 2012 10:34 pm

To follow up on my previous post, I think there are a few specific changes that could greatly enhance the experience of playing Skyrim.

Firstly, they need to change the way that level scaling works (although i'm not sure exactly how it works this time around, but it feels pretty much the same as Oblivion). One of the biggest disappointments, again, is that certain skills are far better than others in terms of keeping up with a world that is, to some degree, leveling up relative to the player. I'm playing on ADEPT, and keeping my combat skills (whether magic or physical) up to par, yet still the game gets too hard too fast. And you can't even call it "hard" or "difficult", because those words suggest that, given the proper practice or tactics, the encounter to turn in your favor. In this game, it's just a matter of the enemies outclassing the player in hitpoints and damage; no tactics, no strategies - encounters are either ridiculously easy using any setup or nearly impossible using any setup. And this is because the skills that contribute to leveling up can often be those that have no bearing on COMBAT EFFECTIVENESS, which is a key point here.

Solution: somehow implement a combat effectiveness "score" based on the player's unique skill allotment decisions, and then use that information, and ONLY that information, to determine the extent to which the overall world scales to match the player, beyond just introducing new and scarier varieties of monsters at set levels and/or areas, which is fine and good. Leveling up skills like speechcraft or pickpocketing wouldn't factor into the combat effectiveness score AT ALL, while skills that provide increased survivability options (such as restoration or alchemy) would factor somewhat into the score. Obviously, skills that directly increase weapon damage or damaging abilities would add to the score; however, skill choices that provide the potential for increased damage would factor moderately as well, for instance, an alchemist that specializes down the poision path would have a higher combat effectiveness score than a healing potion alchemist path, and a weapon enchanter would have a higher score than an armor enchanter.

This way, the player that chooses to specialize more into the crafting, utility, or roleplaying skills will remain on relatively even footing with the rest of the world, as only combat effectiveness is taken into account. The potentially powerful items or abilities that they create through crafting or acquire through thievery/speechcraft would be used to tackle the tougher creatures that start to pop up at certain predetermined levels. This would go a long way towards maintaining satisfying difficulty throughout the whole play experience, for ANY type of character. To ensure that there are still legendary items out there that can make the player feel exceptionally powerful, rare or artifact items should have a modifier mechanic that gives an extra percentage damage or protection based on the combat effectiveness score, so that a super-unique hidden relic weapon would always be just a bit better at smiting foes, and some more than others.
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tiffany Royal
 
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Post » Sun May 20, 2012 6:00 pm

i think the complete opposite, bethesda has taken their time to create a truly fleshed out world thats Feels like skyrim not just a province.

I agree with this completely, what I have a problem with are the gameplay mechanics - it seems as if much, much more time went into building and populating the world/cities than did play testing each of the many types of character builds that can be made, through all of the many encounters possible. And, at the very least, they've further reduced our options of character customization, such as with the removal of mysticism, the trimming of several fun, filler spells in all of the spell schools, no hand-to-hand combat, etc.

The world is fantastic, we can all agree. But the gameplay... it's as if they designed the monsters, the encounters, and the player abilities/spells all separately, and then threw them into the same game at almost the last minute. I wouldn't be posting here if i didn't have the unshakable feeling that something is seriously off about this latest release in my beloved series of games. It's still the best game i've played in a long, long time though.
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Ysabelle
 
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Post » Sun May 20, 2012 9:58 pm

My biggest issue right now is lack of feedback from controls.
  • Can't shout: more often then not when I hit the shout key nothing happens. Tapping it or holding it for more powerful version...just nothing. And I usually use them to save my skin. I'm a very fragile assassin. 1 or 2 hits and I'm dead. So if a backstab fails to kill I usually use a shout to offset te battle. But nothing will happen... Hit key... Nothing.. Hold key... Nothing... Tap tap tap .... And I'm dead.
  • Same goes with the attack keys. Try to do double power attack and only 1h works. Sometimes can't even do a single attack, or draw an arrow. Will have to ht the other attack key first to "unlock" my right hand attack.

I now save before every encounter as there's usually a 50% chance of the controls being unresponsive.
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Daniel Holgate
 
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Post » Sun May 20, 2012 8:32 pm

essential npcs no spears or crossbows generic nameless purposeless npcs giants seem to be to weak to support there own weight much less swing a club of the size that they wield. no giant women (what do they do to reproduce divide!?)
I thought the mammoths were the women, no?
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Jimmie Allen
 
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Post » Sun May 20, 2012 9:45 pm

The only thing that bothers me is the permanent death of our companions. I liked Lydia. Now I have this cool cat mage from the college helping me.

The UI is ok. Love the combat. I do think dragons should be a bit tougher. I would tweak their armor up a bit and give them a bit more HP. I wouldn't majorly increase their power.

:D
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Victor Oropeza
 
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Post » Mon May 21, 2012 2:28 am

- Clunkiness of the Favorites menu. I can live with it, but...its still awkward.

