An attempt at making an unbiased comparison of Morrowind &#3

Post » Wed May 02, 2012 5:51 pm

I've played enough characters in Morrowind with enough different skills to be a fairly decent judge of what does and doesn't work. There's some definite inconsistency between skills, and some are harder to self-train than others. Sneak and Speechcraft are particularly hard, because the rate of success is so low at low skill levels (if you took them as Miscellaneous skils); nevertheless, it is VERY possible to raise them from a meagre 5 without paying for training, but much easier to just buy that training, and probably too difficult for a starting player who doesn't understand the game or the available options. The game isn't "easy" on new players; there's a fairly steep learning curve that's compensated for later by the flexibility and power that all of that complexity eventually provides.

In the case of Sneak, by 30 skill it should be just about good enough to sneak up on some wildlife or a few of the less-observant NPCs with a "passable" success rate, and that's about where any "Thief" character is going to start at, unless they have a racial bonus to it, or didn't bother to take their intended skills at Majors (or even Minors). Speechcraft can be practiced "safely" by Admiring or Intimidating respawning Guards or other "generic" characters, rather than "named" characters who will carry that lowered dispostion for the rest of the game if you bungle it. As an Imperial race character with Speechcraft as a Majr skill, it can be "semi-useful" right out of the C&E office, but the chance of lowering the dispositon of a key chracter and having it haunt you later still makes it a bit "iffy". Again, it's not readily made clear to a new player what's "safe practice" and what's potentially a long-term problem.

Rather than increase the "tutorial" aspect of the game, or improve the manual, several of the "unintuitive" game mechanics were simply removed and replaced with......nothing. The others were changed into something with different problems. Some aspects improved while others got worse. Somehow I preferred a few of the earlier ones (but not all), but would have hoped for either some adjustments or corrections (some "polish") to the earlier mechanics or else a "better" design, not just a "different" flawed (and unpolished) one.

I've recently run a MW character who frequently used a Spear as a secondary weapon, although it started out at 5 skill, with no paid training. VERY effective; I can understand some of the balance issues that made Bethesda consider removing them, although I don't agree with the decision. Other characters have fought (successfully) with Misc. skill weapons, eventually becoming proficient with them. Another raised Enchanting from a Minor skill at 10 to 50+ by heavy use. My first character to finish the MQ relied heavily on the Sneak+Marksman combination, both starting out as Minors and eventually topping 90 skill in each before I intentionally started to work on other skills to avoid becoming "overpowered". If there's any problem with a Morrowind build being a "dead end", it's because you noticed the problem and quit, rather than continuing and fixing the problem over the next few levels. I agree that you can make a build that's not fun, but that's not a game mechanic issue, it's a personal preference which some other player will totally disagree with.
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Meghan Terry
 
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Post » Wed May 02, 2012 11:43 pm

