#1 thing you dislike in Skyrim

Post » Wed Jun 13, 2012 4:36 am

Guilds. Worst in the history of Elder scrolls. Well, only as bad as Daggerfall, but Daggerfall had quantity to make up for it's lack of quality. I've written a lot about what's wrong with them already, so I'll spare everyone another venting rant.

I do like the simple but surprisingly nuanced combat though. Much more fitting for TES games than some heavy handed "Complex" fighting systems that rely on artificial and arbitrary combos. And it's much better than Dark souls/Demon Souls Hold-block-for-20-minutes-or-die multiple-on-one encounters. Contrary to some people, I don't think the combat is mechanically shallow(Though it has exploits, like every game). Things like Weapon Impact Weight, Damage Per Second, Stamina use, Blocking, Bashing, Poison, elemental Weakness, Mana-per-damage, evasion, flanking, funneling... I could keep going on. But all these tactical variances have to take place in real-time. It's not as arbitrarily complex as say, Might and Magic, but I think it's a better fit for Elder Scrolls.
User avatar
Bonnie Clyde
 
Posts: 3409
Joined: Thu Jun 22, 2006 10:02 pm

Post » Tue Jun 12, 2012 5:21 pm

#1 is the lack of previous TES attributes that I loved to manipulate and that it matters less and less what race you play
User avatar
Mariana
 
Posts: 3426
Joined: Mon Jun 12, 2006 9:39 pm

Post » Wed Jun 13, 2012 4:04 am

@ Criminal Scum

I agree with you. In all of the TES games I've experienced I have found the combat to be simple, yet each oddly compelling in their own ways. In Skyrim this is the subtle stratagem of conserving your fatigue bar, and deciding whether you'd rather shield bash to interrupt a power attack, or do one of your own as well as the 'visceral' feel of getting a first person kill cam where you perform a coup de grace in some believable fashion. Obviously Oblivion combat is just a less refined Skyrim combat, but I still enjoyed it. As for Morrowind, I even liked that. The uncertainty of whether or not your next strike, or your opponent's next strike would connect is always interesting, plus as you're both flailing away at each other you start thinking to yourself 'Oh gosh, stagger him just one more time...just one more time and I'll probably get the last hit before he finishes me off!'. In a way it's a very cheap adrenaline rush that you wouldn't expect from such a 'technical' oriented game like Morrowind.
User avatar
quinnnn
 
Posts: 3503
Joined: Sat Mar 03, 2007 1:11 pm

Post » Wed Jun 13, 2012 4:14 am

1 Mile wide, 1 foot deep.

Skyrim Why you no give me more, why you so shallow...

Not really much more to say... The #1 worst thing about Skyrim is it's epic shallowness.

From character development, to quests, to basic UI layout, to city size, to NPC/AI interactions..... a lot of good things.....none of it amazing.
User avatar
Izzy Coleman
 
Posts: 3336
Joined: Tue Jun 20, 2006 3:34 am

Post » Tue Jun 12, 2012 10:36 pm

Skyrim has a lot more depth as a Province than Oblivion did, but a lot less depth of characters (Including the player character).


The best, and perhaps worst thing I can say about Skyrim is, the game is at it's prime the further you stay away from "Guided" content (Quests). Some of the Radiant Story quests do help though, ones that specifically exist to "Get you away from everyone" Like Bounty Hunting, or Treasure Hunter's notes.
User avatar
Laura Richards
 
Posts: 3468
Joined: Mon Aug 28, 2006 4:42 am

Post » Wed Jun 13, 2012 12:30 am

The best, and perhaps worst thing I can say about Skyrim is, the game is at it's prime the further you stay away from "Guided" content (Quests).

For people like me (and maybe you too) this is almost deadly though. In Morrowind I'm so caught up in the length, variety, and quality of the factions available to join that virtually all of my characters are defined at least in part by which factions they join, and how they complete them. With Skyrim it's pretty hard to do that, or make each character different. If I want to be a warrior and a part of an organization I pretty much have to join the Companions, and then I have to become a Werewolf, and it's just all so drab and under-realized compared to even Oblivion, but especially compared to Morrowind.

And all in all I feel like the radiant quests are a little bit of a failure. Especially as to how they related to guilds - it's just not the same when there isn't at least a cursory back story to what's going on. And the Thieves Guild is the worst, their radiant quests boil down to 'Hey, we need you to steal an item that we've implanted a GPS chip in. Here are the coordinates, go pick it up and bring it back. Nah, I doubt anyone will catch you - so easy a caveman could do it, am I right guys?'