- Companions are very annoying alot of the times. For example going down stairs with a sharp turn, they get stuck and I have to spent time trying to make them move out enough. They also constantly step over traps, its irritating. Half the time I make Lydia wait until I've cleared a section on my own. Another gripe is they can't have their own horses, tired of constantly outrunning them, encountering something in the wilderness and they are too far away to help. They feel as much a nuisance as a help.

- Stealth AI of is very quirky. I can be standing right in front of a patrolling guard and they walk past as if I were invisible with only half my body concealed by an object and often none at all. I've snuck into a room as bright as day with two bandits sitting at a table and sneak attacked both of them. Sometimes it reacts as it should, but sometimes it doesn't. NPCs take finding dead bodies too lightly too. They get over it too quickly! The AI doesn't seem to take into account height as well. I can be in sneak mode right in the middle of a cavern and bandits supposedly alert up on lookouts don't see anything when they certainly should. It's immersion breaking.

- Inability to douse light sources, would be so useful for a sneak character.

- Dragons are generally too easy. I found wild bears and cats more challenging, talk about anti-climatic.

- Horses are very annoying, I'm tired of them being heroes and getting themselves killed. I can understand some are trained war horses and aggressive, especially the ones the player buys perhaps, but its more annoying then anything else. I'm tired of go and find my horse too after a fight. A horse whistle is needed. A total lack of horse combat is also a real shame.
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Roberta Obrien
 
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Post » Mon May 21, 2012 12:01 am

- Most of the NPC's and quests feel uninspired and hurried.
- The differences between races are practically nonexistent.
- The levelscaling is still too apparent.
- The lack consequences and reactivity -- I know TES and Beth games in general aren't really about those but about "Here's the world spread wide open for your convenience, now go solve it", but it still pains to see the huge amounts of wasted potential all over the game.
- The companion AI is atrocious.
- The interface is absolutely horrible for PC. It doesn't respond to the mousecursor properly, it's clunky and slow to use, it looks uninspired and requires more work to find information than one feels is appropriate.
- Constant freezes no matter what the settings and what location.

In a nutshell from on top of my hat, although those aren't really "little things".
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GLOW...
 
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Post » Mon May 21, 2012 12:39 am

Character follow mechanics - both when you're following X, and they're following you.
Obvious flaws of scaling leveling.
Lag, though that will be fixed.
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Donald Richards
 
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Post » Sun May 20, 2012 12:03 pm

a bit of a mix

* bodies sometimes goes threw things (Im looking at you undead I kill before they get up)
* troubles handling favs if you dual wield 2 exact same weapons
* bowmen/mages who run away when I get close (I know it′s a realistic tactic, still annoying X3)
* merchants running out of gold
* blacksmiths having all the ingots except of the material I need X3
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Connie Thomas
 
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Post » Sun May 20, 2012 7:45 pm

Only one thing is annoying me really and that's dragon skeletons. I've been attacked by four in the College of Winterhold now and every time I go back it varies from one to all four skeletons lying in and around the place glitching like mad. I hear there's a way to turn them off on PC but I'm playing on the 360 so I don't know of anything I can do but hope Bethesda patch it.
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Stephy Beck
 
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Post » Mon May 21, 2012 2:42 am



i loved Morrowind, oblivion was god. skyrim is ok, but there is something thats not right, dont know what.. dont get the same feeling..

I had the same feeling (despite loving the game). However, I found the answer: I got older. It's the same with so many things I used to love - like, Star Trek, to take the nerdiest example I can muster. T'was magical back when TNG was on. When I watch it today, with an advlt understanding, it's mostly a cheesefest. TES aged with a lot more grace but still, it didn't get more mature like I did.
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Batricia Alele
 
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Post » Sun May 20, 2012 11:49 am

1. unresponsive controls

2. can't run/jump while casting

3. privacy invading zombish boring companions >:/ seriously makes me miss the adoring fan

4. horrible textures

5. can't make my own spells :C

6. No greaves

7. ice spikes

8. alchemy svcks

9 i miss the imperial guard voice actor :/

10. economy? marriage?... where?


just little things i still like the game with 9000 that i love- combat, incredible mind blowing environments, that amazing music :') small cute details that can lead to huge quests
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Captian Caveman
 
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Post » Sun May 20, 2012 10:44 pm

- no footsteps in the snow
- basically no birds in sky
- no npc:s on horses

I've killed several npcs on horses (and their horses). Though I could not reanimate the horse which made me s a little sad, but I got over it.
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Laura Ellaby
 
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Post » Sun May 20, 2012 8:37 pm

still on that fast travel cycle... travel,night time, nothing open, fast travel , night time, nothing open, arrghh just want to buy potions..



just wish that the textures were of a higher standard , once youve played witcher 2 theres no going back..
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Lucky Girl
 
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