An adventure lost (small changes in gameplay, large conseque

Post » Wed Jun 06, 2012 5:29 pm

Skyrim is a great game, despite the removal of the atributes, some of the skills, etc it probably is still my favorite game this generation. They might have changed the leveling system but they still allow me to create whatever character I desire to create. However something is missing: a sense of adventure. Here is why.

In Morrowind you couldn't fasttravel, atleast not from any location. You could only pay for transport between populated areas. So when you were exploring the world you really had to make do with the health potions and equipment that you had with you. So before heading out you had to calculate how much potions you needed and you had to repair your gear as well. Skills like repair and alchemy served a purpose as they allowed you to create potions and repair equipment 'on the road'. Which was important because you couldnt fasttravel to society and pay for these services.

So imagine you were out there exploring and happen to stumble upon a cave. It wasn't as simply as going in to check it out. You had to consider: do I have enough supplies left to explore this cave AND make it back to society? Should you come out of the cave with no health potions and with all your gear broken than you were in serious trouble.

Because you could only restore health in a bed, and with broken gear and no health potions each encounter was difficult. It could end up with you running away from 5 different wild beasts and having to hide in a cave. Should this cave hold some new (but weak) gear than you would be thankful for it because atleast it wasn't broken. So even weak gear and other loot in caves was useful. Where as now, most stuff found in caves is pointless.

You felt a great amount of pride if you succeeded in surviving 'out there' without health potions and with all your gear broken. It was this sense of adventure that made Morrowind stand out from all the other games. It wasn't the atributes or that you could train athletics. This was cool too but this sense of adventure was what made the game amazing.

Between Oblivion and Skyrim: you can heal by waiting, you can now heal automatically, you can fasttravel back to safety, you no longer had to repair equipment, you can travel back to buy new potions, etc. Small things but all added up Oblivion/Skyrim being lackluster in comparison to Morrowind. Most gameplay elements within Skyrim today are becomming pointless. It won't be long before they remove diseases from the series because you can cheat your way out of it by fastraveling to a city and than returning to the area in which you were 'adventuring'.

Some people...wait... correction: most people might enjoy this streamlined experience. You can easily drop in and out of it and you don't have to worry about anything. No need to plan ahead. I understand that bethesda makes games for everyone but small changes over the years are starting to add up and it will seriously destroy my game enjoyment. I fear it will end up like it did with Bioware and that filth they call a sequel to Dragon Age.

The solution is simple: give us old fans an hardcoe mode.
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Becky Palmer
 
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Post » Wed Jun 06, 2012 2:07 pm

With regards to the hardcoe mode I'm talking about stuff like:

- Removal of fasttravel via map
- A transportation service to and from any (large) settlement
- Allow equipment to breakdown
- No automatic regeneration of health
- You can only recover health by sleeping (on beds), and not by waiting

It isn't hard to implement for Bethesda. Just a few small changes to the gameplay but it should greatly increase my game enjoyment.
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Robert Jr
 
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Post » Wed Jun 06, 2012 1:58 pm

a sense of adventure
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Stat Wrecker
 
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Post » Wed Jun 06, 2012 4:54 am

With regards to the hardcoe mode I'm talking about stuff like:

- Removal of fasttravel via map
- A transportation service to and from any (large) settlement
- Allow equipment to breakdown
- No automatic regeneration of health
- You can only recover health by sleeping (on beds), and not by waiting

It isn't hard to implement for Bethesda. Just a few small changes to the gameplay but it should greatly increase my game enjoyment.
It isn't hard to implement, but it's hard to know what to put in that "hardcoe" mode. Everybody has his own idea of what there should be.
Conclusion : mods.
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Michael Russ
 
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Post » Wed Jun 06, 2012 6:02 am

a sense of adventure

English is my 4th language, I figured people would judge on substance not grammar and spelling.

