CONSTRUCTIVE Comments on Skyrim

Post » Fri Jun 08, 2012 1:13 pm

First a disclaimer:

This thread is not intended to bash the game, add non constructive comments, or gripe about the interface, missing greaves, lack of spears, or how it should stress all but $5000 PC's. It is intended to provide Bethesda with comments on how to improve upon the game, while keeping its design intents the same - i.e. things to improve with patches or DLC.

I did not see any threads of this type currently existing, some similar, but with not quite the same intent. If there are others, I apologize for the double post.

As the OP for this thread, I ask politely that we refrain from one sentence comments griping about the game, or how it did not meet your expectations, or even 3 page essays on why it svcks or oblivion or dark souls or morrowind is better. Please put some thought into your posts.


Now my thoughts:

1st off - my opinion is that this is the best game ever made. period. 80hrs in, and I am still having a blast. However, I do believe it is lacking in certain areas which could be improved.

1. Being a "good" guy. I think there should be more options / quests / armour / etc.. related to this type of role playing.
For example: My biggest disappointment so far was Riften. I walk into the town, and meet Mijoll. She is talking about how bad the city is, and how she wants to clean it up, even her annoying follower says it gets her down. So... I say to myself I am going to clean up this town - except the game will not let me. I cannot bring the thieves guild to justice or even rid riften of them, there are no quests to improve on the town and gut out the corruption (i.e. blackbriars) - It is very disappointing.
Also, there is very little "good guy" armour. Steel plate is about the only thing that looks noble, it would be great to have a noble equivalent to daedric or ebony. Kinda like the T-51B from fallout 3 - just in the elder scrolls universe.
Same sort of deal with the Vigilants of Stendarr - It would be fun to join them, but alas, at their headquarters all they say is who they are...no quests :(

2. I would like to see smithing improved/added to in future DLC - requiring quests to unlock certain perks/armour types. (like finding ancient teachings books, recipes, or getting lessons from an old smith) - And then collecting special ingredients (kinda like the galdur fragments, but more involved). Just a thought.

3. More encounters like the bleak falls barrows quest - where the shopkeep shows you the way, you meet interesting people in the barrow (like arvell the swift), just keeping things interesting, and adventuresome. Also more puzzles like the claw, but more varied. (where you need to look at it in your inventory to make it work). After this quest, most puzzles are the same, and it is mostly hostile people in the dungeons - not many that are very interesting (there are a few interesting folks though, just not many).

4. I would love to see more of the Talmor conflict. The main quest was just getting interesting when you were investigating them for involvement with the dragons (which turned out to be a big disappointment when they were not :( ) - Lets get some epic conspiracy / conflict / corruption quests along this line (DLC??) - I think it would be fun.

5. This comment is less serious, but I was disappointed in the lack of an epic kingly battle as part of the civil war. The high queen is a bit of a wimp, and ulfric was a bit of a jerk. Ah well... maybe something for future DLC---I am hoping.

6. I would like to see some things added so that you need to do a quest or task prior to getting to "key" perks, I think it would add to the game. (i.e. like I mentioned above for blacksmithing, or for enchanting or alchemy)

Again overall I think this game is great! and keep up the good work Bethesda!
(I may come back to add to this, as I think of things)
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Laura Cartwright
 
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Post » Fri Jun 08, 2012 6:53 am

Hmmm. This will not end well, and I can name 3 likely suspects off the top of my head, but good luck. :confused:



Spellcrafting. Spellcrafting is a feature of TES I have enjoyed, and it's loss has taken something noticeable away from the game, ie it's made it a little closer to... generic, sadly. It's a great differentiation point between TES and other RPGs.

Smithing - I agree with OP. It has potential. I'd also like to see weapon degradation back, and tied into the smithing skill, in some fashion... maybe weapons and armour degarde slower the higher your smithing skills?
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Sabrina Schwarz
 
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Post » Fri Jun 08, 2012 9:38 am

...Skyrim svcks. ( :D )

Jokes apart...Constructive Criticism makes little sense because the game is out and it's highly unlikely that Bethesda will emend it in any way.

