No HUD, no problems... Kinda

Post » Sat Jun 09, 2012 8:47 am

durning my first play thru, I abused the Smithing system, focused on almost all the non magic skill, and fast travel everywhere. I stopped around level 35 because it was getting boring. I started a Mage that I plan to be a nomadic character, however my use of fast travel killed my plans. Stop it in the low 30's

I started a rouge that splits between dual daggers and bow and arrow, beforehand i read a article somewhere that said walking made the game more enjoyable, so I did. After leaving Riverwood I stopped at Whiterun for supplies and set off to Windhelm. On my return trip I fiddled with the transparency of the HUD, and when I hit start to close the menu, I was shocked.

It was wonderful, I discovered that I was looking at the HUD instead of the game. I was to focused on the compass and bars that... That I can't put what I felt into words.

FOR ALL THOSE WHO HAVE NOT TRIED THIS, please do so. Play without a HUD, take in the game. Walk over fast travel. I think you will really enjoy it.

Now for the the other reason I made this topic, Skyrim at a bare bones level needs some improvements:

- Hostile identification -
I feel that many players would agree that a simple call out button would be nice. Like using the use function on distant npcs, to get them to come closer to talk (in the case of being friendly), identify themselfs (it would help archers and mages by preventing the accidental innocents death (stupid imperial wander to far from camp, he surprised me!)) and allow assassin types to draw enemies closer. I just find it surpising that the PC can't talk at a distance.

- Rank identification -
In oblivion, bandits armor progressed as the player leveled. This lead to jarring moments were high level enemies would be armed with full glass and ebony; however, before everyone topped out, when most common bandits wore low level stuff (combinations of fur and leather) and higher common ones wore stuff at a better stuff (full leather or mixed mithriel and elven) MAKING IT EASY TO tell the difference between spell fodder and a tough fight.

In Skyrim, every bandit wears the same tier of equipment with exception of the bandit leader clad in steel. This makes telling apart a common Bandit from the higher level bandits impossible on visuals alone. Bethesda did the right thing on the daugr by having more stylized armor on the higher level, I can tell apart the common one to the next tier up. They just need to apply this to the forsworn and bandits.

- distant combat audio -
It svcks watching a distant battle. There is apsolutely no sound, even at 30 paces. It just really jarring, breaks the expirence.

- cut the insta kills -
It's so frustrating, as a rouge, my attacks are based on dodging swings and darting in. It seems to me that even if I exit the range of a big 2 hander, I get locked back in to get killed. It insults me, and if I owned a pc that could run Skyrim, I would gladly download a mod to disable it. These finishers ignore the one thing that been put into the players hands and based on their ability alone, the ability to dodge attack (not a function just moving out of the way).

- armor distinction -
By level 20 any differences between light and heavy armor is countered by perks, which leaves players to this more of the same-ness that causes some players to give up. The anwser? Get rid of the equalizing perks and switch them with ones that reinforce each armors play style. Give light armor the weight bonuses and speed perks, and maybe include armor rating increases if you are hit while moving. For heavy, give big defensive bonuses and element resistance perks, and one that increase defense rating when hit while stationary.

Got anything to add, please do so.
I understand my topic is a two subjected topic but please understand they kinda stem from the same idea
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kat no x
 
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Post » Sat Jun 09, 2012 9:37 pm

i like your ideas, i really like the ones about cutting the fatalities, i always get killed by an attack i could have easily avoided even if someone had used blind and sound spells on me

edit: those who dont get the spell refrences, the effects from morrowind included blind, which would blind you (simple enough), and sound, wich would make a loud sound (blocking out thebanidtis battle cry so i cannot listen to tell when/where the attack is coming from
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Multi Multi
 
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Post » Sat Jun 09, 2012 12:55 pm

durning my first play thru, I abused the Smithing system, focused on almost all the non magic skill
I got bored as well.

It was wonderful, I discovered that I was looking at the HUD instead of the game. I was to focused on the compass and bars that... That I can't put what I felt into words.
Same here, I never fast traveled again after.

- Rank identification -
In oblivion, bandits armor progressed as the player leveled. This lead to jarring moments were high level enemies would be armed with full glass and ebony; however, before everyone topped out, when most common bandits wore low level stuff (combinations of fur and leather) and higher common ones wore stuff at a better stuff (full leather or mixed mithriel and elven) MAKING IT EASY TO tell the difference between spell fodder and a tough fight.

I agree only with the leveled armor for the tougher bandits, but I like that any potential enemy can be easy or tough. Without displaying the health bar, I have to guess I am fighting a harder enemy so I treat ALL enemies equally.

- distant combat audio -
It svcks watching a distant battle. There is apsolutely no sound, even at 30 paces. It just really jarring, breaks the expirence.

Agreed.

- cut the insta kills -
It's so frustrating, as a rouge, my attacks are based on dodging swings and darting in. It seems to me that even if I exit the range of a big 2 hander, I get locked back in to get killed. It insults me, and if I owned a pc that could run Skyrim, I would gladly download a mod to disable it. These finishers ignore the one thing that been put into the players hands and based on their ability alone, the ability to dodge attack (not a function just moving out of the way).

It's just your decision to be a rogue, try guerilla warfare tactics, it's quite entertaining.

I do have something to add however, with the HUD disabled, finding out the name of a specific person becomes difficult mainly due to some NPC's not being able to interact with. Also I would like to keep some of the HUD displayed when I gain a certain amount of gold from a quest, a skillup from a book (to figure which one) pretty much that is all I can add through my interactions with this thus far.
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Music Show
 
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Post » Sat Jun 09, 2012 6:32 pm

I've probably fast traveled a total of 10 times since the game came out. There's a reason why so many people argued against the idea...but we won't bring up that debate.

I draw myself as much as possible into the game but I wouldn't go so far as to disable the HUD altogether. I just don't focus on it as much but it's nice to have it there when I need it. I'm playing a pure mage right now and being able to see how much HP my opponent has, as well as how much magicka I have left, is absolutely dire if I want to survive some encounters.

I assume that map markers are put in place because my character remembers where certain things are located even if I may have forgotten what the quest giver told me. I assume that my character can hear specifically where enemies are located to allow their location to be shown on my compass. I would definitely assume that my character would know when she is tired, about to die, or mentally exhausted.
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Etta Hargrave
 
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