A More Perfect Skyrim

Post » Tue May 15, 2012 7:38 am

I'm quite pleased with Skyrim as a whole, especially the vastly improved dungeon and environment design. That said, here is my list of top fixes that I'd like to see after CK is released (in no particular order). Some of these have already been mentioned in other threads, but a few are unique.

1. Bring back Athletics and Acrobatics skills. For the love of god!
2. Bring back the Luck attribute.
3. Bring back the old primary/secondary attribute system. It provided much more rewarding character development.
4. Ability to use keyboard in conjunction with Xbox controller on PC for mapping hot-buttons for weapon combos.
5. Remove health regeneration.
6. Make dragons much harder and not appear until much later in the game.
7. Extra slots: +1 ring, separate pants and chestplate and shoulders, undershirt, cloak over armor.
8. Remove all instance of large baskets that are too easily mistaken for containers and accidentally picked up.
9. Improve/remove level scaling.
10. Remove/limit fast-travel.
11. More perk points (either raise max level cap or let players buy them or quest for them).
12. Ability to buy back items sold to merchants accidentally.
13. 1-click access to merchant's wares.
14. Detailed, 2D map like Morrowind. Kill 3D map entirely.
15. Respec option as part of a quest or rare magic item.
16. Require sleep to level up. Sleeping is now pointless. Players should not be able to level up mid-battle.
17. Reduce lag time for pulling out weapon/spell -- should be very fast (less of a problem on PC, but on PS3 this just kills the game for me. I actually quit Skyrim on PS3 after 20+ hours due to this).
18. Add minimap in corner of the screen.
19. Bring back multple levels of crafting tables/stations, a la Apprentice, Journeyman, Master, GrandMaster from Morrowind/Oblivion.
20. 3D models inspected during loading screen should rotate faster with anolog stick.
21. For PC, load times are very fast, so there needs to be a way to stay on the 3D model inspeciton screen longer if desired.
22. More accurate sneak, hidden/detected icon. Lots of times it shows detected when player is actually not.
23. Ability to skip the first newbie tutorial/dragon sequence and go into character creation screen after that.
24. Diseases should prevent player from interacting with certian NPCs, like merchants (as in Morrowind).
25. Racial abilities should have a much faster cooldown than 1 day. Otherwise they're too tedious to use.
26. Limit access to enchanting stations and crafting stations early in the game.
27. The quality of an item's enchantment should factor into the type of enchantment learned, to incentivize disenchantment of powerful items.
28. Bears and snow cats are overpowered considering their non-epic status in RPG mythology. Bears x5 more powerful than Dragons, WTF?
29. Make nights/dungeons darker so torches/night-eye is useful.
30. Bring back multiple quality levels for lock picks. It should not be possible to easily brute force an Expert or Master lock.
31. Some items' stats should be hidden unless identified using a scroll, like Diablo.
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Avril Louise
 
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Post » Tue May 15, 2012 3:32 pm

Perfection is unobtainable ;)

On a somewhat less philosophical note... I'm sure that there are plenty of modders already working on most of the things in that list. But like I've said too many times today; We won't know just how moddable Skyrim is until the CK is released.
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Chrissie Pillinger
 
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Post » Tue May 15, 2012 12:22 pm

A lot of those, like "remove fast travel" are easily implemented by using self-restraint. :wink_smile:

I agree with some of them though...a second ring slot seems reasonable. The 3D maps is nice technically, but less usable than a 2D map. They provided a beautiful one with the game, why not use that?

I actually like the "you are good at the skill you actually use" system, I don't think the primary/secondary system was better. And pulling out a weapon should *not* be faster. I actually spent six years doing Japanese sword work, and drawing is not an instant operation, especially if you are wearing a lot of gear (and carrying a shield!).

I don't agree with all your items, but appreciate the effort you put in to write them all down!
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R.I.P
 
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Post » Tue May 15, 2012 12:23 pm

32. Longer faction questlines
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abi
 
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Post » Tue May 15, 2012 10:01 am

Agree with most of those. @MrMorden00 some of us would like no fast travel implemented as we have no "self-restraint" :) i end up getting too lazy and give in to it haha, which is why i need it gone.
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Adriana Lenzo
 
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Post » Tue May 15, 2012 9:18 am

I realize some of my points are "hardcoe" features not especially suitable for the masses. On the other hand, some points I think are so critical they should be patched by Bethesda, even for consoles. Like:

12. Ability to buy back items sold to merchants accidentally.
13. 1-click access to merchant's wares.
15. Respec option as part of a quest or rare magic item.
17. Reduce lag time for pulling out weapon/spell -- should be very fast (less of a problem on PC, but on PS3 this just kills the game for me. I actually quit Skyrim on PS3 after 20+ hours due to this).
22. More accurate sneak, hidden/detected icon. Lots of times it shows detected when player is actually not.
23. Ability to skip the first newbie tutorial/dragon sequence and go into character creation screen after that.
25. Racial abilities should have a much faster cooldown than 1 day. Otherwise they're too tedious to use.
27. The quality of an item's enchantment should factor into the type of enchantment learned, to incentivize disenchantment of powerful items.
28. Bears and snow cats are overpowered considering their non-epic status in RPG mythology. Bears x5 more powerful than Dragons, WTF?
30. Bring back multiple quality levels for lock picks. It should not be possible to easily brute force an Expert or Master lock.

The above I view more as bugs/imbalances that simply make the game less enjoyable regardless of your play-style. I play the PC version with an Xbox control so I don't mind the UI too much aside from not having enough hot-buttons, but if I were playing with mouse and keyboard, I'd definitely want the UI changed.

--------
@MrMorden00: Re: "And pulling out a weapon should *not* be faster. I actually spent six years doing Japanese sword work, and drawing is not an instant operation, especially if you are wearing a lot of gear (and carrying a shield!)."

A game does not need to mimic the tedious realities of life. Yes, whipping out a sword in real life takes time, but in a game, I need to be able to switch quickly. I don't have the patience for it. This is especially bad on the PS3, where I have to wait 5+ seconds to switch. It pretty much kills the whole idea of duel wielding, as I play an archer and need to be able to switch to spells/word during tough combat encounters. I don't really see a benefit to a long switch time. If the complaint is that the game becomes too easy, the difficulty level should simply be increased by scaling up mods. Difficulty should not stem from a molasses-like interface. I'd rather face a tougher challenge with better tools than a weaker challenge with crappy tools.
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kirsty williams
 
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Post » Tue May 15, 2012 3:26 pm

I am with you on 90% of the changes i feel the lack of detail in skills and abilities is a loss to game.

Don,t loose fast travel maybe limit it to city to city only.

Baskets are ok just pay more attention.

I like the lock picking system master locks take a deft hand ear and eye to open.

Buy back is a definite the the [censored] design of the PC interface make miss sales far too frequent.

Sleep gives you a rested bonus so does have some practical use
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Lynne Hinton
 
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Post » Tue May 15, 2012 1:38 pm

I disagree with removing fast travel. I think it was properly implemented this time around by not giving you fast travel points that could get you from one region to another. It forces you to trek across skyrim and get totally side tracked and explore.

Anyways heres my list:

-Better Zoom function on 3d map
-Revise the icon legend for the map so they communicate better
-Remove spoilers (artifacts, creatures) from 3d preview screen
-Better use for beds
-Greater/no stamina for horses
-Quicker transition to vendor menu
-More manageable inventory
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luke trodden
 
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Post » Tue May 15, 2012 12:22 pm

i agree with most of these points. i feel like most of these will be worked on when the creation kit becomes available or will be in some sort of patch
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kevin ball
 
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Post » Tue May 15, 2012 6:56 pm

Liquidgraph! I love that all of these great modders are coming back for Skyrim. Any chance of seeing another amazing quest-mod from you for Skyrim?
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LADONA
 
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Post » Tue May 15, 2012 7:17 pm

