What do you miss most from pass games?

Post » Wed Jun 13, 2012 12:38 pm

not at all.

magicka and stamina regeneration make absolute sense, unless, certain active effects are occurring. health to a very small degree does, though, i'd rather they just do away with the health regen instead of scaling it.

mage's need rest to restore magicka. stamina needs time.

health, when superficial, needs time. otherwise, it needs healing.

as well, i don't like how heatlh regen impacts gameplay.

regardless, just give me the toggle.

I'll concede that I'd prefer Health to not Regenerate outside of sleeping(Fallout 3 rules). But that doesn't mean my point wasn't correct. At the end of the day, regenerating health in Skyrim is just cutting out a trivial step. I guess I'm just one of those rare individuals who can see rationale beyond my own opinion.

Absolute Perfection in the Health system would be how Mass Effect 3 does it (Escape from Butcher Bay too, I'm told, which apparently did it first).

Have anchor points of your health (Mass Effect 3 does them in increments of 20%) where your health won't regenerate beyond. But say you're hit, and you are at 83%, your health will regen to 100%. If you're hit, and it drops you to 79%, your HP will regenerate to 80%, and it works like that for anchors at 60, 40, and 20% as well. Best Health System ever.

Anyway, this is kind of petty, but probably what I miss the most:

Crassius Curio.
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Nicole Mark
 
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Post » Wed Jun 13, 2012 1:34 pm

I miss the enormity of Cyrodil....
I hope the Expanisons (If any are being planned) will expand the world a bit.
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Red Sauce
 
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Post » Wed Jun 13, 2012 1:03 pm

I'll concede that I'd prefer Health to not Regenerate outside of sleeping(Fallout 3 rules). But that doesn't mean my point wasn't correct. At the end of the day, regenerating health in Skyrim is just cutting out a trivial step. I guess I'm just one of those rare individuals who can see rationale beyond my own opinion.

Absolute Perfection in the Health system would be how Mass Effect 3 does it (Escape from Butcher Bay too, I'm told, which apparently did it first).

Have anchor points of your health (Mass Effect 3 does them in increments of 20%) where your health won't regenerate beyond. But say you're hit, and you are at 83%, your health will regen to 100%. If you're hit, and it drops you to 79%, your HP will regenerate to 80%, and it works like that for anchors at 60, 40, and 20% as well. Best Health System ever.

Anyway, this is kind of petty, but probably what I miss the most:

Crassius Curio.

don't get me wrong, criminal, i can handle it the way it is and am rational outside my own opinion, but, i would simply like to see a hardcoe function to turn regen off.

limited potions/potions over time kinds of implementation. degradation, etc. these aspects greatly change the gameplay and increase the challenge and entertainment for me.

btw, i had stated in another thread that i know riddike has that type of health (great games), but, was unsure if they were actually the first.
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STEVI INQUE
 
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Post » Wed Jun 13, 2012 3:08 am

don't get me wrong, criminal, i can handle it the way it is and am rational outside my own opinion, but, i would simply like to see a hardcoe function to turn regen off.

limited potions/potions over time kinds of implementation. degradation, etc. these aspects greatly change the gameplay and increase the challenge and entertainment for me.

btw, i had stated in another thread that i know riddike has that type of health (great games), but, was unsure if they were actually the first.

I'm not good with names, get a memorable avatar.

Anyway, Regnerating health alone seems counter-productive to RPG difficulty anyway. Difficulty is based on the hoarding and smart use of resources, this is especially true for Elder Scrolls games, because the enemy AI seems to be limited to "Suicidal Aggression". Without the ability to really debilitate or outsmart the player, the best way to bump the difficulty up is to make it more attrition based, so I really think the regenerating effects do undermine that significantly.
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Leanne Molloy
 
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Post » Wed Jun 13, 2012 11:45 am

I miss the enormity of Cyrodil....
I hope the Expanisons (If any are being planned) will expand the world a bit.

I thought the worlds were around the same size. And to be honest, I'd rather have really high quality late than hourse armour now.
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Pete Schmitzer
 
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Post » Wed Jun 13, 2012 12:51 pm

Exactly; Cyrodill wasn't so "enormous" if compared to Skyrim; and if you consider even the "underground" well...there is no comparison in favor of Skyrim i think.

The whole thing (game world) is better developed and more "various" in my opinion.
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Adam Porter
 
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Post » Wed Jun 13, 2012 12:59 am

I miss the Imperial City of Oblivion. So many shops and houses to visit and/or rob blind.

Part of the problem with games like Skyrim is that it's easier to complain about a game that you spend hundreds or hours in. You notice more when you are wandering around a city with nothing to do except stare at textures and listen to guards say the same few lines over and over. It's not a bad thing, just that video games are still games, not real life, or even a good facsimile of it.

Play a game like Call of Duty and you run through the campaign shooting everything that moves and are done in a few hours. You don't notice the world around you as much.

