10 things I dislike about Skyrim

Post » Wed Jun 13, 2012 7:03 am

Spell making would be nice, but many of those are rather useless or are covered by other things in the game. For example, Slow Fall is replaced by the Shout, Become Ethereal. Weakness to X, Y, Z can be done with potions. If you use spells for those then why not just make the fire/frost/shock spell stronger in the first place? Even if the 'Weakness spells could only be attained at a higher level, I'd rather have a stronger fire spell than a Weakness to X spell. Detect enchantmens? Not a lot of purpose to that one as there's not a lot of enchanted traps in the games; but there is Detect Life which I've never used but some people do.

Recall = Fast Travel, etc.


I would take issue with the whole Ethereal Shout = Slow Fall and Recall = Fast Travel point of view. Sure, both Slow Fall and Ethereal Shout will get you to the bottom of a cliff, but they do it in two completely different ways. And as far as Fast Travel goes, it is not a game mechanic, it is a menu feature. If they relabled it "teleportation spell" and there were a significant magicka cost to it, and you had to buy a spell tome for it and stuff like that, then it would be a game mechanic on par with recall. But since it is a "free" feature available to everyone from the beginning of the game at zero cost, fast travel cannot really be compared with a recall spell. It is kind of immersion breaking to imagine that everyone in Skyrim can magically teleport to anywhere they have previously been.

Now, if this were Oblivion and we had spell making, I could at least create a spell called "teleportation" that fortified my speed and atheletics for a few seconds and cast that before fast traveling so I could roleplay that I was "teleporting" rather than "fast travelling." But in Skyrim you have to exercise "extra" imagination to do that kind of stuff.
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Calum Campbell
 
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Post » Wed Jun 13, 2012 12:31 am

fast travelling turns forward time and so does not break RP, dont use it if it bothers you. it is not required
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Tom
 
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Post » Wed Jun 13, 2012 1:47 pm

Lockpicking and Open Lock both do the exact same thing - they open a lock. There is no gameplay that is changed by how you go about doing this, only a roleplay aspect of using a lockpick or a spell. Also, the ability to just use a spell to unlock chests completely negates the entire Lockpick tree - why invest in the Lockpick perks when you can just cast a spell and use your perks elsewhere?

Nobody (other than perhaps serious roleplayers) invests in lockpicking perks anyway because it is just too darned easy to open a lock and picks are cheap and plentiful. And most roleplayers would like to have options to do things so they can do them differently with their various characters. That type of stuff is what makes a game rich and rewarding and adds to replay value.
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Floor Punch
 
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Post » Wed Jun 13, 2012 5:51 am

fast travelling turns forward time and so does not break RP, dont use it if it bothers you. it is not required

I don't use it. My point was not to argue against fast travel, per se. I do not care one way or the other whether there is a fast travel option in the menu. My point was that a fast travel option is categorically different than a recall spell.
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Causon-Chambers
 
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Post » Wed Jun 13, 2012 2:06 pm

So they made you see the light?
What is this light you speak of? They made me become sick of people not taking Skyrim with a pinch of salt because its not the same as Morrowind.
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Budgie
 
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Post » Wed Jun 13, 2012 12:56 pm

What is this light you speak of? They made me become sick of people not taking Skyrim with a pinch of salt because its not the same as Morrowind.

I don't think salt measurement is a valid way to measure the quality of something.
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Harry-James Payne
 
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Post » Wed Jun 13, 2012 4:29 pm

What is this light you speak of? They made me become sick of people not taking Skyrim with a pinch of salt because its not the same as Morrowind.

Oh, I thought you said Morrowind fans ruined Skyrim for you, not that you became sick of "some people". Seeing the light as in being converted - figuratively speaking (and in jest).
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Russell Davies
 
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Post » Wed Jun 13, 2012 10:43 am

I agree with a lot of what's been said. I want to like the game but it just isn't that enjoyable to play imo. I can only play for a couple of hours before I get bored and stop. This is the first time that's ever happened while playing an Elder Scrolls title.
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Emma Copeland
 
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Post » Wed Jun 13, 2012 2:53 pm

Let's look at it this way:

you play, you have fun, the perks work for you. Objectively, this is a success of the system. Reasonably, we can agree that this is an expected, desirable outcome.

I play, I stop taking perks because I don't care. Do we reasonably consider this a success? Is this somewhere you, as a developer WANT some players to wind up?

Our experiences are subjective, but objectively I consider the system to have succeeded in your case. Likewise, I expect that a reasonable individual will say that the system most emphatically resulted in the opposite of success in my case. The objective failure comments, if you'd care to re-read what I wrote refer specifically to *my* case (notice, I said "I represent a failure", meaning I constitute ONE failure, as opposed to the failure, which would imply I'm important enough to make the system a global failure*), and not to the whole. It *is* quite possible to reasonably agree that a system that works for you has failed someone else, or that a system that has failed you has worked for someone else.

I ask simply: is my outcome something you would reasonably consider a success for the system, or something you would consider the antithesis of a success (ie, a failure)? Not of the system over the whole of the population. Just in my case.

Editted once to stress the difference between single vs. global failure, and editted twice because I screwed that up.