1: agreed
2: still don't quite get the use of that
3: i'd say perhaps have levels reward multiple perks based on what skills you level in order to level up (IE bind skill points to skills, and say every 15-20 levels you advance a skill you gain 1 skill point for that skill)
4: that sounds good, like, full equipment quickslots
5: why? it's slow as hell as it is, and doesn't provide much use during a battle anyway
6: try advancing in the storyline a bit... say... up to where you meet sahloknir, that one's pretty overpowered, the ones you meet before that are EXTREMELY easy compared to that, and you don't have half a town's army helping you, but rather 1 person
7: agreed
8: yea, make them containers instead
9: i have no problem with level scaling, if you think enemies are too easy, then advance the freaking storyline already, i'm level 20, and i'm encountering enemies that are actually increasingly difficult to kill(dwemer enemies, altmer, draugr scourges, whatever)
10: never... i would die of boredom walking from one place to another...
11: or 3
12: umm... that already exists...
13: why is 1-click so much better than 2-click...
14: i kinda like the 3d map
15: this sentance makes no sense
16: sleeping isn't pointless, you actually get a buff from sleeping, and it's at least required for 1 quest
17: so you want the player to have lightning fast arms
18: there has never been a minimap in TES games, you've got a compass which has a similar functionality, and if you're talking local maps, they're still there, you just have to press a button to bring it up
19: sort of agreed, but that wouldn't work since crafting is done on stationary objects(perhaps all being novice, and only higher level ones being at the end of mages questline and upgradable ones in houses you can buy
20: true, and similar to the item menu rather than zooming
21: press-a-to-continue idea? with the tooltips still rolling of course
22: well, the hidden/detected icon shows if any NPC knows you're there, and to what extent, if the eye is fully open, they know you're there, and where you are, and they'll go after you if they're hostile, if it's not entirely open, the NPC knows there's someone nearby, but not who/where and if it's fully closed, the NPC has no clue there's anyone near
NPC means both people and creatures, so a horse could be able to see you, and your sneak icon would be on detected, even if there's no humanoid nearby
23: that's a matter of changing the starting point, although, it's a feature that's been oblivion as well, and can't REALLY say it bothers me
24: never been a vampire for 4 days? kiiinda prevents you from interacting with NPC's
25: they've always been a day, keep in mind it's 1 ingame day, and they actually are quite useful, so i think it's fine, partially because i actually don't use them all that much anyway, but that's my personal opinion.
26: buying recipe's for them seems like a good way to do that?
27: yea, agreed with that
28: the weakest type of dragon has 905 HP, the strongest 3071, i sincerely doubt bears beating that, even if their HP is as of yet unknown
29: agreed
30: "multiple quality levels for lockpicks" was never in for example oblivion, you could "brute force" expert and master locks there as well, it was just hard, it's hard here too, and you're probably going to break at least 10 picks trying to break a master lock with level 15 lockpicking
31: why?
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Umpyre Records
 
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Post » Tue May 15, 2012 11:30 am

Character select screen. Highlight one of them and get save game list for that character.
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TOYA toys
 
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Post » Tue May 15, 2012 5:11 pm

Change the game's dificulty and just do not use fast travel and you will have some of those features...
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carla
 
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Post » Tue May 15, 2012 5:52 pm

My opinion! :D

1. Nice
2. Nope.
3. Maybe.
4.
5. Nope.
6. Make dragons much harder --> Yeah and // not appear until much later in the game --> Nope
7. Nice.
8. YES.
9. Nope.
10. Nope, it wouldn't let the player plays how he wants.
11. More or Less.
12. What? Nope.
13. hm....
14. I don't know.
15.
16. Not at all.
17. Baah, nope, pc gamer here :P :D
18. YES.
19. Nope.
20. Nice.
21. Yes, true.
22. I don't know if is that confuse.
23. Nope.
24. Nope.
25. True.
26. Nope..
27. Kind of...
28. hahaha, it is true, but also funny !!
29. Yeah, true.
30. Bring back multiple quality levels for lock picks. It should not be possible to easily brute force an Expert or Master lock.
31. Hm... nope.
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Marie Maillos
 
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Post » Tue May 15, 2012 10:45 am

Liquidgraph! I love that all of these great modders are coming back for Skyrim. Any chance of seeing another amazing quest-mod from you for Skyrim?

Don't have the time to do another Lost Spires, but maybe some smaller mods. I'd love to port some of the Lost Spires items/models into Skyrim to serve as collectibles. I'm still very early into the game, but I'm pleased so far about the diversity and quality of the vanilla content and the overall closer resemblance of Skryim to Morrowind than Oblivion, which lessens the urgency for a Lost Spires-like mod IMO. Although, of course, more quality content will always be in demand.

I actually didn't realize sleeping gave a buff. I'll have to try that. Still, the fact that I never tried to sleep after 30+ hours of play suggests the mechanic feels gimped, even if there is some benefit.
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Judy Lynch
 
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Post » Tue May 15, 2012 3:28 pm

I can agree with alot of this stuff. I disagree with the first three points though, I love the new leveling system in Skyrim WAY more than the past ones, it was SO annoying having to carefully make sure that your only used to right skills at the right times to make sure you got that precious +5 bonus and didn't waste any. And for all the detail they took out with removing Attributes, they brought it back with the Perks system. Also, I personally hated how the Athletics and Acrobatics skills were implemented. Now if only they had a perk to make you run faster/jump higher! THAT I could agree with
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Mizz.Jayy
 
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Post » Tue May 15, 2012 9:17 pm

My 2 cents on a few of your suggestions. Try not to take offense.. some comments are a bit harsh, but I agreed with more items on the list than ones I didn't.