The only thing we can honestly ask is to patch up the bugs left and release the CK...hopefully release a easy to use CK...and since we're in January, damn...give us some blasted info on when it's coming!

Any other "fault" will be emended by mods, when the CK will be out...because that would allow to add areas and use the scripting, which should be more powerful and versatile than Oblivion one...
Jashkar
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Elisha KIng
 
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Post » Fri Jun 08, 2012 3:19 pm

Pretty sure to be no spellmaking added, but at the very least, a whole lot of extra spell tomes would be nice. For a start, expert runes, maybe cure disease as a master level restoration spell, slowfall.

Smithing and enchanting progression to be value based. Works for alchemy, can't understand why they used a weighted progression for one, and a flat increase for the other two. And as for 'good guy Daedric', Golden saint armour may have been a bit pole danceresque, but it looked half the part.

One thing that always got me, why do the hotkeys not equip a pair of hands, rather than one item?
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TASTY TRACY
 
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Post » Fri Jun 08, 2012 3:34 pm

My only problem with the game is the extremely recycled dialogue, everyone says the same things over and over if you stand near them.
For example, when I'm using the smithy in Whiterun, that woman has said: "...Let's just say I advise the adviser, and leave it at that" every 10 seconds when I'm working, it drives me insane.
It's gotten to the point I actually want to assassinate her so I never have to hear it again, haha.
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Bad News Rogers
 
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Post » Fri Jun 08, 2012 4:35 pm

Depends what you cal `constructive criticism`...

1.1st person view on horses needed. Horse combat would be nice.
2. More variety in skill sets.
3. Better mariage mechanic and continued marriage, though not that important.
4. Fix the PC HUD, we really should not need a mod for it.
5. The faded screen option is good, but allow the option to at least leave the health, stamina and magicka bar clearly visible.
6. Allow some vendors to Enchant your equipemnt for you.
7. Create better Followers that allow follow distances, `relax` mode and actually do what they`re suposed to do (like search bodies).
8. Simplify map and Skill `perks` screen, so I can just do what I want without the glossy faffing about.
9. Make Master a little more difficult than just popping up NPC hitpoints and damage. Smarter AI, cold damge from hanging around in blizzards too long or swimming in icy water, etc, etc...

Good game though.
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Sierra Ritsuka
 
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Post » Fri Jun 08, 2012 1:56 pm

A barber Shop to change my hairstyle.
Some different hairstyles and colors.... I want blue hair and pigtails!
Some unique clothing options.
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kitten maciver
 
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Post » Fri Jun 08, 2012 9:34 am

More armor variety/customization with the skill. There are, I think, 4 versions of Fur armor (you can't make) but only two for steel and one for all the higher armors. Would be nice if you had options in the crafting screen.

Way more clothing and robes than the few they have in different colors (there seems to be only 2 maybe 3 designs for Fine Clothes in two different colors).

Would be nice if the guild quests were a little more fleshed out, but I doubt something like that would be added via DLC.
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Ymani Hood
 
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Post » Fri Jun 08, 2012 8:05 pm

Brothels... brothels everywhere... :huh:

I can see it now...
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lilmissparty
 
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Post » Fri Jun 08, 2012 5:52 pm

1 Spell crafting
2 More types of enemies
3 Enemies Scale to the area not the player
4 A proper behaviour system for followers

Trying not to be negative, but Skyrim just doesn't seem as enjoyable as other TES games. Still got 50 hours out of it and it was amazing for the first part, but there wasn't enough to do for the end game player, just seemed like i'd acomplished everything worth doing.
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lucile davignon
 
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Post » Fri Jun 08, 2012 9:15 am

There are many problems with the game, which makes it absolutely not the best game ever made. Still, a very good one.