But I'll change it, just for you ;)
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Steph
 
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Post » Wed Jun 06, 2012 10:13 am

It isn't hard to implement, but it's hard to know what to put in that "hardcoe" mode. Everybody has his own idea of what there should be.
Conclusion : mods.

True, but have you read my original topic? All the things I mentioned for hardcoe mode are related.

I'm also playing on my X360, I cant afford a gaming PC and I also played Morrowind on Xbox. Mods shouldn't be the solutions to everything, Bethesda could also add their own (easy to make) hardcoe mode for us fans.

P.S. this isn't a PC vs Consoles topic
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Kelly Tomlinson
 
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Post » Wed Jun 06, 2012 4:45 pm

I'm sorry I can't play Shadow of the Colossus on PC, it's like that, we'd all love to have the great games on our plateform. TES games without mods is a sacrifice that I personally don't understand. But here, that's not the problem I'm pointing.
What I'm telling you is that this can't be something implemented by Bethesda themselves because it's something that is seen differently by every player. That's the typical modification that has to be customized by the players to fit their tastes. Furthermore, I'd prefer that they spend time creating a great expansion like Shivering Isles was to Oblivion rather than trying to design such a hardcoe mode that would please some players and upset the majority of players who wanted a hardcoe mode, but different.
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Breanna Van Dijk
 
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Post » Wed Jun 06, 2012 5:43 am

Because you could only restore health in a bed, and with broken gear and no health potions each encounter was difficult.
I was doing some wilderness wandering in Morrowind just before Skyrim's release. As I recall, all I had to do to recover health was find a spot away from any hostiles and rest. Even so, I think I mostly agree with you.
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Jonathan Montero
 
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Post » Wed Jun 06, 2012 6:02 pm

Here we go again!

With regards to the hardcoe mode I'm talking about stuff like:

- Removal of fasttravel via map
- A transportation service to and from any (large) settlement
- Allow equipment to breakdown
- No automatic regeneration of health
- You can only recover health by sleeping (on beds), and not by waiting

It isn't hard to implement for Bethesda. Just a few small changes to the gameplay but it should greatly increase my game enjoyment.
Bah, and removing the underwear from Khajiit characters is an even smaller tweak to the game that would greatly increase MY game enjoyment. Yet that's not gonna happen, either.

Man up and mod the game to your liking. Skyrim is about adventure and exploration, not survival.
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Baby K(:
 
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Post » Wed Jun 06, 2012 4:08 pm

True, I remember the times when in a dungeon some of my gear broke, and I was glad to find some cheap replacement in loot until I could get back to town to repair.
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Céline Rémy
 
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Post » Wed Jun 06, 2012 11:05 am

Here we go again!
Bah, and removing the underwear from Khajiit characters is an even smaller tweak to the game that would greatly increase MY game enjoyment. Yet that's not gonna happen, either.

Man up and mod the game to your liking. Skyrim is about adventure and exploration, not survival.

1. On X360
2. I believe Bethesda could include their own hardcoe mod.
3. I don't want to repeat 1 and 2 again..

Have you read my origiinal topic? Your comment about how TES is about adventure not survival seems to suggest otherwise. For me both are part of the same experience, one can't go without the other. Besides I'm not talking about anything new, I'm talking about how they used to do it. I'm talking about how changes in gameplay are making some features pointless. Please read my original topic first.
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Claire Lynham
 
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Post » Wed Jun 06, 2012 6:16 am

Good post.

Sounds to me like we need that hardcoe mode.

I actually really miss degrading gear tbh, repairs were a great money sink too (until you inevitably ended up with over 9000 hammers).
Considering we now have smithing as a skill, no repairing weapons and armour seems like a missed opportunity.
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Jessie
 
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Post » Wed Jun 06, 2012 11:52 am

1. On X360
2. I believe Bethesda could include their own hardcoe mod.
3. I don't want to repeat 1 and 2 again..

Have you read my origiinal topic? Your comment about how TES is about adventure not survival seems to suggest otherwise. For me both are part of the same experience, one can't go without the other. Besides I'm not talking about anything new, I'm talking about how they used to do it. I'm talking about how changes in gameplay are making some features pointless. Please read my original topic first.
I'm getting a full sense of adventure without any need for a "hardcoe" mode.