I won't dispute that Morrowind's character creation process can be tedious (despite the fact that many Daggerfall fans felt that DF's even longer and more complex character creation was a highlight of the game), and that the pre-made classes are garbage, but in the long run, your initial choices don't make that much of a difference. Unlike OB (or SR, from what I read), you aren't under constant pressure from the levelling and scaling to "beat the levelling curve". You can buy training, if you feel that you're too poor at something to self-train. If you want, you can tackle the game at your leisure, or wait until you're better prepared; Cais Cosades even recommends it, and he's "important". The first 3-7 levels are generally a struggle (which can easily take the entire 20-30 hours that the OP played), after which I reach the "good enough to fight the big fights, but not always win" stage, then eventually the character hits the "too good, no challenge, time to restart" self-limit, which the Expansions delay for quite some time. Combat, as has been pointed out by the OP, suffers badly in MW due to the visually painful lack of a "miss" animation, but is otherwise "adequate", especially once your character gains some skill with the weapon. The control response (at least on PC) is very direct, and the amount of time that you "draw back" to strike affects the strength of the attack, so you can either "spam" the button for a flurry of weak hits (ideal for delivering enchantment damage) or hold long enough to deliver full power for the weapon (more likely to stagger or knock down the opponent, especially if you use a heavy weapon). Unlike Oblivion's system, if you do manage to connect with the target, you do full rated damage for that weapon, plus a bonus for your Strength, not some nerfed scratch because of low skill. Skill affects hit probability; the weapon and your Strength determine damage. In Oblivion, it always felt like I was turning over control of the character to the computer when I pressed the attack button. Besides, combat is not the focus of the game, just one facet of the whole experience. Obviously, the OP did not get very far with the MQ in 20-30 hours, and can't make a knowledgable comment on it. Granted, you CAN get pretty far in that time (in fact, you can beat the game in 5 minutes if you abuse all the exploits and bugs to the absurd limits, bypass the MQ, and just go straight in for the "kill"), but you won't see anything along the way, have time to read the dialog, or othewise have any chance of understanding what's going on around you. The biggest single difference between the earlier games (DF and MW) versus the later (OB and SR) is that the earlier ones were highly dependent on the character's skills, whereas the later are far more reliant on the player's skills. In DF and MW, you can fail at spellcasting, potionmaking, enchanting, or repairs if your skills are low, and in fact will do so frequently throughout the game. In OB and SR, the very possibility of failure in almost everythng has been removed to make it "more accessible". In that respect, the old games are "hardcoe", where you struggle to gain competence and eventually mastery, while the newer ones are more heavily oriented toward getting you to the next combat as quickly as you like. The games are written for distinct but somewhat overlapping markets (many people like both, but some vehmently prefer one or the other), and a direct comparison is almost like comparing Chess to Tetris. If you like one or the other, who's to tell you you're wrong; if you like both, then congratulatons. [ Edit: As Siant_juib points out, MW actually had the smallest game world. The "playable area", however, was comparable to or greater than Oblivion's, because the boundaries of the OB map weren't player-reachable, and many areas were unscalable or closed off. Morrowind's Levitation allowed you to access nearly 100% of the map, and there were actually a number of things to be found by "going 3D"; the realization shocked me at the time, when I noticed how some content had been placed "just in case" somebody ever managed to get to some hidden nook or cranny high up on a ledge or mountaintop. The excessive use of levelling and scaling meant that much of OB's content was "redundant", since there was never anything to find except the same random garbage as everywhere else; it make exploring more than a fraction of that huge map pointless. In contrast, I'm STILL finding new and unique items that I never found before in Morrowind, after over 5 years of frequent playing. ]

Fantastic anolysis. You nailed a lot of issues with OB and SR when compared to MW. I commend you.

I really have to disagree with the OP, you can gimp your character in many more ways in Skyrim than you can in Morrowind. It is the complete opposite of Morrowind, in that your character's flaws become more evident as the game progresses, whereas in MW, it only hinders you in the early stages of the game, and with training and a lack of level-scaling system, you become more and more powerful as the game progresses; relative to the game world.

In SR you have to concern yourself with "over-leveling"; perks that are non-resettable, ever increasing enemy stats, relative to your ever increasing level. Since there are no minor and Major skills, every skill increase is a step toward the next level and the inevitable level-scale.
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Natasha Callaghan
 
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Post » Wed May 02, 2012 4:18 pm

Lol. It's alright of course if he dislikes MW. It's not his cup of tea. I hope Skyrim or Oblivion last as long as MW. 10 years and counting.

Oh, I fully agree. I'm not interested in trying to force my likes and dislikes on anyone.

My only concern here was that certain things were being said which didn't tally with my experience of the game. Sometimes people start a game, get a superficial sense of what it is, and decide they don't like it. Some of the things being expressed as "game design flaws" are actually just "different game design."

The fact that lots of people have spent hundreds of hours playing a game like Morrowind is a testimony to the reality that it is not a badly designed game. Lots of people don't care for the game, and that's okay; it's personal choice.
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Jay Baby
 
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Post » Wed May 02, 2012 8:18 am

ITT: Attempt at Objectivity + Application to Opinions = :facepalm:

I mean... I don't feel like Morrowind is too long at all. If you were truly going about this objectively, that'd mean that I was wrong. Incorrect. I don't really enjoy playing it. Which is objectively false, because I do. This causes a contradiction, and the illusion of objectivity is broken.

http://www.destructoid.com/100-objective-review-final-fantasy-xiii-179178.phtmlis an unbiased review. This thread is just nonsensical.
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Anna Krzyzanowska
 
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Post » Wed May 02, 2012 8:41 pm

There is no such thing as "gimping" your character. Beyond the time it takes to learn the game (During which time you can't blame the game for how characters turn out unless its something that wasn't intentionally put there thats causing the issue) any state your character ends up in is of your own choice. If you sit and level Speechcraft all day and then decide you want to go fight some giants, don't come complaining when you suddenly can't take back the time you just spent doing something worthless towards combat. And that goes vice versa.