I'm quite pleased with Skyrim as a whole, especially the vastly improved dungeon and environment design. That said, here is my list of top fixes that I'd like to see after CK is released (in no particular order). Some of these have already been mentioned in other threads, but a few are unique.


3. Bring back the old primary/secondary attribute system. It provided much more rewarding character development.

I think this type of suggestion borders on "create a different game" ... not every game has to use the exact same character development system.

4. Ability to use keyboard in conjunction with Xbox controller on PC for mapping hot-buttons for weapon combos.

Already modded

7. Extra slots: +1 ring, separate pants and chestplate and shoulders, undershirt, cloak over armor.

Already stated that having fewer individual pieces increases Frame Rate. giving you all of those options gives NPCs all of those options too. I would agree with one more ring, but no need for the other clothing pieces.

9. Improve/remove level scaling.

Don't worry, there will be several mods to chose from that will address this in various ways

10. Remove/limit fast-travel.

My BIGGEST pet peeve of all Oblivion/Skyrim comments. If you don't like fast travel, don't use it. It is very simple. It is a single player game. Me being able to fast travel, and you choosing not to has ZERO impact on your gameplay. Anyone/Everyone that suggests this is basically saying "I have no willpower, please force me to play the game a certain way by removing the OPTION to play it a different way. Makes me not want to even read the rest of your list... :/ :/

11. More perk points (either raise max level cap or let players buy them or quest for them).

I'm pretty sure you haven't reached the cap yet... Once you spend 100% of the available perk points and still don't have all the perks you think you should, that would be a good time for this suggestion.


15. Respec option as part of a quest or rare magic item.

I find it hilarious that someone that doesn't want fast travel wants the ability to respec.

19. Bring back multple levels of crafting tables/stations, a la Apprentice, Journeyman, Master, GrandMaster from Morrowind/Oblivion.

The first perk basically takes care of this. No need for different tables if your character progresses in potion strength via the perk system.

20. 3D models inspected during loading screen should rotate faster with anolog stick.

Yeah, that is the key thing that makes Skyrim almost unplayable.


21. For PC, load times are very fast, so there needs to be a way to stay on the 3D model inspeciton screen longer if desired.

Not needed if they just speed up the rotation/zoom 'eh? :/ :/


23. Ability to skip the first newbie tutorial/dragon sequence and go into character creation screen after that.

Skyrim automatically creates a save game for you the moment before selecting your character.


26. Limit access to enchanting stations and crafting stations early in the game.

Why? Being able to craft/enchant crappy stuff at a low lvl makes sense. Why would I want to make an iron dagger and enchant it with +1% destruction skill at lvl 20? Shouldn't I do that at lvl one and progress to more useful crafting/enchanting as I level?

30. Bring back multiple quality levels for lock picks. It should not be possible to easily brute force an Expert or Master lock.

Perhaps I svck at lock picking, but I did not find it "easy" to open a master lock.. or even possible without pure luck or breaking 5-20 picks.

31. Some items' stats should be hidden unless identified using a scroll, like Diablo.

Why? Identifying is silly - particularly in a game like this. Just one extra button to press that accomplishes nothing. I'm surprised you didn't suggest armor repair.. another tedious thing that doesn't add to gameplay at all.
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Thema
 
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Post » Tue May 15, 2012 4:20 pm

7. Extra slots: +1 ring, separate pants and chestplate and shoulders, undershirt, cloak over armor.

Already stated that having fewer individual pieces increases Frame Rate. giving you all of those options gives NPCs all of those options too. I would agree with one more ring, but no need for the other clothing pieces.
Which was actually completely unnecessary and a poor way to design it, but that's also my opinion. Most games are giving more and more options to players for customization, but Skyrim just took a big step backwards. Even compared to older titles in this series, it's far less here. And personally I have severe doubts about the frame rate reasoning that Pete or Todd, whoever it was, gave us.


10. Remove/limit fast-travel.

My BIGGEST pet peeve of all Oblivion/Skyrim comments. If you don't like fast travel, don't use it.
Why does it peeve you, when this is a discussion for a mod that, following basically what you just said: If you don't like it, don't use it? People have different preferences, and if you don't agree with it, that's fine. The fact that it annoys you so much that somebody wants something that you don't want is pretty messed up. It doesn't affect you and won't affect you if you don't get the mod. I could care less about it myself, but I could also care less when people ask for it. I surely don't get bent out of shape about it.


