Oblivion and Morrowind veterans...

Post » Fri Jun 08, 2012 5:17 pm

simple. When they designed morrowind they had to place each location depending on how difficult it should be to find it. Many locations were easy to find. Some were too hard, so frustration could build up, that was an issue. some were intentionally hard to find and there were usually goodies there. Since oblivion, they dodged the issue with the walkthrough-arrow. The arrow is a design flaw much like convenience functions are sometimes a design flaw, as they encourage the "grinding through content" assembly line mentality that makes for impersonal, characterless games.
The morrowind feel was that the world and its hills, mountains and trees became familiar to you. Exploring felt like you really were out there. Finding locations was a way to get to know the world, discovering quests and locations on the side, and fighting. that was accomplished by having to actually walk the distances.

Funny, that's exactly my experience with Skyrim.

Because I -don't fast travel-!!!

(You do realize that, in order to fast travel somewhere, you actually have to -go there- first, right? Meaning, you have to -find- it first)
User avatar
Hayley O'Gara
 
Posts: 3465
Joined: Wed Nov 22, 2006 2:53 am

Post » Fri Jun 08, 2012 9:06 pm


Funny, that's exactly my experience with Skyrim.

Because I -don't fast travel-!!!

(You do realize that, in order to fast travel somewhere, you actually have to -go there- first, right? Meaning, you have to -find- it first)
the compass makes that much easier, terrain aside
though the flip side is you don't have to worry about running around 20% of the game world looking for one specific location
User avatar
Julie Serebrekoff
 
Posts: 3359
Joined: Sun Dec 24, 2006 4:41 am

Post » Sat Jun 09, 2012 12:45 am

I'm sorry, did you ever actually PLAY Morrowind? for even five minutes?
people say it's bad because it is. if you're a low-level character, then combat is a question of how often you hit. if you're a high level it's often how fast you can hit. I got bored with Golden saints because I had a long blade of 100 and an ebony longsword, and I killed them within 5 seconds of starting combat
From what I've seen from my new replay of the game(on PC this time) Enemies do NOT have power attacks. their attacks all move at the same speed.
There isn't any dodging attacks either because unlike in Oblivion and Skyrim there's no attack delay. If you don't know what I'm talking about, boot up skyrim and watch enemies attack. there is a gap between when they start the attack and when the attack actually lands. Look at Morrowind, and there isn't one. the only way to dodge is to not be in range-once they start the attack, it's almost impossible to dodge unless you're already moving.
And staggering opponents is a random event based on your skill in Morrowind. There was no way to deliberately cause them to stagger

Finally, morrowind's combat does not play even remotely like it does in Skyrim or Oblivion. Power attacks were actually different than regular attacks. In morrowind they were just extended versions of the regular ones. The latter two games actually have different ways they're used(try using a backwards power attack and a sideways power attack in Oblivion the same way. You will be amazed at the difference)

Morrowind combat took no skill to use, pun intended
I regularly kill enemies in under five seconds in Skyrim, at all levels. I'm not sure why the time it takes to kill an enemy ought to matter.

Whether there's a delay in when the attack lands varies (in both Morrowind and Skyrim), and it's pretty straightforward to see when an enemy attacks and use that to judge when the next attack is coming. The point being, dodging is very much a factor in Morrowind's combat, just as it was a factor in Daggerfall's (I died so many times in Daggerfall before I realized how valuable manual dodges were).

Staggering opponents is random in both games. A power attack in Skyrim does not guarantee a stagger just like a power attack in Morrowind doesn't guarantee a stagger/knockdown. In any case, you're just talking about frequency of success. This is merely a number change, not a tactics change. It's no different than attacks always connecting in Skyrim versus sometimes connecting in Morrowind.

None of the Elder Scrolls games have required any substantial player skill to use effectively. Morrowind simply requires you to better prepare for combat (through raising skills and making sure your fatigue was at an acceptable level). Once you're actually in combat, there's not much difference. Certainly not enough to say that Morrowind is "Bad" whereas Skyrim is "Good", which are objective statements not preferential ones.
User avatar
Marta Wolko
 
Posts: 3383
Joined: Mon Aug 28, 2006 6:51 am

Post » Fri Jun 08, 2012 9:56 pm

Fixed that for you.