And you were never restricted to just your class in Morrowind nor even Oblivion. You could easily become a mage on the side if you picked/created a melee class. The only restriction was that you couldn't level up doing that, but the thing is due to how those games worked and what was available to you, you didn't need to level up when you did that unless you specifically wanted higher level loot or needed to be a higher level or anything like that. And in those cases you're brand new skills in magic could be used to further facilitate you training your combat skills so that they don't detract from what you decided to do.

Now sure you could end up as a master of all trades, but heres the thing: no one is forcing you to just play on one character, and truly these are not one character games. Using multiple characters for different playstyles was the best way to avoid this in the past games and ultimately helped out a lot when you were just learning how the game worked. And while you could say "but I like having one character", I could also say just remake him in another save, but give him a different personality/playstyle this time. I've done that, where three iterations of the same base character took the three separate paths of the warrior, mage, and thief. And if you want to have one character to one save, then you have no reason nor right to complain if you sit there and make him into a master of all trades. If you don't want that, don't do it.

There were always ways to remain a pure warrior, a pure mage, or a pure stealth character without having to dip into the other two's skill sets. Mages and stealth characters have their own ways of dealing with damage (magic by mitigating it completely either through reflection, healing, or outright preventing the opponent from being able to inflict damage; stealth characters by completely avoiding it altogether regardless of where it comes from) and as such you never have to dip into the warrior skillset just to raise health, as you don't need copious amounts of health as a mage or a stealth character, and even if you wanted it, there were better ways then breaking the pure path.
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sarah taylor
 
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Post » Wed May 02, 2012 2:58 pm

There were basically two problems for me with MW.

1. The mentioned "safe" training with respawning NPCs. This is Grinding, pure and simple. My issue was that I can grind. I played a lot of Diablo, Titan Quest, WoW and Moder Warfare. All those games are heavy grinders, but I play them for challenge. I never tried ro het immersed in the CoD universe, it's a more than average action flick, but the multiplayer got tons of unlockable stuff which I grind by using my skill. If I play a TES game I want to be svcked in the world.

2. I did not got immersed in the world. Apart from the fact that I don't luke the world deaign, Dunmer culture and stuff, it was too empty. I played Gothic during the same time and its world is realy small compared to MW. But Gothic is filled with loot, NPCs and secrets, I still remember every stone. MW was mostly "nrown, brown, brown, monster, brown, brown" or the same just with green. There were places I liked, but the world was just too large. In this regard, Skyrim is much more appealing to my taste.

These two points are subjecti e, just as many of the cons and pros about MW. But for something really "non-biased", you have to treat it like every other software. Do they run stable? Well, it's still Bethesda. Do they run on as many systems as possible? Still Beth... So what is left? User friendlybess! And Skyrim wins there just because it's got the advantage of beeing the latest installment. I know most people here see the convenience Skyrim offers as dumbing down, the majprity of the market does not however. But Beth gets a pimpslap right in the face for the PC UI.
In the end, MW, Oblivion and Skyrim will last longer than other games because of the editor. The possibility for modding are really important for the PC market. And Beth should remember this and release the CK for Skyrim asap.
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IsAiah AkA figgy
 
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Post » Wed May 02, 2012 1:59 pm

There is no such thing as "gimping" your character. Beyond the time it takes to learn the game (During which time you can't blame the game for how characters turn out unless its something that wasn't intentionally put there thats causing the issue) any state your character ends up in is of your own choice. If you sit and level Speechcraft all day and then decide you want to go fight some giants, don't come complaining when you suddenly can't take back the time you just spent doing something worthless towards combat. And that goes vice versa.

I don't agree with the inability to gimp your character as I'm a firm believing in tiers. There are tiers in any game, and if you pick a lower tier skill, weapon, perk, class, or faction you're more likely to loss. You essential GIMP your character, or in a sense handicap yourself. For me this is extremely problematic in Morrowind because of its unforgiving nature and because you're so reliant on your stats. In an RTS you could pick a lower tier race and still win because the outcome is determined by you, your strategy, your opponent, and the rock paper scissor system many RTS's incorporate.

Is this a major flaw? No, however I don't agree with the opinion that you cannot GIMP your character.