11. More perk points (either raise max level cap or let players buy them or quest for them).

I'm pretty sure you haven't reached the cap yet... Once you spend 100% of the available perk points and still don't have all the perks you think you should, that would be a good time for this suggestion.
What does that have to do with anything? Many of us are well aware of what the perk limits already are because of the mechanics involved in leveling up. It's a simple matter of applying mathematics. We already know the limits. Experiencing the cap does nothing to validate or invalidate the personal wish to have more than the known limits.


30. Bring back multiple quality levels for lock picks. It should not be possible to easily brute force an Expert or Master lock.

Perhaps I svck at lock picking, but I did not find it "easy" to open a master lock.. or even possible without pure luck or breaking 5-20 picks.
I haven't really had difficulty with a lock yet. That said, I don't really care for lockpicking this time around. The mini-game in Oblivion was fine with me, because I had the option to skip it and just make automatic attempts. No such functionality exists this time around, forcing me to play the mini-game every time. I'm just not into that (especially since I can't remap the keys for it), and would prefer to skip it, even if it ended up costing me more money in the end for buying more lockpicks.


31. Some items' stats should be hidden unless identified using a scroll, like Diablo.

Why? Identifying is silly - particularly in a game like this. Just one extra button to press that accomplishes nothing. I'm surprised you didn't suggest armor repair.. another tedious thing that doesn't add to gameplay at all.
I wouldn't be averse to having to identify magical items. But again, because you don't like it, it's silly to suggest it? One could argue that being able to equip different gear does nothing to add to gameplay either, and it requires unnecessary presses of buttons (all those menus, looking through everything to compare stats, etc.), when the game could just auto-equip the best of whatever we loot.

What you call tedious, I call more logical and immersive. Take the case of armor repair, as you mentioned it. So now all of my gear is impervious to damage or wear. Of course, if my gear is impervious to damage, why do I take damage at all? If my armor can absorb or magically repel all damage from itself, and it's covering me, why am I getting hurt?


My 2 cents on a few of your suggestions. Try not to take offense.. some comments are a bit harsh, but I agreed with more items on the list than ones I didn't.
Some of your responses weren't "a bit harsh;" they were condescending. In particular, your responses to #15, 20 and 21. Different viewpoints are fine; treating someone poorly because they have a different viewpoint is not.
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Marcin Tomkow
 
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Post » Tue May 15, 2012 10:56 am

6. Make dragons much harder LESS INFURIATING to fight

I'm not sure what AI these ****ing dragons are using to prioritize targets, but they should not start crap with me, then break off after one skirmish to go roast mudcrabs, draugr, or whatever else is just randomly in the area, then make me chase them along five miles of coastline, only to land, harass some (leveled/overpowered) bandit cluster and deprive me of an actual fight.

Had to rant, but so far every "random" dragon I've fought has constantly flown away, leading/dragging me through the wilds only to find it dead or mostly dead and miss out on any semblance of combat.
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Ownie Zuliana
 
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Post » Tue May 15, 2012 10:28 am

-make food better, horker loaf heals 10hp and weighs a pound, this is pathetic. all food should give one buff or another that lasts between 10 mins to 4 hours
- fishing mini game, fishing poles
-more wildlife in the forest/tundra, more NPCs in towns, jarvaskar or w/e its called should be packed with warriors singing of past battles every night while drinking and having a blast
-
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abi
 
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Post » Tue May 15, 2012 8:57 am

I'm not sure what AI these ****ing dragons are using to prioritize targets, but they should not start crap with me, then break off after one skirmish to go roast mudcrabs, draugr, or whatever else is just randomly in the area, then make me chase them along five miles of coastline, only to land, harass some (leveled/overpowered) bandit cluster and deprive me of an actual fight.

Had to rant, but so far every "random" dragon I've fought has constantly flown away, leading/dragging me through the wilds only to find it dead or mostly dead and miss out on any semblance of combat.
Whoa. Hadn't seen that yet, and that sounds pretty much like total B.S.
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Andrew Perry
 
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Post » Tue May 15, 2012 4:17 pm

6. Make dragons much harder LESS INFURIATING to fight

I'm not sure what AI these ****ing dragons are using to prioritize targets, but they should not start crap with me, then break off after one skirmish to go roast mudcrabs, draugr, or whatever else is just randomly in the area, then make me chase them along five miles of coastline, only to land, harass some (leveled/overpowered) bandit cluster and deprive me of an actual fight.