1) The storylines are very weak and short. I think that is something everyone can agree on, and does not really need much discussion. The random dialogue is also bad and repetitive.
2) The perk system is made to do too many things by itself. Skill trees are very good when they're used for specialisation, but when they are made to shoulder most of the character progression, it doesn't really end up that well. That being said, the main problem with the perk system is not that it is overloaded and ends up making character customisation too simplified - after all, most console rpgs nowadays have the same lite-RPG approach, usually lighter, and it is not bad when coupled with good action elements - but that they failed to balance it. Yeah, it's not an MMORPG, it doesn't need to be balanced in perfection. But it needs to be roughly balanced. That means, all talent trees should be equally useful. That doesn't mean that they should all be the same, nor that all builds should end up the same. If you want to build your utility skills, you should have a very easy time with people and money, but a hard one with enemies. And vice versa if you choose to focus on combat. But skills like pickpocketing and lockpicking should be useful enough in their respective arees to compensate for the lack of combat skills. Instead, they have no real effect on your character, as anyone can pick any lock, and 2 points in pickpocketing let you steal anything at max chance... And all combat skills should be overall equal - not in damage, but in overall performance. Which is not happening with destruction, which is worse than the other damage skills in all aspects.
3) For a game supposedly based on roleplaying and character-world interaction, it is severely lacking. There is little to no choice for the player to make, little to no consequences/feedpack, and the world pretty much feels like a huge lobby where you can choose in what order you complete a dozen of small campaigns, and where you can go play minigames in between.

Those are my basic gripes for the game. Overall, as a game, it's very good with some flaws. If I were to critisise Skyrim more specifically as an RPG though, I would be much more negative, but I try to look at it for what it is - a lite-RPG/adventure
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Saul C
 
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Post » Fri Jun 08, 2012 11:15 am

Better follower AI
Green skin option for Orcs
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Andrew Perry
 
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Post » Fri Jun 08, 2012 10:51 am

Better follower AI

I really don't like how they follow like 200ft behind you... I would really like to see a patch that makes them follow you within a 10-20 ft radius when not attacking. And uh, avoid traps.
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naomi
 
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Post » Fri Jun 08, 2012 11:52 am

-I wish you could go werewolf in 1st person, the game is so obviously meant to be played that way that 3rd person feels weird and I hate having to play in it. Goes for horses as well.

-Spells should probably scale with your level

-The bestiary is smaller than I would have hoped. Its better than Oblivion's IMO but there are still enemies that get really old way too fast. Draugr basically. And bandits everywhere are kind of getting old as well.

-Kind of sick of Iron > Steel > Dwarven > Orcish > Ebony > Daedric and its light armor counterpart. I think its about time to introduce some new materials to TES, and I didn't play Morrowind but didn't it have more? Or at least make multiple variations of each like they have for Steel and Fur armor.

-I feel like combat suffers from the lack of acrobatics. Kind of dissapointed I can't attack while jumping for cinematic purposes (leaping fireballs to the face ftw) but not being able to roll is a huge problem, especially when dual wielding and not being able to block. It was pretty essential to a hit and run playstyle, now you have to backpedal and get hit anyway or turn around and sprint away every 5 seconds.

-The guilds are super lackluster. I couldn't even get through the recommendations part of the Mages Guild in Oblivion, in Skyrim you literally go to 4 dungeons and become the Archmage. Haven't tried DB or TG yet and I heard they were better. 2 stealth oriented guilds with way more content says to me that we may see the fighting and magic guilds get extra content in DLCs. Hopefully with the relevent missing features added in, like rolling/jump attack and spell crafting.


That being said, I LOVE the dungeons in this game and how you don't experience every kind on your way to the first quest location you get in the game. The combat feels absolutely fantastic. Especially magic. Dragons are [censored] epic. Shouts are awesome and extremely creative IMO. Little things like being able to catch fish and bugs that fly around or cut firewood are captivating. It looks amazing too obviously. Great game overall, with the balance patch and DLC, it will be even better. Mods will fill in the gaps and more as well I'm sure.
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Kit Marsden
 
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Post » Fri Jun 08, 2012 3:47 pm

SO!
Where does it stop?
You want this and that, to be able to do this, that and the other thing.
I hate games like The Sims where you have to micro-manage everything.