No, you didn't.
User avatar
Ron
 
Posts: 3408
Joined: Tue Jan 16, 2007 4:34 am

Post » Fri Jun 08, 2012 7:01 pm

No, you didn't.
You made the claim that races are no more different in Morrowind and Oblivion than they are in Skyrim. This claim is verifiably unture.
User avatar
Pat RiMsey
 
Posts: 3306
Joined: Fri Oct 19, 2007 1:22 am

Post » Fri Jun 08, 2012 8:54 am

You made the claim that races are no more different in Morrowind and Oblivion than they are in Skyrim. This claim is verifiably unture.

I would have to agree with this statement ... here is a re-post of mine from yesterday (in a different thread):

It's a great game for sure (I voted "9").

How to make it a "10"?

3. RPG Aspects - The Morrowind and Oblivion character attributes have been gutted. There are not many pre-defined character choices when starting out in Skyrim ... including birthsigns, major/minor skills, and six. Our "unique" character in Skyrim is basically a "perked" template based on initial choice of character race.
User avatar
Chloe Yarnall
 
Posts: 3461
Joined: Sun Oct 08, 2006 3:26 am

Post » Fri Jun 08, 2012 9:01 pm

the compass makes that much easier, terrain aside
though the flip side is you don't have to worry about running around 20% of the game world looking for one specific location

II didn't really see it as any different than the bright yellow squares that showed up on your map in Morrowind.

But then again, I don't play through my compass. I use it as reference, same as I would my Morrowind map, not as a "OMG GO HERE!!!"
User avatar
Minako
 
Posts: 3379
Joined: Sun Mar 18, 2007 9:50 pm

Post » Sat Jun 09, 2012 12:10 am

You made the claim that races are no more different in Morrowind and Oblivion than they are in Skyrim. This claim is verifiably unture.

Races have a negligable difference in Morrowind and Oblivion.

They give a slight bonus to certain attributes in the very beginning, that are easily negated by a couple levels.

An Orc can be just as powerful a mage as a High Elf, and a Wood Elf can be just as powerful a warrior as a Nord.
User avatar
Wanda Maximoff
 
Posts: 3493
Joined: Mon Jun 12, 2006 7:05 am

Post » Fri Jun 08, 2012 12:24 pm

I would have to agree with this statement ... here is a re-post of mine from yesterday (in a different thread):

It's a great game for sure (I voted "9").

How to make it a "10"?

3. RPG Aspects - The Morrowind and Oblivion character attributes have been gutted. There are not many pre-defined character choices when starting out in Skyrim ... including birthsigns, major/minor skills, and six. Our "unique" character in Skyrim is basically a "perked" template based on initial choice of character race.

Replaced by other choices - magicka/health/stamina and perks that combine to do the exact same thing as attributes, but without the need to employ a leveling-accountant and grind to develop your character the way you want.
User avatar
Ashley Clifft
 
Posts: 3468
Joined: Thu Jul 26, 2007 5:56 am

Post » Fri Jun 08, 2012 9:52 pm

What made Morrowind have such great quests/stories and what makes Skyrim have such bad quests/stories?

For me Skyrim suffers from a lot of cliches, or lack of progression in how they actually tell the story and how they represent the characters. The Dark Brotherhood is full of blood thirsty killers who never feel as if they're truly evil, but merely do this because of some strange fetish. I never fear, or respect them I merely use them for their gold, armor, and training. They're merely tools for me to basically use. The same goes for the Thieves guild, and Companions guild. Almost all guilds lack some type of morals and sanity, which is ironic because the Mages guild is the most sane guild in the game. The guilds pacing also just feels terribly fast, and in the case of the Thieves guild full of fatty filler quests.

The one true quests that I believe are somewhat amazing are the Daedric quests. I actually felt anger, and fear in some cases because they allowed for a great representation of the different princes. There were a couple quests were I felt disgusted, or immoral because of my actions and others where I felt like I was truly manipulated without my knowledge. They all felt like they had size, weight, and power which is something I rarely see in games. I had this similar feeling when you're conducted into the Dark Brotherhood in which I was so pissed off that I actually attacked Astrid which opened up an entirely new quests. The immorality of the situation, coupled with Astrids calms demeanor set me off in a brief fit of anger.

The problems I've listed happen in every game. Rarely are there games in which I feel any sense of emotion towards a character. Which is why I love the more abstract, expositionless approach to story telling in which you're never told why, or who someone is. Limbo and Shadow of the Colossus are two games that made me feel this way, especially Shadow of the Colossus. Taking down the Colossi felt terrible, and saddening, easily the most emotional game I've ever played because I was never told what, or how to think.