At least the Jarls bounty quests are okay, they give you a little note. It's just too bad the rewards aren't more substantial/varied and the people you're sent out after aren't a little bit more unique/varied too.
User avatar
Jeneene Hunte
 
Posts: 3478
Joined: Mon Sep 11, 2006 3:18 pm

Post » Tue Jun 12, 2012 5:07 pm

@The Flying Dutchman

OMG, is that Tuco the Rat on the gallows? Where'd you find that?
User avatar
Damien Mulvenna
 
Posts: 3498
Joined: Wed Jun 27, 2007 3:33 pm

Post » Tue Jun 12, 2012 2:05 pm

For people like me (and maybe you too) this is almost deadly though. In Morrowind I'm so caught up in the length, variety, and quality of the factions available to join that virtually all of my characters are defined at least in part by which factions they join, and how they complete them. With Skyrim it's pretty hard to do that, or make each character different. If I want to be a warrior and a part of an organization I pretty much have to join the Companions, and then I have to become a Werewolf, and it's just all so drab and under-realized compared to even Oblivion, but especially compared to Morrowind.

And all in all I feel like the radiant quests are a little bit of a failure. Especially as to how they related to guilds - it's just not the same when there isn't at least a cursory back story to what's going on. And the Thieves Guild is the worst, their radiant quests boil down to 'Hey, we need you to steal an item that we've implanted a GPS chip in. Here are the coordinates, go pick it up and bring it back. Nah, I doubt anyone will catch you - so easy a caveman could do it, am I right guys?'

At least the Jarls bounty quests are okay, they give you a little note. It's just too bad the rewards aren't more substantial/varied and the people you're sent out after aren't a little bit more unique/varied too.

Exactly what I was going for. I do feel the Radiant stuff can be good though. The Companion's quests make great use out of Radiant story to fill out misc objectives, which if you were to put that in the context of the standard Fighter's Guild (Oblivion, Morrowind) would have been a match made in heaven. (Since almost all of those are Go here, and kill this, or Find this, and bring it back).

Radiant doesn't work so well on say... The Dark Brotherhood though. Which actually dodged a bullet in Skyrim by making the Radiant quests active only after completing the main story (Thus entirely optional). To elaborate, I just feel "Random NPCs" really undermines the idea of "Murder" as in taking another life. This is probably why I don't like Respawning Bandits/unamed humans too. They have no Identity, might as well be a wolf with armor.

Reward quality is a problem though. Gold is okay, but eventually it does become pointless. I'd rather see more Long-term rewards for Radiant questing, similar to what the Thieves guild does. Trophy Items, and improving the Guild. For example, doing a lot of Bounty Quests in say, Whiterun hold could improve (Slightly) the Merchants available gold, and they might carry rarer items more frequently, since the roads are being cleared. Then, as a coup de grace, after many bounty Missions, a Courier gives you a letter to meet the Captain of the Guard, who has a very important, and very difficult hand-drawn (Not radiant) bounty contract for a particularly nasty enemy. Stuff not "Normally" encountered in game (Unleveled, extremely hard). For example, Whiterun Hold: Armored Giant Warchief. (See; Torfang, Horror of Castle Xyr). Rift Hold: Comonna Tong Kingpin. (Orvas Dren, except lore doesn't state if the Neravarine killed him as of the events of Morrowind, similar to the fate of Vivec)

Oh well, no point in waxing on about missed opportunities.
User avatar
Mel E
 
Posts: 3354
Joined: Mon Apr 09, 2007 11:23 pm

Post » Tue Jun 12, 2012 9:22 pm

There is only one thing, and only this one thing that I find even vaguely irritating - (and it is just a little niggle, really) - when Niamh comes to an area that's too steep, I would like to see a specific animation, rather than just the endless walk/run one.
That's it though, I'm into triple figures now and I seriously have not found one single other thing with it that even niggles.

Humblest apologies, but I love it.
User avatar
Beth Belcher
 
Posts: 3393
Joined: Tue Jun 13, 2006 1:39 pm

Post » Wed Jun 13, 2012 4:39 am

The very short guilds.
User avatar
Laura Hicks
 
Posts: 3395
Joined: Wed Jun 06, 2007 9:21 am

Post » Wed Jun 13, 2012 5:40 am

The leveled loot.
User avatar
Chris Guerin
 
Posts: 3395
Joined: Thu May 10, 2007 2:44 pm

Post » Wed Jun 13, 2012 5:44 am

Dialogue and storytelling.
User avatar
Shelby Huffman
 
Posts: 3454
Joined: Wed Aug 08, 2007 11:06 am

Post » Tue Jun 12, 2012 9:45 pm

NPC Reaction to whats happening in world
User avatar
mike
 
Posts: 3432
Joined: Fri Jul 27, 2007 6:51 pm

Post » Tue Jun 12, 2012 10:23 pm

Level Scaling
Doesn't matter if it is for loot which is lame as hell. Enemies which creates awkward difficulty situations. Level scaling is just a cheap and a cop out mechanic.
User avatar
Dragonz Dancer
 