Most complainers here are hard core gamers who have been at it for years.
What about the new guy who is swamped with all these options?
How long will he last before he gives up?
What's wrong with a basic core game then tweak it with all the mods you want.
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Charlotte Henderson
 
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Post » Fri Jun 08, 2012 5:40 am


2) The perk system is made to do too many things by itself. Skill trees are very good when they're used for specialisation, but when they are made to shoulder most of the character progression, it doesn't really end up that well. That being said, the main problem with the perk system is not that it is overloaded and ends up making character customisation too simplified - after all, most console rpgs nowadays have the same lite-RPG approach, usually lighter, and it is not bad when coupled with good action elements - but that they failed to balance it. Yeah, it's not an MMORPG, it doesn't need to be balanced in perfection. But it needs to be roughly balanced. That means, all talent trees should be equally useful. That doesn't mean that they should all be the same, nor that all builds should end up the same. If you want to build your utility skills, you should have a very easy time with people and money, but a hard one with enemies. And vice versa if you choose to focus on combat. But skills like pickpocketing and lockpicking should be useful enough in their respective arees to compensate for the lack of combat skills. Instead, they have no real effect on your character, as anyone can pick any lock, and 2 points in pickpocketing let you steal anything at max chance... And all combat skills should be overall equal - not in damage, but in overall performance. Which is not happening with destruction, which is worse than the other damage skills in all aspects.

While I agree with your points on balance I don't see why raw skill levels being more important than perks is such an unwritten law for so many people. Why? If the skills meant so much more, and the perks were just small bonuses and extras, we would still end up with demi-god at everything characters which were so similar previously. If you want differentiated end game characters in a system of learn by doing, and don't want to impose an arbitrary (and inevitably soon to be modded out) level cap which prevents all skills reaching 100, then the more important perks are, the more your characters are different.
I do wonder if it is just a received wisdom from other games thing, 'skill meaning most is what we are used to, so that means it's the best way'.
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willow
 
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Post » Fri Jun 08, 2012 7:07 am

SO!
Where does it stop?
You want this and that, to be able to do this, that and the other thing.
I hate games like The Sims where you have to micro-manage everything.

Most complainers here are hard core gamers who have been at it for years.
What about the new guy who is swamped with all these options?
How long will he last before he gives up?
What's wrong with a basic core game then tweak it with all the mods you want.

constructive, ass

While I agree with your points on balance I don't see why raw skill levels being more important than perks is such an unwritten law for so many people. Why? If the skills meant so much more, and the perks were just small bonuses and extras, we would still end up with demi-god at everything characters which were so similar previously. If you want differentiated end game characters in a system of learn by doing, and don't want to impose an arbitrary (and inevitably soon to be modded out) level cap which prevents all skills reaching 100, then the more important perks are, the more your characters are different.
I do wonder if it is just a received wisdom from other games thing, 'skill meaning most is what we are used to, so that means it's the best way'.

LOL did you really censor the word buttock in your sig
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W E I R D
 
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Post » Fri Jun 08, 2012 6:26 am

Sorry for utterly lack of any good Ingrish, Hope you get it :-),

I havn;t played that game that much,

got a week vacation so I hope to catch up ...

I love and enjoy the game for so far, but there are some things I miss .... First of all things go to quick indeed one of my characters went into the Fighters Guild and with doing two dungeons he turned into the inner circle that doesn't make sense ...

The Guild / Faction system from Morrowind I still the best I assume, trough I must admit the requirements in Skyrim are a bit harder than Oblivion, and atleast you need to prove you're self , nothing seems to be for granted, in Oblivion you could join a guild with doing nothing for that guild ...

I miss repairing truly ...

And some immersion things, but I guess there will be mods for that , I havn't checked out ...

And some kind of 'karma system', would be nice, now I don't like D&D's alignment system but totally no system also doesn't make sense ...

I remember playing Fall Out 3, where you did have a karma system and you being a bad ass character blowed up a city and all, and the slavers didn't have any problems with you walking into there camp what does makes a bit of sense ...

The cities are nice, and more unique than Oblivion but still lack in a couple of things I must admit, I still don't find them very 'spawling' cities ... I must admit I still enjoy the city approach of games like Baldur's Gate, not that much cities but the cities you did have in that game where Hugh, and you couldn't enter all districts, and you couldn't enter all buildings but that makes sense to me ....