And you were never restricted to just your class in Morrowind nor even Oblivion. You could easily become a mage on the side if you picked/created a melee class. The only restriction was that you couldn't level up doing that, but the thing is due to how those games worked and what was available to you, you didn't need to level up when you did that unless you specifically wanted higher level loot or needed to be a higher level or anything like that. And in those cases you're brand new skills in magic could be used to further facilitate you training your combat skills so that they don't detract from what you decided to do.

The problem is that if you indeed stay level throughout the whole game you'll be at a huge disadvantage because there is a hardcap on the level of the enemies/NPCs. You'd have done a great job of handicapping yourself.

Now sure you could end up as a master of all trades, but heres the thing: no one is forcing you to just play on one character, and truly these are not one character games. Using multiple characters for different playstyles was the best way to avoid this in the past games and ultimately helped out a lot when you were just learning how the game worked. And while you could say "but I like having one character", I could also say just remake him in another save, but give him a different personality/playstyle this time. I've done that, where three iterations of the same base character took the three separate paths of the warrior, mage, and thief. And if you want to have one character to one save, then you have no reason nor right to complain if you sit there and make him into a master of all trades. If you don't want that, don't do it.

I've been doing that as of late. I play my main (which I'm actually getting pretty engrossed in the story finally) and make a few side characters. I just made a dragoon character (from Final Fantasy) which I was quite happy with. But honestly I don't want my character to be a jack of all trades as I find that boring, nor have I ever made a character like that except for my first character.

There were always ways to remain a pure warrior, a pure mage, or a pure stealth character without having to dip into the other two's skill sets. Mages and stealth characters have their own ways of dealing with damage (magic by mitigating it completely either through reflection, healing, or outright preventing the opponent from being able to inflict damage; stealth characters by completely avoiding it altogether regardless of where it comes from) and as such you never have to dip into the warrior skillset just to raise health, as you don't need copious amounts of health as a mage or a stealth character, and even if you wanted it, there were better ways then breaking the pure path.

I guess I find that straight roles are somewhat boring in a single player RPG as there is no synergy. I rarely make a pure DPS, Tank, or healer, as that would eliminate many of the options you'd need in fights, or just around the town. As much as I enjoy specializing you do need to dip into other skills to succeed.
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Darian Ennels
 
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Post » Wed May 02, 2012 11:20 pm

Morrowind was the only TES game that I eneded up shelving after 20 hours or so of play time. I found it overly tedious, uncomprimising on initial character generations choices, and it felt more like a Skill Grinding game then a RP game to me.

All the other TES games I liked, each for different reasons. Though i also Shelved Oblivion until the expansions came out, because of issues with it pre-expansion.
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priscillaaa
 
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Post » Wed May 02, 2012 7:57 am

I'm going to have to change my mind on some of Morrowind's skills. The weapon, block, Security, Mercantile, and Armor skills all work functionally. The only ones that don't work well, either due to poor mechanics, inaccessibility, or unintuitive use would be Sneak, Speechcraft, and Enchant.

Personally, I think that Oblivion got the basic function of Speechcraft down the best, while both games, especially Skyrim, have dramatically improved Sneak.

Right now, my biggest problem with Morrowind is travel and tedium - twenty-five hours in Skyrim gives me the same amount of satisfaction as a hundred in Morrowind. I no longer have the time I used to to enjoy TES games.
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Esther Fernandez
 
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Post » Wed May 02, 2012 8:19 am

Morrowind was the only TES game that I eneded up shelving after 20 hours or so of play time. I found it overly tedious, uncomprimising on initial character generations choices, and it felt more like a Skill Grinding game then a RP game to me.

All the other TES games I liked, each for different reasons. Though i also Shelved Oblivion until the expansions came out, because of issues with it pre-expansion.

I had a couple of somewhat infuriating moments playing Morrowind today. One was where 3 "dreamers" felt like attacking me, although they were unarmed my stamina was low so every other punch would make me collapse basically rendering me useless until I used my shadow shield to make myself invisible. Luckily for me my light armor kill increased like crazy, but it was the first time I ever actually got pissed off at the game for the circumstance I was in.

The second was this lovely lady who had a dagger which caused paralysis. I ended up kiting her around the room after a couple of reloads because if I didn't I would basically be paralyzed throughout the whole fight. The 3rd I guess was a mage who summoned a bonewalker which proceeded to encumber my by draining my strength. I ended up reloading that battle 4-5 times in order to kite her around the small island I was on.