You are right, the game failed to impress you in a certain area, thus it was a failure, not the failure.

However, I chalk it up to nothing more as the fact that you are never going to please everyone.
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Maya Maya
 
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Post » Wed Jun 13, 2012 3:39 am

Hi The Plebeian! Sure is nice to see you're around.

I think your post exemplies just how trapping pigeonholing can be, pardon my french. The moment we encapsulate a game in its self-proclaimed RPGyness it becomes easy to rationalize and accomodate the fact it's lacking on this or that foreign department. And what's a RPG without a story? A fantasy simulator? So because Dragon Age has such a terrible plotline we should tolerate a slightly less messed up one? Appreciate Skyrim for all te good things it has to offer. But by all means admit to all its flagrant shortcomings.

Meh, I don't think the story is a "shortcoming". I think Skyrim's story is just fine. Certainly no worse than Morrowind or Oblivion.
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+++CAZZY
 
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Post » Wed Jun 13, 2012 3:52 pm



Meh, I don't think the story is a "shortcoming". I think Skyrim's story is just fine. Certainly no worse than Morrowind or Oblivion.

This x1000 . I personally love Skyrim's storylines, and have played them many times over.
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Roanne Bardsley
 
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Post » Wed Jun 13, 2012 12:14 pm

Hi there PhonAntiPhon! Good to see you.

I think the premise goes like this: every single task can be perfomed within the boundaries of any given archtype. A mage will not bash a door open or pick the lock. He will use his inherent magical skills to, voilá!, open it. Likewise, he will not swin and risk getting his precious cloak soggy. He will waterwalk a la Michael Jackson. I think this makes perfect sense. It certainly makes the game richer. Ad absurdum, why have spells when you can wield a sword? Conversely, why have axes when destruction spells are at hand?

Saying what a mage does or doesn't do is in contradiction of Elder Scrolls' freeform "be whoever you want to be" mantra. I.E. - a mage does whatever you want a mage to do, so if you want a mage that can pick locks, you take lockpicking and you are no less of a mage for doing so.

Saying a mage can't pick a lock, or a mage wouldn't get his cloak soggy, reverts to an arbitrary, D&D way of "classing" characters that Elder Scrolls has been throwing out the window since Daggerfall. My mage certain can pick a lock, and my mage certainly doesn't wear cloaks.
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Ian White
 
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Post » Wed Jun 13, 2012 6:32 am

is this thread really necessary? these are all mentioned in any thread that says why people have problems with this game... i don't see the point...

though there should be more weapons.
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Bird
 
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Post » Wed Jun 13, 2012 11:31 am

There should have been 3 ways to open a locked chest
1) Lockpicking
2) Spells that open locks
3) Possibility to damage a lock enogh that it unlocks

It doesn't make sense that a barbarian or mage would use lockpick, the barbarian would use his great axe the mage his magic.

When it comes to waterwalk it should be in the game as people then could roleplay a mage that cannot swim or is afraid of water. These things might seem minor, but stuff like this does add a value to the game.

Why does it not make sense that a barbarian or a mage would use a lockpick?

Because an arbitrary class system that has not been existent in Elder Scrolls since Daggerfall says so?

Waterwalk shouldn't be in the game when the world isn't designed to need it. There are no areas that would require walking on water to get to. It would be an absolute waste to add that into the game.
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Petr Jordy Zugar
 
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Post » Wed Jun 13, 2012 4:27 pm


Saying what a mage does or doesn't do is in contradiction of Elder Scrolls' freeform "be whoever you want to be" mantra. I.E. - a mage does whatever you want a mage to do, so if you want a mage that can pick locks, you take lockpicking and you are no less of a mage for doing so.

Saying a mage can't pick a lock, or a mage wouldn't get his cloak soggy, reverts to an arbitrary, D&D way of "classing" characters that Elder Scrolls has been throwing out the window since Daggerfall. My mage certain can pick a lock, and my mage certainly doesn't wear cloaks.

Do you have a hatred for options or something? I don't care that a mage can pick a lock, of course they can, but that doesn't justify the removal of Open Lock spells. What if I wanted to make a mage that couldn't pick locks? Well, too bad, you just missed out on most of the loot in the game. I'm starting to hate Bethesda's attitude of removing things because "it was redundant" or "it was unnecessary," when most of the time that really isn't true at all. What's wrong with giving more choices to the player? I thought The Elder Scrolls was about freedom, not restriction.
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Mariana
 
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Post » Wed Jun 13, 2012 10:08 am

It would be nice if the people that like the game so strongly would leave a list of the the things they like about the game instead of picking apart peoples opinions.
(I'm guessing that is to much to ask)

You asked in your OP for people to respond to your list or create their own...
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Robert Bindley
 
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Post » Wed Jun 13, 2012 8:29 am

Do you have a hatred for options or something? I don't care that a mage can pick a lock, of course they can, but that doesn't justify the removal of Open Lock spells. What if I wanted to make a mage that couldn't pick locks? Well, too bad, you just missed out on most of the loot in the game. I'm starting to hate Bethesda's attitude of removing things because "it was redundant" or "it was unnecessary," when most of the time that really isn't true at all. What's wrong with giving more choices to the player? I thought The Elder Scrolls was about freedom, not restriction.

