Is Gram talking about spears again? His passion for them is an inspiration as is his completely dynamic defence of the Skyrim features(or lack of), In an almost hypnotic way the main protaganists of the spear debunking & anti attribute brigade are taking it upon themselves to educate the unwashed heathen attribute & spellmaking fan crowd, sometimes in a condesending manner with quick smart answers to everything with a pie chart plotting their lack of intelligence & understanding, If someone feels that a particular feature is missing from Skyrim then let them feel that way, don't take it upon yourself to re-educate them.
Nobody can tell me that Skyrim has all the features of Oblivion that i enjoyed, You can't tell me(well, not me personally) that everything is there in a hidden state or post up a multi page essay telling me that i'm completely wrong & should just svck it up.
Skyrim has bits missing & i'm unable to enjoy certain aspects of it due to erm...Missing bits, Posting up impressive looking stat sheets & using intelligent language debunking every one of the heathen Morrowind/Oblivion's stuck in the pasts opinions just smacks of elitism, Well sort of, Condesending rudeness perhaps.
Let people moan if they like, Can you mix a spell in Skyrim? No.
Anyway, Take it in good humour, I blame Gram personally & his Spear fetish for ruining my brain.
lol MY spear fetish?
MY spear fetish? Shooting down
others' is what I tend to be so irresistibly drawn to. You'll note from my previous posts in this thread that I don't have any objection to spears being added to the game
if they are added as a unique weapon class, with distinct advantages and disadvantages. I think swords, axes and maces should all work somewhat similarly, as weapons you swing rather than jab with, while spears work fundamentally differently and so should be fundamentally different in their game mechanics. They should be a separate skill with an associated perk tree. But I have little to no interest to see them added as simple cosmetic addition. I can go get mods for the cosmetic stuff, for the most part. I'd rather have Bethesda spend their finite and limited post-release development resources on something modders
can't do, like adding seasonal foliage, mounted combat, and so forth.
All the same things apply to crossbows. If they make them work significantly differently than bows, fine, add them in. If they're quick-firing and they just
look like crossbows, then again - Beth's time can be better applied elsewhere.
Removing stuff that is bad or poorly implemented = making it better, even if all you do is strip those things...Skyrim does even more than that, it removes poor mechanics and introduces new, better ones, that is why it is superior to every other TES title, even without a lot of the toybox stuff and variety that you could do before.
Very well said. Very concisely said as well. Skyrim represents a true step forward in game mechanics.
The really fun part is that there are actually people doing their very best to defend less game.
Less somehow means a better game, less somehow means more replayability, less somehow means more fun.
No, it's like the Papercut Ninja said - less clunky, pointless game mechanics and fewer meaningless reskins of weapons that are really the same under the hood is better.
Its fine that we dont even have a quarter of the apparel slots
What's so great about armor coming in more pieces rather than fewer? Did you really like walking around wearing a mixture of Daedric, glass and fur armor? Did you
really? Because that combination would have looked like you woke up colorblind one morning before dressing yourself.
its fine we have less than 2% of spells
I'd be fine with the re-addition of spellmaking, so long as they add in some balancing factors to make it impossible for custom spells to break the game.
And thank God they are. They were a clunky system that didn't work seamlessly. They were a holdover from AD&D simply out of institutional inertia. They certainly aren't required to be an RPG - there's more than one way to skin a cat. They were clumsily implemented, because it's just silly to have people sitting around staring at a sheet of numbers picking stats to boost. I like the new system because there's no need to bother about numbers hardly at all. You simply do what you want, level skills by using them like always, and periodically you level up and decide whether you want your health, magic or endurance to go up. Nice and easy, but with no loss of complexity.
no classes, no armour degradation
Thank God for both of them being gone. Classes were stupid - it was ignorant to have your character permanently committed to one profession for the rest of his natural life. Armor degradation was nothing more than a pain in the ass. At best they should have damped down its rate to maybe 5% of what it used to be. Removing it altogether was fine, and we have smithing in its place.