» Sat May 26, 2012 6:20 pm
Most of the games systems, they aren't fundamentally broken just massively flawed, untidy and maybe a bit unfinished. Even the opening, which you think they would have spent a fair amount of time on for impact and be one of the least rushed parts of the game, has awful timing "its up in the clouds!"....umm no its not it landed before you even said that.
Killing a murderer/crazy person that attacks any on sight with no reason, it's still stealing to take thier stuff...so much better to have it grow cobwebs and go to waste.
Needing to be a hero to own a house and needing to own a house for people to recognise what you've done for them. Not that being a protector of a holds interests earns you enough respect to be asked an opinion or not be called a thief. Even the abandoned town with a functioning bed, it still remains "owned".
Dragon smithing, heavy is at a base weaker then deadric even though it requires more still, it's also only marginally better then light armor in rating, no weapons leaving the best weapons only for heavy armour smiths, which requires more perks to take and yet one set of heavy armor is near the end of the light armour side. Taking a perk to know how to make dragon armour is in itself weak I find, I'd rather go find a hermit blacksmith that can teach me in ancient ways of dragon smithing, after being given a quest to do so when dragons are actually present in the world. Aside from the one which you don't know yet what usable materials you may get from it.
Perks that are there for the sake of being there, created disabilities in skills, regardless of you being a master or not, frequently to the point of skills not being anything other then things to level to take certain perks.
Maybe not a bug but frankly it should be, by followers become set apon entering the cell, they can still level apparently but skills don't raise (how do they gain a level then?) neither does thier health/stamina/magicka. They should be able to grow naturally with or without you.
Terrible sense of scaling on almost everything, from leveling and making a world, including roads swarmed by trolls and cave bears, to master locked chest with 4 gold inside, well worth buying the more skilled locksmith to keep that safe. Added to the armour above it's been so easily abused to max out resistances, did they just slap on a random number percentage when creating limits to improvements not checking the math? Where does that leave exspansions with new gear, how are we to gain new levels with the new perk/skill system, aside from adding dragon weapons to let us complete the look. I know oblivion didn't let you level more with dlc's but all together it just feels like theyve back themselves into a wall with character development for future dlc's, short on adding things in that should have been there to begin with, allowing mages and warriors to reach the same upper limits of defense and power.
Worst being the absolute lack of change and choice, partially because of a set in stone story and partially because they've not bothered to add lines of dialogue and action script changes. Although one of the first minor quests you'll encounter has the choice, you can justify your actions by taking different paths (take guy a's letter and lie to shun the other guy or tell the truth to be honest, or vice versa) But the only thing that changes is being told you want to talk to me after everything you've done? even when you're not looking at them just passing by in the street. How about after we finish the engagement ring for someone they go purpose? get married? nope they'll only thank you for helping them with the thing they'll never take action on. Or walking up a mountain and meeting someone you know yet not being able to say you recognise them and ask why they're so far from home.