It's a "small" tweak that would greatly improve your gameplay experience. I could think of a large number of even smaller tweaks that would greatly improve MY gameplay experience.
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Lavender Brown
 
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Post » Wed Jun 06, 2012 7:15 am

I'm getting a full sense of adventure without any need for a "hardcoe" mode.

It's a "small" tweak that would greatly improve your gameplay experience. I could think of a large number of even smaller tweaks that would greatly improve MY gameplay experience.

Alright, that is great. But perhaps your defintion of 'a sense of adventure' differs from mine. Please read the original post. It is what this topic is about, forget the hardcoe mode. This topic is supposed to be about how Oblivion/Skyrim is fundamentally different from Morrowind. This difference is what I call 'a sense of adventure' which IMO the last two installments lacked (or had less of). But it doesnt matter how you call it, so please read the original topic. Thank you.
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Sophie Miller
 
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Post » Wed Jun 06, 2012 1:09 pm

I agree with the OP. Here is what I would like to see in a hardcoe mode:

- Removal of fasttravel via map

- A transportation service to and from any (large) settlement

- Allow equipment to breakdown

- No automatic regeneration of health

- You can only recover health by sleeping (on beds), and not by waiting

- Compass that only show N,W,S,E and possible locations within 15 meters or something.
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Beth Belcher
 
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Post » Wed Jun 06, 2012 2:59 pm

I was doing some wilderness wandering in Morrowind just before Skyrim's release. As I recall, all I had to do to recover health was find a spot away from any hostiles and rest. Even so, I think I mostly agree with you.

You might be right about that. I thought it only regenerated stamina when you 'waited' and for that for health you needed a bed. However now that you mentioned it, I think you're right.

I do recall that at some point I could only regenerate stamina by waiting and that I really needed to find a bed when I was out on an adventure (besides gaining levels). Not sure why I remember this so strongly though...
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Luis Reyma
 
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Post » Wed Jun 06, 2012 7:14 am

Why not have a lot of options that make survival harder on a hardcoe offical bethseda plugin and to those who say i find it ok as is. What would you do if the opposite was true if survival was all adventuring was about and you asked to have it changed and all people said was mod up and well i like it.
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Rebekah Rebekah Nicole
 
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Post » Wed Jun 06, 2012 3:50 am

if you don't like fast travel just try not to, there's nothing forcing you to fast travel.
plus not using fast travel will lead you to discover new places or fight thiefs and bandits that you won't find by fast traveling.
I never played morrowind, but in daggerfall you could rest whenever you want, except near monsters like in skyrim
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Hilm Music
 
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Post » Wed Jun 06, 2012 9:31 am

if you don't like fast travel just try not to, there's nothing forcing you to fast travel.
plus not using fast travel will lead you to discover new places or fight thiefs and bandits that you won't find by fast traveling.
I never played morrowind, but in daggerfall you could rest whenever you want, except near monsters like in skyrim

I try to do that already. However when I am in a difficult situation then I find myself fasttraveling anyway to remove a disease and restock on health potions.

The fact that you can easily fasttravel out of a difficult situation already diminishes the 'sense of adventure' for me. I miss that feeling of really being 'out there' and having to rely on my skills and gear. Now it seems there are just too many ways I can 'cheat the system'.