Needless to say what infuriates me most is when I'm froze, encumbered, or paralyzed for extended periods of time. Nothing else in the combat frustrates me except for those spells/abilities.
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Cody Banks
 
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Post » Wed May 02, 2012 7:46 am

Your whole opinion might changed if you played an extra 80+ hours of morrowind. Everyone knows the storys in oblivion and skyrim were in a way weaker than morrowinds. The reason for this is that morrowinds story had a lot of backbone and was stable with deep lore and emersion. Oblivion and skyrims was just a go here, do this, kinda thing.
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LittleMiss
 
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Post » Wed May 02, 2012 2:16 pm

Well Scow, that's an improvement, but you're still exaggerating the Sneak, Speech, and Enchant. Speech was always one of the easier skills to raise for me, Sneak was always difficult, but slightly more realistic, I just had to map my area out a bit. Enchant is a pain in the ass, but it's not overly difficult to level. I think you've been spoiled by the speedy leveling of Oblivion and Skyrim because those things do not level that slow.

FailedtoOpen, I agree that it's a pain in the ass with the whole people knocking you down, the paralysis (Which actually usually only lasts a little bit because of the small amount of charge paralysis gets), and Yes, the Greater Bonewalkers are a pain, but to counter, I usually carried Stamina Potions and Recover Strength Potions, or more likely, I had Stamina regenerating Armor and used Spells to restorr my Stamina/Strength. Restoration is a Gem of a skill.
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Laura Tempel
 
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Post » Wed May 02, 2012 11:33 am

Your whole opinion might changed if you played an extra 80+ hours of morrowind. Everyone knows the storys in oblivion and skyrim were in a way weaker than morrowinds. The reason for this is that morrowinds story had a lot of backbone and was stable with deep lore and emersion. Oblivion and skyrims was just a go here, do this, kinda thing.
Ironic. I find Oblivion and Skyrim's stories to have Backbone built on stable, deep lore, while Morrowind's was "Go Here, Do this"

It is very easy to dismiss ANY story.

Well Scow, that's an improvement, but you're still exaggerating the Sneak, Speech, and Enchant. Speech was always one of the easier skills to raise for me, Sneak was always difficult, but slightly more realistic, I just had to map my area out a bit. Enchant is a pain in the ass, but it's not overly difficult to level. I think you've been spoiled by the speedy leveling of Oblivion and Skyrim because those things do not level that slow.

FailedtoOpen, I agree that it's a pain in the ass with the whole people knocking you down, the paralysis (Which actually usually only lasts a little bit because of the small amount of charge paralysis gets), and Yes, the Greater Bonewalkers are a pain, but to counter, I usually carried Stamina Potions and Recover Strength Potions, or more likely, I had Stamina regenerating Armor and used Spells to restorr my Stamina/Strength. Restoration is a Gem of a skill.
The computer is a cheating bastard - and that short duration of paralysis is long enough for them to Paralyze you again - and again, and again.

I stand by Sneak and Speech. Especially sneak. For some reason, I'm either Detected, or Not Getting Experience in the skill, even when I wander around behind a mudcrab or rat for extended periods of time
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Fanny Rouyé
 
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Post » Wed May 02, 2012 2:16 pm

Your whole opinion might changed if you played an extra 80+ hours of morrowind. Everyone knows the storys in oblivion and skyrim were in a way weaker than morrowinds. The reason for this is that morrowinds story had a lot of backbone and was stable with deep lore and emersion. Oblivion and skyrims was just a go here, do this, kinda thing.

As I've said before, I don't really know how long I've played. I've had to disable the in game community option within steam for Morrowind Overhaul to work. I could have played for 10 hours or 50. I'm probably half way done with the story as of now and I'm enjoying it about as much as I've enjoyed Oblivion and Skyrims. Just based off of pure lore I like Oblivions the best (although I though that Mehrunes Dagon was an actual prince when I first played Oblivion in 2006), but Morrowind is pulling me in. Especially because I just made a dragoon class and I'm excited to try to create a spell similar to their jump ability in the Final Fantasy games. Not to mention I was able to throw on the Atronach birthsign which kind of replicates Freya's (a character in FF9) high magical resistance.
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Blessed DIVA
 
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Post » Wed May 02, 2012 8:07 pm

Personally, I think that Oblivion got the basic function of Speechcraft down the best...


Really?