The quests in Morrowind, in my opinion were more engrossing and fuffilling when they are completed. The potiential is there in skyrim, lets take the daedric quests for example. They so short its, to say the least, disappointing. When you hear molag bar say, "I'll be watching you," you don't believe it because nothing happens after you're done with it except have a new trinket to put on the wall or trap a soul with. Why can't he watch, keep track of what we do with that mace of his, and reap the consequence of using his artifact, wether it be good or bad for our character. It really doesn't help that you can be every daedras champion either, and they are all just to short and pointless other than getting a nifty new wall piece, then you can be a thane of every town, plus leader of ever guild, plus saviour of the world. Every game has been plagued with this to some degree or another, but not as bad as it is in skyrim and not as simplistic and as fast.

A downard trend in the TES series started with Oblivion and I expect TES 6 to be even more lacking in depth as skyrim, but it'll sure look pretty.
User avatar
Stacy Hope
 
Posts: 3391
Joined: Thu Jun 22, 2006 6:23 am

Post » Fri Jun 08, 2012 11:11 am

it may be a "grind" to some but the thought process behind developing my character is something i like to do. there is no grind.

the "grind" can be, at times, much more enjoyable than the "cakewalk" that skill leveling in skyrim is. no thought needed, at all. much too simple, at times.
User avatar
Lou
 
Posts: 3518
Joined: Wed Aug 23, 2006 6:56 pm

Post » Fri Jun 08, 2012 6:06 pm

I want more quests :c an we need a climbing mode *cough* BETHESDA!*cough*

Other then that, its pretty alright, it doesn't feel as much like an RPG, but its still cool, and I think we need a drinking/eating animation, for sure. My character looks so lifeless, but the jobs are a good edition, though.
User avatar
chloe hampson
 
Posts: 3493
Joined: Sun Jun 25, 2006 12:15 pm

Post » Fri Jun 08, 2012 9:47 pm

Replaced by other choices - magicka/health/stamina and perks that combine to do the exact same thing as attributes, but without the need to employ a leveling-accountant and grind to develop your character the way you want.

Can you expand upon what you mean by "Replaced by other choices"? The only choice you get at the beginning of the game is what race you're going to be. (You do get a choice of male or female but it has no impact on initial character generation.)

Perks don't do the exact same thing as attributes in either Morrowind and Oblivion. I could name of a number of differences ... but the main one is that perks do not govern the your basic, unmodified, use of a skill. Attributes in Morrowind and Oblivion did.

Finally, the leveling is done by player skill choices. You can grind away all you want ... or simply play the game by using the skills that your character enjoys using (my preference).
User avatar
victoria gillis
 
Posts: 3329
Joined: Wed Jan 10, 2007 7:50 pm

Post » Fri Jun 08, 2012 12:31 pm

Races have a negligable difference in Morrowind and Oblivion.

They give a slight bonus to certain attributes in the very beginning, that are easily negated by a couple levels.

An Orc can be just as powerful a mage as a High Elf, and a Wood Elf can be just as powerful a warrior as a Nord.
There were also a few extra starting abilities in Morrowind. I think it's only Bosmer that start with an additional ability beyond what was offered in Morrowind. On the other hand, Orcs, Redguards, Nords, and I think some others all have fewer. Race also factored into NPC dispositions, which was especially important in Morrowind as basically everyone considers you dirt.

Beyond that, it's silly to compare the end game and say, "Well, since it doesn't matter later it doesn't matter." That's garbage. How easy things are in the beginning of the game, whether you play with or against your character's inate strengths, those things matter. If in the end it evens out, that doesn't change the fact that you had to do things differently to get where you are.
User avatar
Katey Meyer
 
Posts: 3464
Joined: Sat Dec 30, 2006 10:14 pm

Post » Fri Jun 08, 2012 10:30 am

There were also a few extra starting abilities in Morrowind. I think it's only Bosmer that start with an additional ability beyond what was offered in Morrowind. On the other hand, Orcs, Redguards, Nords, and I think some others all have fewer. Race also factored into NPC dispositions, which was especially important in Morrowind as basically everyone considers you dirt.