At any rate, thanks for reading the original post.. I know it isn't easy ;)
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luis ortiz
 
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Post » Wed Jun 06, 2012 2:31 am

agreed that the compass, map and arrows make the game too easy. That fast travel should be limited to the wagons. I would have prefered that you start with a blank map that fills itself in as you go, or you buy the map (and it actually looks like a map!)
But the quests and the game are designed to use these features. To take out the compass, you would have to add in a way to find locations of the quests - more explanation from the quest givers - think of Peryite's quest: "you can see the dwemer ruin
to the west of here" - all the quests would have to be like that. Also, simple random quests would not point you to the other side of Skyrim, but to a location close by. I had hoped that when they went into the 4th era that people's knowledge of their country
would drop and there wouldn't be so much infrastructure in the provinces. If the cities were much more localised - if they were city-states that were more or less self reliant we wouldn't have a quest giver in Riften sending you to visit his son in Solitude.
But that's my opinion...
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Eric Hayes
 
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Post » Wed Jun 06, 2012 10:43 am

English is my 4th language, I figured people would judge on substance not grammar and spelling.

But I'll change it, just for you :wink:

Watch out for grammer police around here. Never know when they are watching...lol
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Killah Bee
 
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Post » Wed Jun 06, 2012 3:39 pm

-Don t like fast travel dont use it
-none of that crossed through my mind in Morrowind, I ran in and managed to win. My armor very rarely broke
-and Im really glad that they made alchemy and smithing a stationary act.
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Peetay
 
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Post » Wed Jun 06, 2012 6:02 pm

agreed that the compass, map and arrows make the game too easy. That fast travel should be limited to the wagons. I would have prefered that you start with a blank map that fills itself in as you go, or you buy the map (and it actually looks like a map!)
But the quests and the game are designed to use these features. To take out the compass, you would have to add in a way to find locations of the quests - more explanation from the quest givers - think of Peryite's quest: "you can see the dwemer ruin
to the west of here" - all the quests would have to be like that. Also, simple random quests would not point you to the other side of Skyrim, but to a location close by. I had hoped that when they went into the 4th era that people's knowledge of their country
would drop and there wouldn't be so much infrastructure in the provinces. If the cities were much more localised - if they were city-states that were more or less self reliant we wouldn't have a quest giver in Riften sending you to visit his son in Solitude.
But that's my opinion...

I actually don't mind Morrowind's written system where your logbook has a description on how to get to your quest location. But I know this would alienate 80% of the current fans so I wouldnt dare to suggest that as an 'improvement'.

I'm 'ok' with Skyrim's system where the quest-marker points you to your questlocation. What I'm not okay with is how it also shows you other dungeons. I would prefer to find them by by accident instead of seeing that there is a cave half a mile away on my radar.

An easy fix would be to have 'any' kind of hardcoe mode remove those markers from your radar. That way the radar would only show North,E-S-W and directions to your quest. But (again) I am also aware that people have different opinions on what a hardcoe mode should include. So the original topic is just about mentioning 'the issue' that has come to be as a result of small changes in the gameplay over the years.

I just hope Bethesda recognizes this issue and comes with a solution.... ANY solution.
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phil walsh
 
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Post » Wed Jun 06, 2012 6:30 pm

I disagree with many of your points. Fast travel was an annoyance in Oblivion because there was no other realistic option. In Skyrim, you have carriages and other "realistic" modes of transportarion just like Morrowind did. So basically travelling in Skyrim is like Morrowind only with an easier OPTION for certain players. I personally feel like not being able to make potions anywhere makes the game more challenging, immersive, and adventurous. I find myself flipping out when I run out of mana potions in the wildnerness, preying I can stumble across some hedge-wizard's alchemy statiom and resupply myself. It makes much more sense than making potions in the middle of the road, which requires boiling, filtration, tubing etc.

That being said, I 100% agree with your FINAL statement: a hardcoe mode. There's no reason not to have it, so long as they make it about extra-realism like in New Vegas and keep it seperate from the difficulty level.
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Michelle Chau
 
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Post » Wed Jun 06, 2012 6:41 pm

I just hope Bethesda recognizes this issue and comes with a solution.... ANY solution.

No, you don't... every time they "create a solution", they do it wrong, or poorly, or tell you that now they had to remove something like "fun and adventure" from the game...

You want the modders to do it! lol... (That, at least, gives you options.)
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Tessa Mullins
 
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