The children are nice, but still only what 3/4 four children for a city ... Also I have seen one 'bad kid' who tries to summon the nightmother, the rest of the kids are pretty clean for so far I see, I would have loved some pick pocketin' kids, beggar kids ...

This is also what cities miss truly 'districts , havn't been in all cities, but even the Dark Elf district in that one city who borders Morrowind isn't that bad at all if you ask me ...

Thumbs up for that city build on a Dwemer Ruin , I was truy suprised by that ...

The idea of brothels and more inns sounds fine, I rather found it strange in a culture where there are everywhere bards to only see one tavern in big cities , atleast 3/4 and preferable class like, like ....

I might come up more later ...
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Margarita Diaz
 
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Post » Fri Jun 08, 2012 8:47 am

LOL did you really censor the word buttock in your sig
Never heard the phrase buttock naked before myself. In the UK we say bollock naked, but some people get upset about the phrase.
On that subject, the underwear. Dragon Age heroes shop at Marks and Spencer or better, Elder Scrolls guys obviously frequent Primark and Granny Grots 'R' Ustm.
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Elisabete Gaspar
 
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Post » Fri Jun 08, 2012 6:00 pm

@sociall class like taverns,
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oliver klosoff
 
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Post » Fri Jun 08, 2012 5:07 pm

For DLC i think the game needs a bit of crazy flair added to it, much like how The Shivering Isles complimented Oblivion so well. It doesn't have to be a Deadric Realm, but a different place, different armour and weapon designs, different culture would be great.

More in depth quests!
I think everybody is screaming out for this, give us quests with branches, consequences , hard decisions. Well thought out characters would also go along with this.

More weapon types
Spears, throwing stars, crossbows, pole arms. More is good, especially in weapons of choice. Also where the heck are the barbarian clubs? This is Skyrim after all, give us shoddy wood clubs with spikes all over it.
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Danielle Brown
 
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Post » Fri Jun 08, 2012 12:35 pm

I'd like to see the experience gains in all skills looked at so that "novice" spells or items crafted wouldn't grant experience once you reach 60 and Apprentice level spells or items stop at 80. Adept level would go all the way to 100, but only give half experience past 90. I'd also suggest that this be a toggle, so that people that prefer the current system could play that way too.
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bonita mathews
 
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Post » Fri Jun 08, 2012 2:28 pm

Make it a role playing game. Because it is not one. So, how do we do this?

Use the Speech skill. Let me unlock dialogue options based on this skill. Persuade people based on this skill. Like in Fallout games. Let me negotiate better treaties, lie about completed tasks, and fool people into giving me better gear, greater rewards or betted deals. But ONLY if I have worked on the right skills.

Dungeon and "hostile" NPC's also need to be smarted. What bandit in their right mind is going to pick a fight with a Dragonborn in full Dragonscale armor once his reputation becomes known? Um...none? Yeah, I thought not. I should be able to Intimidate my way past most human characters at some point in the game, based on quest stages and reputation. Human enemies should know when they are in over their heads, and the ones who choose to continue on a violent path should be true badasses themselves looking to make a name.

Let me kill people that deserve it. After all, this game is little more than a murder simulation, as someone else wisely put it. So..if someone takes out a bounty on me, and hires thugs to rough me up, why can I not retaliate? Or at least report it and show proof?

Have conditions for invitations to the Thieve's Guild and Dark Brotherhood. I should have to earn my way into these guilds. The Thieves should not invite me in until and unless I have stolen a certain amount or have a sneak skill at a certain threshold - you know, a bit of a reputation as a bad/shady character. Instead, the invite is just doled out on a platter for nothing. No working for it, nothing.

Speaking of which, stealth should be more immersive. Scrap the 'taking clothes off of backs' pickpocket perk. Make light and line of sight much more important sneaking FAR, FAR harder. Talking, exponentially harder. Then, give us knock our arrows and arrows and spells that cause blindness for a short time in the room. I know the actor value exists for blindness, and I know it works. The Falmer use it. So, why can we not toggle it on and off of NPC's using spells or stealth tools like flash-bang arrows/bows or knockout spells or arrows? Making Stealth a thinking man's game, before modders once agains outclass you here, Bethesda. It will happen.