Beyond that, it's silly to compare the end game and say, "Well, since it doesn't matter later it doesn't matter." That's garbage. How easy things are in the beginning of the game, whether you play with or against your character's inate strengths, those things matter. If in the end it evens out, that doesn't change the fact that you had to do things differently to get where you are.
It's not only that they weren't important in the later levels, but that it was rather unimportant at about level 10.
User avatar
sunny lovett
 
Posts: 3388
Joined: Thu Dec 07, 2006 4:59 am

Post » Fri Jun 08, 2012 3:13 pm

Can you expand upon what you mean by "Replaced by other choices"? The only choice you get at the beginning of the game is what race you're going to be. (You do get a choice of male or female but it has no impact on initial character generation.)

Perks don't do the exact same thing as attributes in either Morrowind and Oblivion. I could name of a number of differences ... but the main one is that perks do not govern the your basic, unmodified, use of a skill. Attributes in Morrowind and Oblivion did.

Finally, the leveling is done by player skill choices. You can grind away all you want ... or simply play the game by using the skills that your character enjoys using (my preference).

Basic skill use - Did you miss all those +X% perks you have? It′s the same thing reversed: attribute+skill=chance to success, skill+perk=chance to success or attribute+weapon damage=total damage, weapon damage+perk=total damage. Perks are not the same, because they do MORE things than attributes, not only do they have an impact on the basic skill use, but they also unlock special features, attacks and later perks. Take something out, replace it with something better = good design.

I still have to use the skills my character enjoys using, the difference is that I don′t have to ALSO use some minor skill to raise that attribute which you previously said was so precious to your skill use to develop my character. So Skyrim accomodates your preferred playstyle, play using the skills you want your character to get good at and you will reach skill levels that allows you to unlock the perks of those specific skills, instead of having to practice alchemy so I can be a better destruction mage.
User avatar
Amy Melissa
 
Posts: 3390
Joined: Fri Jun 23, 2006 2:35 pm

Post » Sat Jun 09, 2012 12:19 am

For mindless traipsing in a new environment, Skyrim could hold its own against someone who has little experience with TES... on the first 25% of the first playthrough.

For anyone looking for depth and intelligent design, or an engrossing and dynamic experience that rivals past TES titles, Skyrim falls short at every turn.
User avatar
Rachael Williams
 
Posts: 3373
Joined: Tue Aug 01, 2006 6:43 pm

Post » Sat Jun 09, 2012 12:22 am

It's not only that they weren't important in the later levels, but that it was rather unimportant at about level 10.
Level 10 is a later level. In Morrowind, that's about half way towards being invincible (not considering expansions). But that still doesn't address the argument. Your decisions at the beginning of the game are arguably most important. Only in your early levels are you going to be at a real risk of death. Choices that make that make things more difficult compound that risk. If you play with your race's strengths, you can be quite capable right off the boat. If you play against them, those first ten levels can play out very differently.
User avatar
Liv Staff
 
Posts: 3473
Joined: Wed Oct 25, 2006 10:51 pm

Post » Fri Jun 08, 2012 8:23 pm

The following is a short and sweet summary.

Putting Skyrim into the RPG genre is debatable for some while Morrowind wasn't or Oblivion in most aspects. If you consider Assassins Creed 1 2 B or R a RPG title then yes it is but even AC has the benefit of an interesting Story in their games where as Skyrim does not.

A more detailed explanation.

TES has been going downhill in every aspect with Skyrim? The only thing BGS can brag about their game is the "handcrafted" terrain and dungeons on the scale. Anything past that is not exactly great let alone good. Take the most talked about subject when it comes to comparing Skyrim to previous titles Depth it is lacking to the point that you have absolutely no clue why that just happened how that happened or what you even saw/heard/gaved/took. The "major" quest lines have this issue, Thieves guild is "Burn those" "Steal that" "Write in that" "Sneak in their" "Follow me" "Chase that guy!" "HAIL OUR NEW THIEVES GUILD LEADER!!" even in Oblivion (this feature alone make it have more depth then Skyrim) had prerequisites for "ranking up" in the Thieves guild required you to be a thief WOW that some logic there isn't it. The same difference can be applied to Fighters Guild as well and Skyrims "fighter guild" the Companions.