I couldn't care less about lore or useless stats. Just give me a game that's fun, open and keeps me coming back for more. Skyrim delivered for me. More so than Oblivon and much more so than Morrowind.
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BrEezy Baby
 
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Post » Wed Jun 13, 2012 2:21 am

I miss the crazy architecture in Morrowind.
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Jeneene Hunte
 
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Post » Wed Jun 13, 2012 12:54 am

STATS.
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yermom
 
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Post » Tue Jun 12, 2012 11:06 pm

STATS.
STATS! Attributes, birthsigns, classes, skill requirement for guild advancement.
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Horse gal smithe
 
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Post » Wed Jun 13, 2012 9:13 am

From Morrowind I miss the number of armor parts and that you were able to have clothes under armor and robe on it. And of course I miss spears.
From Oblivion I miss menus and loadscreens. Those were best looking ones we have seen in TES series. Also the look of Elven weapons and Dwarven armor were better in Oblivion and I miss mithril armor.
Other things in Skyrim are just fine or even better than fine.
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james kite
 
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Post » Wed Jun 13, 2012 11:59 am

STATS! Attributes, birthsigns, classes, skill requirement for guild advancement.
I can't say I miss any of those things. The new system without STATS, attributes, birthsigns and classes gives you better gaming experience and is far more playable than the previous system.
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yermom
 
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Post » Wed Jun 13, 2012 12:48 am

Attributes
Armor degredation
Seperate greaves and cuirass
Quest directions
A decent journal
Larger amount of guilds to join
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R.I.P
 
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Post » Wed Jun 13, 2012 4:40 am

I disagree with those who miss attributes, classes and other 'old-school' RPG mechanics. Skyrim's system gives you more freedom - it lets you 'teach the old dog new tricks', like you'd be able to in real life. I can pick up a guitar and learn to use it, and my character can do the same with a sword or bow. You're not penalized for trying new things.

I don't miss much from the past games - each game is it's own, and Skyrim is no exception. If we had to cling to past features, the series probably wouldn't have made it this far.
That said, I wish Skyrim had lockpicking spells. I'm not sure why they were removed, but I'm sure Bethesda have their reasons.
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Lily Evans
 
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Post » Wed Jun 13, 2012 1:57 am

A journal that is worth reading.
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Lil Miss
 
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Post » Wed Jun 13, 2012 1:00 pm

The alien society of Morrowind, the guild quests of Oblivion.
Oh, and unknown map @ the beginning. I like to discover the map step by step as opposed to see it all in geographical detail from the beginning,
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An Lor
 
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Post » Wed Jun 13, 2012 5:13 am

I disagree with those who miss attributes, classes and other 'old-school' RPG mechanics. Skyrim's system gives you more freedom - it lets you 'teach the old dog new tricks', like you'd be able to in real life. I can pick up a guitar and learn to use it, and my character can do the same with a sword or bow. You're not penalized for trying new things.

I don't miss much from the past games - each game is it's own, and Skyrim is no exception. If we had to cling to past features, the series probably wouldn't have made it this far.
That said, I wish Skyrim had lockpicking spells. I'm not sure why they were removed, but I'm sure Bethesda have their reasons.

there's really nothing you can 'disagree' with, as far as, attributes are concerned.

they are fundamental building blocks of any pc. they govern everything else. perks, skills and m/h/s cannot replace attributes.

give me any perk or skill and i can effectively change it with a single attribute, let alone, the math combos of having 6 total attributes.

you can argue the implementation, but, you can't win any argument stating that attributes can be replaced or aren't worth having.
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Tracey Duncan
 
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Post » Wed Jun 13, 2012 9:16 am

Longer, more interesting guilds.
Spears, darts, throwing knives.
Variety of armor.
Spellmaking.
The usual.
Skyrim is still a great game though
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Marine x
 
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Post » Wed Jun 13, 2012 7:11 am

I can't say I miss any of those things. The new system without STATS, attributes, birthsigns and classes gives you better gaming experience and is far more playable than the previous system.



Well, there's still stats. There's actually a lot of math going on under Skyrim, at least as much as Morrowind or Oblivion. Just the amount of variables has been reduced. Overall, this creates a game that ends up better, but progresses in a less diverse way. (Every character in Morrowind-Oblivion ended up virtually the same, not so in Skyrim)

I just really would love the current system of perks to work in tandem with a more conservative attribute system. One Attribute point per level, and one perk point per level, working more on a scale where a score of "30" in an Attribute is considered "Above Average" and a score of of 100 in an attribute is only attainable naturally with the perfect race selection (Orcs for Strength, as an example) and unwavering dedication, and Attributes don't have to be obtuse, or even create redundancy in stats. Just some examples:

Strength: Raise all Physical damage dealt (including bows). ~.5% per point.
Agility: Increase Attack Speed/Draw Speed of melee/Bows. ~.25% per point
Intelligence: Increase Magick Potency of all spells. ~1.0% per point.
Speed: Increase movement speed while Sprinting. ~.5% per point.
Endurance: Reduce Stamina Cost of all actions. ~1.0% per point.
Willpower: Increase Duration of all Magic effects by ~1.0% Per point
Personality: Boosts Companion damage and defense by 1.0% per point. (Think "Nerve" from Fallout: New Vegas)
Luck: Increase crafting efficacy by .5% per point. Increase Critical Hit rate by .5% per point.

