My only gripe - Bethesda removing all negative effects, limi

Post » Fri May 11, 2012 12:59 am

This is really irritating. They're removing negative effects from everything, most likely to make it easier for new sheep, i mean people to TES.
Sometimes, negative aspects of a game provides depth, without you realising.
When you finally create/find an item with little no negative effects (Or a huge benefit for a minimal disadvantage) there is a sense of achievement. There is no real choice anymore. There is no "Hmm, i could take this item over this item, but i have to consider the negatives" I dislike how everything now has a default advantage with no disadvantage, and then you can improve on that to make something better.
Its like people are scared to mess up, or are so lazy they don't want to, so they completely remove it.

Negative effects:

No negative race effects (Altmer, for example)
No weapons or armor have negative effects
No negative effects on positive effect potions (Thats the freaking reason you should strive to get better in alchemy)
No negative armor effect on magic (This is my biggest gripe)
No durability loss on weapons

Without them it all feels very plain, to an extent. Things like durability on items could have been improved, not removed completely.

You may argue its all just pointless, repetitive fluff and that's fine, i can see the appeal from playing Skyrim. Personally i think thats what made Morrowind one of the greatest RPGs ever made.
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Greg Cavaliere
 
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Post » Fri May 11, 2012 12:55 pm

races deal with social aspects positively and negatively more now. People treat you differently.
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Noely Ulloa
 
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Post » Fri May 11, 2012 6:32 am

races deal with social aspects positively and negatively more now. People treat you differently.

Its not enough, we had that in Morrowind and oblivion too. Even Todd said races are mostly flavour. (even more so, now)
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Ben sutton
 
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Post » Fri May 11, 2012 1:05 am

mmmhmm
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sarah
 
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Post » Fri May 11, 2012 8:48 am

Its not enough, we had that in Morrowind and oblivion too. Even Todd said races are mostly flavour. (even more so, now)

Elder Scrolls: Modern Warfare 6.

Is that going to be the next game?

Because it sounds like it.

Maybe EA or Sony can publish it for extra laughs.
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Kate Schofield
 
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Post » Fri May 11, 2012 8:11 am

Oh please...
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LuCY sCoTT
 
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Post » Fri May 11, 2012 12:14 pm

Oh please...

No morrowind fan would say that.
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Eduardo Rosas
 
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Post » Thu May 10, 2012 11:09 pm

One thing I really don't mind is weapon durability. That was just a PITA.
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NIloufar Emporio
 
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Post » Fri May 11, 2012 12:15 am

No weapons or armor have negative effects
No negative effects on positive effect potions (Thats the freaking reason you should strive to get better in alchemy)

While I agree you should have negative effects in game (ie where's the weakness to silver weapons for werewolves?), don't these still exist?

IE I've made quite a few potions/poisons with negative/positive effects. Because of this I'm highly considering getting the purify perk. It'll come down where I need perks more. They either go towards purify in alchemy or making enchanting better.

As for armor, heavy armor still weighs more and still makes you easier to see while sneak. In addition to become really fleshed out skillwise in heavy armor, it requires more perks than light armor.
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Jimmie Allen
 
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Post » Fri May 11, 2012 12:14 pm

I think the elements you've highlighted are but a few of the aspects that have undoubtedly been considered, how could they not have been during a 5 year long development, but have eventually been cut. Most of these aspects are crucial to many player immersion within the game. For me it's the complete lack of choice allowed to you within each storyline and the resulting consequences from them. From the smallest misc task to the overarching story there seems to be only one route to follow. This leaves the experience so far feeling hollow and one dimensional. There is no actual development of the character or role that you play. Your stance on everything is depicted by who your working for at any one point. The only way you can show opposition is to not do what they ask.. you can't report the identities and plans of the Thieves Guild to the local Jarl for example.

Most of the tasks go like this: I'll go and fetch the guys sword from the scary cave. And give it to him. I'd leave it at that and be walking away from him too if he didn't say, 'here's a mediocre potion for your troubles', because there was no negotiation at the start. I just went of and did it like a good little elf.
It should read: I'd get the sword for a sum of money i'd haggled him up to. I'd bring the sword back hand it over no questions asked and receive my reward. However i'd then follow him into the alley, slit his throat, steal the sword and pawn it for a choice leg of roast goat.. however i haven't considered his loving brother who happens to be in the town watch, happens to take offence at his little brothers murder and vows to hunt me down.. probably turning up when i've got my face buried in some bush collecting Makemebetteratswords berries.

Wish i had it on PC so i could lap up the talents of the modders out there.
Having said all that though, i do love this game =D
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Cathrin Hummel
 
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Post » Fri May 11, 2012 1:20 am

I agree. There seems to be almost no negative affects for werewolves too.
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Minako
 
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Post » Fri May 11, 2012 2:56 am

This is really irritating. They're removing negative effects from everything, most likely to make it easier for new sheep, i mean people to TES.
Sometimes, negative aspects of a game provides depth, without you realising.
When you finally create/find an item with little no negative effects (Or a huge benefit for a minimal disadvantage) there is a sense of achievement. There is no real choice anymore. There is no "Hmm, i could take this item over this item, but i have to consider the negatives" I dislike how everything now has a default advantage with no disadvantage, and then you can improve on that to make something better.
Its like people are scared to mess up, or are so lazy they don't want to, so they completely remove it.

Negative effects:

No negative race effects (Altmer, for example)
No weapons or armor have negative effects
No negative effects on positive effect potions (Thats the freaking reason you should strive to get better in alchemy)
No negative armor effect on magic (This is my biggest gripe)
No durability loss on weapons

Without them it all feels very plain, to an extent. Things like durability on items could have been improved, not removed completely.