I think http://www.youtube.com/watch?v=tAHBMj2N5Qs does a fair job of showing just how absurd Speechcraft was in Oblivion.
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barbara belmonte
 
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Post » Wed May 02, 2012 5:54 pm

One important thing, is to point out how ridiculously unbalanced some parts of Morrowind were. Alchemy, more than anything. If you want, you can effectively make it tens of thousands of times as powerful as anything and everything else in the game.

I like the balancing for Alchemy in the later games, because you cant use it to increase your strenght by 55,000 for 19 Months.
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jessica sonny
 
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Post » Wed May 02, 2012 2:42 pm

One important thing, is to point out how ridiculously unbalanced some parts of Morrowind were. Alchemy, more than anything. If you want, you can effectively make it tens of thousands of times as powerful as anything and everything else in the game.

I like the balancing for Alchemy in the later games, because you cant use it to increase your strenght by 55,000 for 19 Months.

Stop complaining about balance in a single-player game. Abusing it is your own choice.
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Sheila Reyes
 
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Post » Wed May 02, 2012 9:46 pm

Really?

I think http://www.youtube.com/watch?v=tAHBMj2N5Qs does a fair job of showing just how absurd Speechcraft was in Oblivion.
Absurd, yes. But it's still better than the rest of the series attempts :P It also worked best in a "mechanical" sense, even if it was absolutely ridiculous.
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Ilona Neumann
 
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Post » Wed May 02, 2012 9:35 am

True, as someone else stated there is room for error in both games. I think why I find Skyrim more lenient is because it focuses more on skill than stats. You can win a battle based upon your real skill more than your stats. I haven't felt that in Morrowind yet. Morrowind feels like I am much more dependent on my skills and attributes while Skyrim feels like the perks I select only enhance my ability in combat. But I digress... there is room for error in both I just feel like in Skyrim your error can be overridden by your own skill, although I'd argue Skyrim doesn't require much combat skill.
Wait, I don't understand this post. Skyrim is an RPG. Shouldn't your real life skills be completely irrelevant? It wouldn't make sense for a character with an extremely low Long Blade skill to be able to kill, say, an experienced soldier of the Imperial Legion. Allowing that to happen because the player is good at mashing buttons renders the skill useless and takes away from the RPG aspect of the game.

As for the rest, Skyrim does have a similar trial and error piece. When I first started my character was a blob of random perks, needless to say I restarted. That's not a problem, I expect that with any game I try for the first time. Morrowind is different in that you could spend hours going through the world only to be held back, or limited by one mistake.
That's not true at all.

In Morrowind, you could start out as a warrior, decide to be a thief, and later become a mage -- and you'd be no worse off than if you had started as a pure mage.
In Skyrim, you could start out as a warrior, decide to be a thief, and later become a mage.. but you would have invested nearly all your perk points into warrior skills. You would end up being a horrible mage because perks are more important than skills in Skyrim, and you didn't have very many points to invest in mage skills. There is no versatility to be had unless you plan for it, and even then you'd be gimped. Sure, that adds a greater sense of balance, but there's no such thing as balance when it comes to skill. In real life, you aren't limited in what you can do because you happened to learn too much of one thing. An acrobat can become a martial artist can become a scientist can become an astronaut. Shouldn't the same hold true for games that are trying to achieve the same sense of character progression?
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Chloe Botham
 
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Post » Wed May 02, 2012 8:15 am

Wait, I don't understand this post. Skyrim is an RPG. Shouldn't your real life skills be completely irrelevant? It wouldn't make sense for a character with an extremely low Long Blade skill to be able to kill, say, an experienced soldier of the Imperial Legion. Allowing that to happen because the player is good at mashing buttons renders the skill useless and takes away from the RPG aspect of the game.
And removing player skill entirely takes away from the GAME part of the RPG.

In Morrowind, you could start out as a warrior, decide to be a thief, and later become a mage -- and you'd be no worse off than if you had started as a pure mage.
In Skyrim, you could start out as a warrior, decide to be a thief, and later become a mage.. but you would have invested nearly all your perk points into warrior skills. You would end up being a horrible mage because perks are more important than skills in Skyrim, and you didn't have very many points to invest in mage skills. There is no versatility to be had unless you plan for it, and even then you'd be gimped. Sure, that adds a greater sense of balance, but there's no such thing as balance when it comes to skill. In real life, you aren't limited in what you can do because you happened to learn too much of one thing. An acrobat can become a martial artist can become a scientist can become an astronaut. Shouldn't the same hold true for games that are trying to achieve the same sense of character progression?
In Skyrim, you continue gaining perks as long as you're gaining skills. In real life, someone who waited until they were 50 before taking up a new skill would not be as good in that field as someone who's been raised from birth to handle that task. The games just have VERY compressed learning curves.
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James Wilson
 
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Post » Wed May 02, 2012 2:27 pm

And removing player skill entirely takes away from the GAME part of the RPG.
The game part is where you're able to control the character. It doesn't mean RPG's have to operate like CoD, where player skill > everything else.