With the hard-cap of 81, attribute should exist as a "Bonus" exclusively though. Unlike in Morrowind, where "Lower than average" scores actually hurt your end. It's probably worth mentioning that the mechanism for making each of these theoretical attribute effects exists within Skyrim, except for Personality.

Races would start off with between 10-20 in a given attribute, with 15 being average, and 20 being exemplary. (Orc would have 20 strength, Imperial would have 20 Personality, Bosmer would have 20 Agility)

It really is just a novelty, but it helps players (Particularly roleplayers) connect with their character more, if they can fine-tune their character in more ways. It's even been stated by Bethesda in pre-release material that Attributes existed in the game, but they found they were redundant with the perks and skills, but that seems kind of petty.
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Latino HeaT
 
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Post » Wed Jun 13, 2012 8:54 am

Spellcrafting
Levitation
Greater range of daedric creatures - esp twilights and golden saints
More indepth companions/fighters guild quests (the questline seemed too short compared to the other guilds)
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Kortknee Bell
 
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Post » Wed Jun 13, 2012 4:49 am

There are no stats in this game, dont kid yourself. Blade =/= Strength. Picking just HP/MP/Stamina as an upgrade is the closest thing you have over character control.

They say this game "lets you be who you want" but that's just an illusion. Stats are what really let you "be who you want".

Here's a good example:

In order to open up a lot of the treasure chests in the game you have to pick the locks on the treasure. 90% of the time there's no "key alternative", its just pick the lock or skip out on the treasure.
The game conditions you to have a packrat mentality, so of course you're going to open up the chest! You fire up your lockpick set and break the lock with trial and error and bam, you open up the chest.
Your skill in Lockpicking also went up to 45. No big deal I guess right?

Not! Now all the guards in town are accusing of you of being a thief with "If you break any locks around here...we're going to have a reaaaaaal problem." Awesome.

You didnt' really want to be a thief, you just wanted to open up a treasure chest. If I could choose whether or not I wanted to upgrade my Lock pick skill or master that element...then maybe people wouldn't be
accusing me...or I wouldn't be getting closer to leveling because I wanted some nice treasures. :(.

--------------------------------------------------

I personally hate the hands free approach, because it really isn't any good level of control. Plus it makes certain things a bit too accessible. The concept of "whatever you do you get better at" honestly is great, and
its a staple of Elder Scrolls games, and I'm glad they kept it. But I dont think ditching stats was the solution for making it better. Stats aren't superfluous. STRength covers more things than just how good you are at
wielding a weapon, it can be used for carrying weight, ability to wield heavier things, and various things in the game world. In fact, it doesn't even cover weapon damage all the way.

You don't need a lot of strength to wield a dagger for example, but being able to move it around skillfully will probably make it more effective (DEXterity).

----------------------------------------

Also, stats CAN be done well, it just takes effort. Dark Souls does stats perfectly. For example, equipment is locked off by stat values. I can wield any weapon I want, but whether or not I can use that weapon effectively is locked off by whether I have the stats necessary to do so. So I have to make a decision as a player whether or not I want to use something. I may like how that Claymore looks, but it may require 10 more strength and dexterity in order for me to use it properly. So I
have to decide if I want to stay with my shortsword or go for the Claymore.

The same goes for armor: they make armor locked off by your abilities. You can wear anything you want but it might be beyond your abilities to do so. You have to make a decision of whether you want to use your precious stats to increase
your carrying capabilities to wear that super thick heavy armor and move quickly, or will you pass for a lighter armor which has better mobility and maybe put your stats into doing more damage? The choice is yours.

That's how you can truly "be who you want".

-----------

In Skyrim its not like that, the only thing limiting you in relation to an item is whether you have it or not. Stats would have helped great here, but they went for this hands free casual approach instead =/.

So yeah again I miss stats, and stats are necessary. An RPG without stats is just... -_-
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Helen Quill
 
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Post » Wed Jun 13, 2012 2:44 am

I disagree with those who miss attributes, classes and other 'old-school' RPG mechanics. Skyrim's system gives you more freedom - it lets you 'teach the old dog new tricks', like you'd be able to in real life. I can pick up a guitar and learn to use it, and my character can do the same with a sword or bow. You're not penalized for trying new things.

True, you can pick up a guitar, but that doesn't mean you will ever be as good on guitar as Hendrix. So, with your anology and the logic I just presented, why should an Orc ever be as good a Mage as a High Elf? Just because you have the ability to do it (i.e. pick up a guitar) doesn't mean you are going to be great at it, or even decent at it. If you were as good as Hendrix, Hendrix wouldn't be all that special, especially if everyone could be as good as Hendrix so why should it be that way in Skyrim where no one is special?
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Veronica Martinez
 
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Post » Wed Jun 13, 2012 1:37 am

I miss longswords and shortswords rather than Skyrim's swords.

I miss blade and blunt instead of 1h and 2h.

And I'm not sure, but it feels like something is missing in the music. I feel like half of my playtime where I'm just adventuring, there is no music playing. It only seems to play in combat, and occasionally when I'm exploring.
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benjamin corsini
 
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