Now to the Main quest and its "depth" you could rush through it as you can in any TES game doesn't matter and BGS is not known for great storys but come on Skyrim is a joke the ONLY twist of it isn't really part of the main quest anymore and its at the end and its a pretty crappy one. Anyways since I started playing TES with Oblivion I will compare it again to Skyrim. Oblivion you start in a jail cell to see the king when avoiding assassins. Skyrim's beginning your a prisoner going down a cliff with a Jarl and his men going to the stump for execution (reminder this is a long move/see scene) to get attacked by a Dragon. Next part of the MQs Oblivion: you find your way out of the place to find the king again and ambushed countless times by Assassins at the end he was killed gives you the amulet of kings to go to Blades head honcho finding your way out of the sewers and then starting your adventure. Already does the Oblivion story have a +1 in interesting Assassins and a dead king vs a Dragon, Skyrim: you go into the castle finding a back way out and once you do dragon flies over head and you are asked to follow (even though the guy said we should split up) them to the nearest town. Not doing the main quest will limit you more so then it does in Oblivion if you do not proceed with the quest you cannot enter whiterun. Now the rest of the Main quest i won't spoil but the outcome of the two are very different one somewhat satisfying the other makes you go WTF DID I JUST DO THAT FOR!

Oblivion: You close all gates and send Dagon back to Oblivion. Noticeable effect on the world and hey you get a statue in Bruma yay!!

Skyrim: You kill the king dragon (easy battle I might add) and in Skyrim there are still a unlimited amount of Dragons in the world still attacking towns/villages/countryside now if the "king" dragon was the one who made such dragons appear and hes dead why is there still a unlimited amount? I wouldn't mind if the number of dragons there are in the world is limited to the dragon graves and if you want unlimited dragons great don't kill the king. When you go to town to town you are not recognized even by the Whiterun where a weird yet noticeable effect where you go to the King and kill him.

I could also cover classes/progression and such but I will leave it at this. Limitations on what you can do is not bad especially if its a mix of Skyrim's system and Older games. If a System such as Guild Wars 2 was in place it would be better then what we have now. I wouldn't mind if oyu had to choose out of 3 skills on each section what you want to use the most, now you can use everything but you can only unlock a certain number of things. Classes/professions do not make a game worse it actually improves it due to you need to re play to experience something different which is why MMORPG's are played so much now agian Guild wars 2 doesn't have that exact kind of set up but it is balanced to the point that you may want to play another one if your lacking. With that said the balance of the game is way out of line. Yes I know people want to become demigods because their THE HERO but come on entire things make it unbalanced just using them let alone mastering them for all those who say DO DON'T EM sorry but I should not have to depend on "roleplaying" to balance a game what if such was on most games including MMOs? See scenario "Damn that class is OP you can do everything any other class can be but I don't play em and its easy as hell to play it" <-- if you say such you won't playing that game long and if your anyone else you would playing that class and would be more like "OMG that class is SOOO OP I am going to make one right now"

Anyways thats my thoughts of it and for the record my favorite TES is Daggerfall not Morrowind and especially not Oblivion but I STARTED with a Oblivion. For a simple reason Daggerfall has the exploration covered and I love exploration
User avatar
Tracey Duncan
 
Posts: 3299
Joined: Wed Apr 18, 2007 9:32 am

Post » Fri Jun 08, 2012 9:18 pm

I would give Morrowind a 9.7, Oblivion a 9.2, and Skyrim an 8.1.

Bethesda went all out with some mostly-excellent world design, but didn't fill it with much of interest. Dialogue is entirely forgettable, there are only a handful of relatively interesting NPC's, quests are blandly executed, and the factions were insultingly poor. Disappointed to see all of the cut aspects: weapon/armor degradation, birthsigns, spellmaking, skills, etc. And of course, the simple roleplaying aspects that have been talked about ad nauseum.

I appreciated their efforts in the world design, animation, graphics, new dialogue system, world map, improved alchemy, inclusion of smithing our own armors, and difficulty scaling.
User avatar
Trevi
 
Posts: 3404
Joined: Fri Apr 06, 2007 8:26 pm

Post » Sat Jun 09, 2012 12:47 am

I'm interested in your take on Skyrim, since I'm still actively playing Modbliivion (a heavily modified version of Oblivion).
What are Skyrim's strengths or weaknesses versus the previous TES entries, especially Oblivion?

(Bonus points if you've also played Daggerfall and/or Arena :smile: )

Here my two cent's I've spent alot of time in Oblivion and Skyrim. Of the two Skyrim is the better game. For me the big hook of these games is the the exploration and the freedom to just roam.

The world space is a lot better designed in Skyrim both in terms of looks and layout, it feels genuinely epic, gritty and threatening and rewarding to explore where as oblivion was rather cartoony it felt a bit cliche, a bit disney.