You may argue its all just pointless, repetitive fluff and that's fine, i can see the appeal from playing Skyrim. Personally i think thats what made Morrowind one of the greatest RPGs ever made.

I'm not sure that all of the above is correct:

Negative effects on potions is definitely in (you need the master perk in alchemy to remove that and I've definitely created "poisons" that restore stamina)
Armor negatively effects magicka regeneration though not spell effectiveness as it did in Oblivion. It also effects movement speed, stamina regeneration, increases damage from falls, and creates noise.
There was no armor penalty to anything relating to magic in Morrowind. So that being your biggest gripe and saying that your list is what made Morrowind so great seems a bit off.
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Tanya
 
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Post » Fri May 11, 2012 2:13 pm



Negative effects:

No negative race effects (Altmer, for example)
No weapons or armor have negative effects
No negative effects on positive effect potions (Thats the freaking reason you should strive to get better in alchemy)
No negative armor effect on magic (This is my biggest gripe)
No durability loss on weapons


Next time you make a list of perceived problems, make sure that everything on it is actually correct.

- Positive effects for race selection were scaled down appropriately to make up for the lack of negatives.

- I don't recall ever wanting to use weapons or armor that had negative effects on them in the first place.

- Yes, there are. If you haven't seen any, it's because you haven't done any alchemy.

- Yes, there are. Wearing armor decreases magicka regeneration.

- Because durability loss made a ton of sense, just like carrying around a sack of hammers so you could repeatedly pound your weapons back into shape. This was a useless, tedious mechanic, that simply forced you to carry extra stuff, without adding any real sense of challenge or realism.
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mollypop
 
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Post » Thu May 10, 2012 11:13 pm

there are negative effects, at least on some potions. wines restore stamina but it then restores slower for a certain amount of time, i got one potion (cant remember exactly what it was) but it restored one thing and took away from the other
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Dylan Markese
 
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Post » Fri May 11, 2012 3:24 am

I think the big misunderstanding is because the negative effects aren't made obvious; the game itself never tells you, "Heavy armor makes casting magic more tiring," for example.
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Kelly Osbourne Kelly
 
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Post » Fri May 11, 2012 11:26 am

i miss them to :brokencomputer:, but not to badly :wink_smile:
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Courtney Foren
 
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Post » Fri May 11, 2012 10:33 am

No morrowind fan would say that.

I've probably put around 500 hours into Morrowind since 2002. I was addressing the post above mine. What you're saying I agree with, more or less.
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Christina Trayler
 
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Post » Fri May 11, 2012 12:41 am

A mage wearing armor does have negative effects though
All mage's robes have magic effects on them and considering the difficulty of going pure mage, it makes them a necessity.
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Emily Rose
 
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Post » Thu May 10, 2012 10:34 pm

On weapon condition: I kinda miss it, purely for the "immersion" aspect I think. But as mentioned, instead of carrying around "hammers to pound your weapons back into shape" they could have done it differently. A sharpening stone and a vial of oil or something. And certain damage caused in certain situations - your power attack being blocked for example. But oh well. It does make it simpler, easier, less tedious that much is 100% true. Can continue to focus on the adventuring and fighting instead of "ah damn, gotta fix my [censored] again".
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Rude Gurl
 
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Post » Fri May 11, 2012 8:29 am

Now that you mention it I'd like this to be in the game as well
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phillip crookes
 
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Post » Fri May 11, 2012 12:55 am

TBH i'm glad they did away with the deterioration of weapons. I felt they were just an uneccasary hinderance.
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Sarah Kim
 
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Post » Fri May 11, 2012 9:15 am

Completely disagree. Skyrim just shows all of that was pointless and added NOTHING to the core gameplay.

Sure, negatives are always nice, if balanced. However, this is not stopping me from thinking this is the best time Ive had with an RPG since Morrowind. This game is close to perfect. My only gripe, really, is more in the controls and the organization of some information. It feels nice and organic, but they tried to be minimalist with some things they shouldnt have been (for example, the game should be better at letting you know when diseases and curses are affecting you, ect).

Also, I think, on the console version, that hotkeying should allow for more objects to be chosen for the left and right Dpad. Even so, the system they put in was very confusing and took me a while to get used to it. Still, sometimes I unequip weapons instead of changing to my bow or enchanted sword, because usually I forget what I set to left and what to right.
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Sun of Sammy
 
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Post » Thu May 10, 2012 11:45 pm

No negative effects on positive effect potions (Thats the freaking reason you should strive to get better in alchemy)
Actually, I found a stamina potion that gave me +15 stamina but lowered the regeneration rate of it for some time.
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Jessica Raven
 
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Post » Thu May 10, 2012 10:35 pm

Negative effects:

No negative race effects (Altmer, for example)
No weapons or armor have negative effects
No negative effects on positive effect potions (Thats the freaking reason you should strive to get better in alchemy)
No negative armor effect on magic (This is my biggest gripe)
No durability loss on weapons


- The positive effects of each has been scaled down to balance the negative ones out.
- I never and I assume for many others, would use armour/weapons that actively resisted you or got you killed due negative side-effects.

- Check again, this can occur. I even had it when I was using alchemy in Riverwood when I just started.
- Your biggest gripe is unfounded. Magic is less effective or at least, regenerates at a slower pace if you wear armour instead of robes.
- I been playing since Morrowind [ doesn't make a vet' in any way. ] and the most immersion and idiotic mechanic was carrying a pack of hammers to fix your gear in the middle of adventuring. I prefer this and the ability to upgrade it beyond 100%.
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REVLUTIN
 
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Post » Fri May 11, 2012 4:08 am

I think the big misunderstanding is because the negative effects aren't made obvious; the game itself never tells you, "Heavy armor makes casting magic more tiring," for example.

Well that explains my spellsword's pathetic mana regen rate.
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christelle047
 
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