Now, about Dragons: Make them tougher than the [censored] bears. I dread Bears. I run from Bears until I have shield bash or flame cloak or some such absurd Perk. Reduce the Bear toughness. And the sabrecat. And make Dragons exponetially harder and much, much more Rare where random spawns are concerned. Dragons should be the 'oh, crap, I might really lose this fight' sort of battle. Especially the bBounty dragons you have to go look for. Those guys should be hell on wings tough.

About NPC's: Make them smarter. Companions - animal and human - should never, ever set off traps I avoid. Ever. Bandits should fear a high level Dragon Born whose rep is widely known. Once I get to a certain point the Main Quest I should be able to intimidate my way past most hostile NPC's. And those who keep on the violent path should be true bad asses looking to make their own name. Instead, its like no one has ever heard of me.

and speaking of heard of me. Your [censored] liitle funny comments, aren't. At all. 'Fur sticking out of your ears.' Wolfish grin.' Don't pick any pockets.' [censored]. Stop. This. It wasn't entertaining in Oblivion; it wasn't entertaining in Fallout. And you [censored] did it again anyway. Which just means someone on your development team is rock-bottom stupid. Fire that person. Please.

And while we are on the subject of NPC's and talking...make them do it less. A lot less. I already know a game setting exists for the timer between NPC comments. Make it longer. Much. Longer. Like 300% long. 500% even. People don't normally go round talking to themselves all day. Who knew everyone in Tamriel is a schizophrenic narcissist? Please, get them some game-setting therapy asap.

And game settings. Wow. Make combat harder. A staggered opponent takes a blow from my axe. Bam. Dead. Dude is defenseless. He should die. And the same goes for me. If I let myself get staggered, I should lose a [censored] load of health when I get hit while staggered. And staggering...NPC's should shield bash far more often. Far. More. They should also power attack a whole lot less often than they do. Makes em too predictable. They need to hit less, move more and wind up power attacks a lot less often. Gets dumb, after a while. A real short while.

And speaking of dumb: Your races. They're cosmetic differences only. No. Sorry. Elves should start with more magicka, but weaker and slower melee skill increases. Orcs should be great smiths and two hand weapons fighters, as well as decent magicians. They should also have a cap on their stealth development and their speed that is lower than most others. Wood Elves should be in the same faction or a friendly faction to Wolves and most small creatures, such as foxes and rabbits. Bears should leave these druid beings alone for the most part. Nords should be lousy magicians, with very slow magic skill increases but very good with weapons and even shields. Same for Redguards, who should be lousy at stealth and good with shields and one hand weapons. In short....races should matter.

Now, get to work, Bethesda and finish this role playing game. Because it is clear to me you didn't. Again.
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emma sweeney
 
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Post » Fri Jun 08, 2012 10:18 am

Add character animations that allow the player character to perform various motions, like the NPCs do.

Examples:
hold hands toward a flame to warm them
sit on the ground, or stumps,
lie in a bed
hold a tankard, and other items
be able to join others when dancing or singing, etc.
Perhaps my character would like to hold a cooked rabbit leg, or such...

And...didn't they tease us with the fishing pole?

Be able to use the millstones for food production, like grinding wheat. I suspect we were supposed to be able to do that.

Those suggestions made, I absolutely love the game, and after 500 hours, am still haveing a ball.

Just some thoughts to help the player character participate more in the game world.

Thanks again, Bethesda, it is a great game.
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Wayne W
 
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Post » Fri Jun 08, 2012 3:06 pm

I'd say the worse things in Skyrim for me are concentrated in the constellation menu. The user interface of the menu is awful on PC and the perk trees themselves are overtly linear and mostly boring.


I blame the genius that decided to organize the perks in the form of a constellation in the first place instead of doing it inspired by some old games that new what they were doing like : http://www.mobygames.com/game/windows/titan-quest/screenshots/gameShotId,180182/
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Daniel Lozano
 
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