In Skyrim, you continue gaining perks as long as you're gaining skills. In real life, someone who waited until they were 50 before taking up a new skill would not be as good in that field as someone who's been raised from birth to handle that task. The games just have VERY compressed learning curves.
The problem here is that you can max any skill you'd like in Skyrim. You just can't continue getting perks points after you've maxed them all, and whatever perks you end up learning can't be "reset". Even at the age of 50, I'd imagine you'd be able to learn how to roll on the ground or charge with a shield.

There's no learning curve in Skyrim. There's a learning limit. Since perks now handle all important aspects of skills, simply being able to get every skill to 100 doesn't mean anything. Things that should have been tied in with your knowledge of a skill were instead made into perks that you have to buy with experience -- experience that has a cap and is non-refundable.
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Nick Pryce
 
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Post » Wed May 02, 2012 7:02 pm

There's no learning curve in Skyrim. There's a learning limit. Since perks now handle all important aspects of skills, simply being able to get every skill to 100 doesn't mean anything. Things that should have been tied in with your knowledge of a skill were instead made into perks that you have to buy with experience -- experience that has a cap and is non-refundable.
And the only way to really fix that would be to uncap Skill Levels.

There's a learning limit in every TES game.
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Liii BLATES
 
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Post » Wed May 02, 2012 11:38 am

And the only way to really fix that would be to uncap Skill Levels.

There's a learning limit in every TES game.
There are multiple ways of fixing it. Don't include a limited perk system that ends up replacing what skills used to do, for one. Secondly, skill levels don't need to be uncapped. Allowing every race and every class to reach 100 in every skill means that anyone can do anything at any point in the game, provided they actually work for it.

Yes, but Skyrim is the least flexible of them all. You can work around class and race skill woes by simply leveling up in Morrowind (or using spells). You cannot do the same in Skyrim. You can't even use spells to increase your proficiency in skills.
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Lloyd Muldowney
 
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Post » Wed May 02, 2012 1:34 pm

Wait, I don't understand this post. Skyrim is an RPG. Shouldn't your real life skills be completely irrelevant? It wouldn't make sense for a character with an extremely low Long Blade skill to be able to kill, say, an experienced soldier of the Imperial Legion. Allowing that to happen because the player is good at mashing buttons renders the skill useless and takes away from the RPG aspect of the game.
Then WoW isn't an RPG, nor is Demon Souls. Your real life skills are apart of any game, no matter the genre. You should always be able to win, or succeed based upon your own skills, as well as your characters skills. This is something Morrowind lacks. You can influence a battle in Morrowind, but your success will always depend more on your character than you. Demon Souls may be a very unforgiving, back breaking game, but you always know that when you die it was because you messed up, not because the enemy had a better dice roll.

That's not true at all.

In Morrowind, you could start out as a warrior, decide to be a thief, and later become a mage -- and you'd be no worse off than if you had started as a pure mage.
In Skyrim, you could start out as a warrior, decide to be a thief, and later become a mage.. but you would have invested nearly all your perk points into warrior skills. You would end up being a horrible mage because perks are more important than skills in Skyrim, and you didn't have very many points to invest in mage skills. There is no versatility to be had unless you plan for it, and even then you'd be gimped. Sure, that adds a greater sense of balance, but there's no such thing as balance when it comes to skill. In real life, you aren't limited in what you can do because you happened to learn too much of one thing. An acrobat can become a martial artist can become a scientist can become an astronaut. Shouldn't the same hold true for games that are trying to achieve the same sense of character progression?

Yes you would. In Morrowind if my major skills/minor skills are focused on combat becoming a thief, or a mage would severely handicap my character because he wouldn't level as much, nor would he be on an even playing field as enemies and NPCs.
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Matt Terry
 
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Post » Wed May 02, 2012 11:12 pm

great read OP

:)
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Adam
 
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