Had to rant, but so far every "random" dragon I've fought has constantly flown away, leading/dragging me through the wilds only to find it dead or mostly dead and miss out on any semblance of combat.

actually, i've learned not to chase them, they'll come back for you eventually, if they're trying to get a certain distance away from you, and you run after it, it's not going to reach that distance for a long time, happens to me every dragon fight
dragon arrives and starts attacking me, at some point it flies off, and disappears completely(i can't keep track of them usually), the battle music even fades, and i go about my business, 2 minutes later, it's back trying to roast my ass :P
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Damien Mulvenna
 
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Post » Tue May 15, 2012 7:42 pm

strike:1, 2, 8, 11, 13, 14, 15, 21, 22, 23, and 30, and I'd say its a good list.
28 snowballs into 6
31 is a super neato idea
1 was broken unless you can implement it better, but all I can think is have athletics determine carry weight and running speed
8: get over it and know what things look like
9: later level-scaling just needs improvement is all, but early levels I could tell where I was not supposed to go
10: you could get fast travel once you are able to summon ohdaviing
11: get over it that's exactly how you make your character
12 is a necessity, especially with the way the UI is now
14: get over it or wait for UI mods since it's built in flash, you should not be suggesting that it has to be one or the other by standard, it's just preference, I kinda like 3d, for one
15: same as 11, it's how you build your character
16 is actually a well-backed idea :thumbsup:
18: don't know about that one, could represent PC's recall of the dungeon, but thats why you pull up the local map
22: I think It's pretty obvious when they see you by unsheathing their blades, also the slowly opening eye with light flashing is much batter than (ON/OFF) of past games
23: nope, unless there's a way you want to code in for the game to check that you have already done the intro in a previous character and just wish to make a new one quickly
24: nice idea
25: watch that one... sit on it for a bit and think it through
27: going next to some ideas such as "gee, I sure would like to use a spell that isn't obviously a derivation of 3 basic and boring elements"
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Jamie Moysey
 
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Post » Tue May 15, 2012 12:12 pm

actually, i've learned not to chase them, they'll come back for you eventually, if they're trying to get a certain distance away from you, and you run after it, it's not going to reach that distance for a long time, happens to me every dragon fight
dragon arrives and starts attacking me, at some point it flies off, and disappears completely(i can't keep track of them usually), the battle music even fades, and i go about my business, 2 minutes later, it's back trying to roast my ass :P

If they were just trying to line up a dive approach or flame-strafing or something, I wouldn't mind too much. My issue is that they're flat-out ignoring me in favor of sabre-cats and mudcrabs, then flying off - until they get to something "overpowered" like a giants' camp or bandit-run fort and are either dead or mostly so by the time I catch up. Don't misunderstand, on some level it's very cool to have NPCs targeting each other, and were I to place myself in a dragon's mindset I'd think "mess with Dovahkiin" is somewhere near the top of the death-wish-list. Speaking as someone who's trying to have fun playing the game though? I just find it infuriating that every dragon I want to fight runs away to fight something else, and leaves me to deal with whatever survived.
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Brandon Wilson
 
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Joined: Sat Oct 13, 2007 1:31 am

Post » Tue May 15, 2012 5:17 pm

If they were just trying to line up a dive approach or flame-strafing or something, I wouldn't mind too much. My issue is that they're flat-out ignoring me in favor of sabre-cats and mudcrabs, then flying off - until they get to something "overpowered" like a giants' camp or bandit-run fort and are either dead or mostly so by the time I catch up. Don't misunderstand, on some level it's very cool to have NPCs targeting each other, and were I to place myself in a dragon's mindset I'd think "mess with Dovahkiin" is somewhere near the top of the death-wish-list. Speaking as someone who's trying to have fun playing the game though? I just find it infuriating that every dragon I want to fight runs away to fight something else, and leaves me to deal with whatever survived.
what i meant by my earlier post is that they seem to "run away" temporarily halfway through a fight, but that you shouldn't chase after them because i think they're only going to run further away then and be more likely to get themselves in trouble with stuff like giants(which, admittedly, are hugely overpowered), if you, instead, just wait, about 2 minutes later they'll be back attacking you, because, in fact, to "mess-with-dovahkiin" is why they show up, attacking you in the first place
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Annika Marziniak
 
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Joined: Wed Apr 18, 2007 6:22 am

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