Posts: 3441
Joined: Sat Jun 24, 2006 11:01 am

Post » Wed Jun 13, 2012 2:03 am

Too simplified
User avatar
Jacob Phillips
 
Posts: 3430
Joined: Tue Aug 14, 2007 9:46 am

Post » Wed Jun 13, 2012 6:05 am

Cant turn JUST the compass off .... It would be so incredibly easy for beth to give the option.
User avatar
Makenna Nomad
 
Posts: 3391
Joined: Tue Aug 29, 2006 10:05 pm

Post » Wed Jun 13, 2012 1:17 am

The thing I dislike the most is the amount of whiners and crybabies the game has created.

This. Why does everybody feel so entitled on this forum :blink:
User avatar
Matt Terry
 
Posts: 3453
Joined: Sun May 13, 2007 10:58 am

Post » Tue Jun 12, 2012 6:21 pm

essential npc's
User avatar
Susan
 
Posts: 3536
Joined: Sun Jun 25, 2006 2:46 am

Post » Tue Jun 12, 2012 6:31 pm

Only one thing ? are you serious ? :biggrin:

Well,read my signature then and you will find my answer.
User avatar
Jerry Jr. Ortiz
 
Posts: 3457
Joined: Fri Nov 23, 2007 12:39 pm

Post » Tue Jun 12, 2012 6:29 pm

This. Why does everybody feel so entitled on this forum :blink:
because this isn't a communist forum where you aren't alowed to share your opinions
User avatar
scorpion972
 
Posts: 3515
Joined: Fri Mar 16, 2007 11:20 am

Post » Wed Jun 13, 2012 4:52 am

Lack of depth in story, choices and dialogue. If it were anything like Dragon Age: Origins, I wouldn't be complaining.

(But I do love Skyrim anyway.)
User avatar
A Dardzz
 
Posts: 3370
Joined: Sat Jan 27, 2007 6:26 pm

Post » Wed Jun 13, 2012 4:14 am

because this isn't a communist forum where you aren't alowed to share your opinions

Oh my god... there really are communist forums over there ? :biggrin:

I think the thing I dislike the most about Skyrim is also combatted by it's greatest strength. At a certain point you can generally destroy anything including dragons that come your way. Which makes sense in an RPG way that if you practice you become perfect. You could say that it's greatest strength is its dynamic leveling system that creates an open evolution for each play style. So at 50 when I changed from sword and board with heavy armor, to light armor, stealth and bows it was a challenge all over again. However it makes me sad how much of the game becomes irrelavent once you reach a peak. That looting chests is no longer fun but a chore because you know nothing inside will trump your double enchanted blade of 1000 truths.

As a Pathfinder DM and just playing table top rpgs in general, controlling pacing is any DMs greatest challenge. Give them too much and they get bored, dont give em enough and they resent you. The balance is whats hard and how to control pacing in the beginning to allow for a great pacing near the end. Bethesda made skyrim leaps and bounds better then oblivion but it makes me sad to be a God.

Have you ever tried to fight an Elder Dragon without shield and naked ? :biggrin: (well,almost naked 'cause we have no genitals in Skyrim despite the Mature Rating :banana: and even worst the Dovakhin is forced to wear the same panties for ages :bunny: )
User avatar
Emma Pennington
 
Posts: 3346
Joined: Tue Oct 17, 2006 8:41 am

Post » Wed Jun 13, 2012 12:19 am

because this isn't a communist forum where you aren't alowed to share your opinions

But it is Bethesda's game and their design decisions are their own. It's strange that so many people think that they know game design better than actual developers with years of experience behind them.
User avatar
ladyflames
 
Posts: 3355
Joined: Sat Nov 25, 2006 9:45 am

Post » Wed Jun 13, 2012 1:27 am

Actually,human being is convinced by its "stupid" nature to be "better" at everything in relation to others :biggrin: it's not easy trying to be objective sometimes.
User avatar
keri seymour
 
Posts: 3361
Joined: Thu Oct 19, 2006 4:09 am

Post » Tue Jun 12, 2012 10:05 pm

we have no genitals in Skyrim
Speak for yourself.
User avatar
Lizs
 
Posts: 3497
Joined: Mon Jul 17, 2006 11:45 pm

PreviousNext

Return to V - Skyrim