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