The city's and town's are better than those in Oblivion they feel more diverse where as in Oblivion with the exception of the Imperial city all the towns were pretty similar.

The dungeons are overall a lot better too the interconnected Dwemer ruins are much better than everthing in Oblivion.
User avatar
Kristian Perez
 
Posts: 3365
Joined: Thu Aug 23, 2007 3:03 am

Post » Fri Jun 08, 2012 9:21 am

Level 10 is a later level. In Morrowind, that's about half way towards being invincible (not considering expansions). But that still doesn't address the argument. Your decisions at the beginning of the game are arguably most important. Only in your early levels are you going to be at a real risk of death. Choices that make that make things more difficult compound that risk. If you play with your race's strengths, you can be quite capable right off the boat. If you play against them, those first ten levels can play out very differently.
In a game that will put your character around level 70 when you are a "master" I cannot see level 10 as a later level, no matter how pathetic the enemies are. I simply call that a horrible way to handle enemies.

I agree that some of the choices in the beginning of Morrowind will have more effect than in early Skyrim, but the sheer lack of consequence at later levels is an argument against the games complexity. I cannot see how a game that have you start "unique" then turn you "bland" is more complex than one that starts you "bland" and turn you "unique".
User avatar
Marine x
 
Posts: 3327
Joined: Thu Mar 29, 2007 4:54 am

Post » Fri Jun 08, 2012 4:37 pm

In a game that will put your character around level 70 when you are a "master" I cannot see level 10 as a later level, no matter how pathetic the enemies are. I simply call that a horrible way to handle enemies.

I agree that some of the choices in the beginning of Morrowind will have more effect than in early Skyrim, but the sheer lack of consequence at later levels is an argument against the games complexity. I cannot see how a game that have you start "unique" then turn you "bland" is more complex than one that starts you "bland" and turn you "unique".

u dum?

Morrowind's expansions both had enemies that were far tougher than anything in Skyrim. Also, I don't believe Skyrim starts you "bland" and turns you "unique." It's more like it starts you bland and keeps you that way, in which case, Morrowind's system was better. Leveling up also took a lot longer in Morrowind. I've played both games well over 150 hours, whereas in Morrowind I'm level 28 and in Skyrim I'm level 56.
User avatar
JaNnatul Naimah
 
Posts: 3455
Joined: Fri Jun 23, 2006 8:33 am

Post » Fri Jun 08, 2012 11:42 pm

u dum?

Morrowind's expansions both had enemies that were far tougher than anything in Skyrim. Also, I don't believe Skyrim starts you "bland" and turns you "unique." It's more like it starts you bland and keeps you that way, in which case, Morrowind's system was better. Leveling up also took a lot longer in Morrowind. I've played both games well over 150 hours, whereas in Morrowind I'm level 28 and in Skyrim I'm level 56.
Expansions don't count, as those are well above the level of the regular game, and were added AFTER the main game. the expansions were deliberately designed to be a challenge for high level characters and were made when the players had already demonstrated the limits of the enemies' leveling, so comparing them to vanilla Skyrim is quite unfair
Also, leveling up in Morrowind uses a different system(miscellaneous skills do nothing), so you'd be much higher level in Skyrim even if you used the exact same skills the exact same way in both games.
User avatar
Tamara Dost
 
Posts: 3445
Joined: Mon Mar 12, 2007 12:20 pm

Post » Fri Jun 08, 2012 1:27 pm

u dum?

Morrowind's expansions both had enemies that were far tougher than anything in Skyrim. Also, I don't believe Skyrim starts you "bland" and turns you "unique." It's more like it starts you bland and keeps you that way, in which case, Morrowind's system was better. Leveling up also took a lot longer in Morrowind. I've played both games well over 150 hours, whereas in Morrowind I'm level 28 and in Skyrim I'm level 56.
Skyrim levels are easier to come by than in Morrowind on purpose so you get more perks during an normal game.
Personally I found enemies in Morrowind's expansions pretty easy with the exception of the wolf rider packs and the werewolf labyrinth, in both situation you could be mobbed by strong enemies, in Skyrim a couple of archer or mages can easy kill you.
User avatar
Lewis Morel
 
Posts: 3431
Joined: Thu Aug 16, 2007 7:40 pm

PreviousNext

Return to V - Skyrim

cron