This is what I was trying to explain since page 3. You took the words right out of my mouth. :tops:
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Rob Davidson
 
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Post » Wed Jun 13, 2012 10:00 am

Why does it not make sense that a barbarian or a mage would use a lockpick?

Because an arbitrary class system that has not been existent in Elder Scrolls since Daggerfall says so?


You keep talking about "arbitrary class systems." A lot of us prefer arbitrary class systems, but that is beside the point. There are roleplaying reasons why a mage might prefer to use a spell to open a lock. Plus, having a variety of ways to accomplish an objective adds choices to the game, which makes it more interesting and adds to replay value because you can roleplay different characters who approach problems differently.


Waterwalk shouldn't be in the game when the world isn't designed to need it. There are no areas that would require walking on water to get to. It would be an absolute waste to add that into the game.

There are no places in Cyrodiil that required waterwalking to get to, yet the spell was still in Oblivion. Waterwalking is not just to get to places, it is to get to places in style. Plus it is a good way to escape enemies like bears who can out run you on land but cannot catch you in the water if you are waterwalking and they have to swim. My fiance even slew the mighty Umbra in Oblivion with nothing more than a waterwalking spell. Umbra was slashing at her with her sword from underwater and my fiance's character (who was nowhere near high enough level ot take on Umbra) kept running away and finally Umbra caught her foot in a crack between a couple of underwater rocks and she drowned right there on the spot. So don't tell me that waterwalking is an "absolute waste" sir, that is just pure poppycock.
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Beth Belcher
 
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Post » Wed Jun 13, 2012 11:42 am

Nobody (other than perhaps serious roleplayers) invests in lockpicking perks anyway because it is just too darned easy to open a lock and picks are cheap and plentiful. And most roleplayers would like to have options to do things so they can do them differently with their various characters. That type of stuff is what makes a game rich and rewarding and adds to replay value.

The difference between using a spell or a lockpick does not add to replay value. None.

And this is coming from someone who used the Open Lock spells rather regularly on characters in the past games.
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Jinx Sykes
 
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Post » Wed Jun 13, 2012 3:49 pm


Saying what a mage does or doesn't do is in contradiction of Elder Scrolls' freeform "be whoever you want to be" mantra. I.E. - a mage does whatever you want a mage to do, so if you want a mage that can pick locks, you take lockpicking and you are no less of a mage for doing so.

Saying a mage can't pick a lock, or a mage wouldn't get his cloak soggy, reverts to an arbitrary, D&D way of "classing" characters that Elder Scrolls has been throwing out the window since Daggerfall. My mage certain can pick a lock, and my mage certainly doesn't wear cloaks.

No one is saying that your mage can't pick a lock. We are saying we want the choice of creating a mage that does not pick locks, but uses a magical solution instead. See the difference?

It is the elimination of choices that is contrary to the TES "do what you want" mantra because without meaningful choices, you cannot really do what you want.
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Dan Endacott
 
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Post » Wed Jun 13, 2012 4:47 am

The difference between using a spell or a lockpick does not add to replay value. None.


For you perhaps, but not for everyone. I can tell you right now that it would add replay value for me, and judging by the number of people I have seen on this forum asking for an Open Lock spell, it would add replay value to a great number of folks. I don't understand why you are trying to force your particular playstyle on everyone else.

EDIT: If you go to the spell vendor and there is an additional spell for sale called Open Lock, how does that hurt your game?
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Rachel Hall
 
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Post » Wed Jun 13, 2012 12:38 am

You asked in your OP for people to respond to your list or create their own...

Never once did I ask for people to respond to my list.
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Steve Bates
 
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Post » Wed Jun 13, 2012 4:07 pm

Do you have a hatred for options or something? I don't care that a mage can pick a lock, of course they can, but that doesn't justify the removal of Open Lock spells. What if I wanted to make a mage that couldn't pick locks? Well, too bad, you just missed out on most of the loot in the game. I'm starting to hate Bethesda's attitude of removing things because "it was redundant" or "it was unnecessary," when most of the time that really isn't true at all. What's wrong with giving more choices to the player? I thought The Elder Scrolls was about freedom, not restriction.

No, I love options, but Open Lock is not one of those options that warrants getting upset about. It literally added nothing.

And again, this is from someone who played with Open Lock spells regularly.
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Anna S
 
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Post » Wed Jun 13, 2012 11:29 am

Never once did I ask for people to respond to my list.

You posted it on a public message board.

If you don't want your posts to be responded to, then don't post them.
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Sxc-Mary
 
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Post » Wed Jun 13, 2012 11:33 am

For you perhaps, but not for everyone. I can tell you right now that it would add replay value for me, and judging by the number of people I have seen on this forum asking for an Open Lock spell, it would add replay value to a great number of folks. I don't understand why you are trying to force your particular playstyle on everyone else.

EDIT: If you go to the spell vendor and there is an additional spell for sale called Open Lock, how does that hurt your game?

It doesn't hurt my game. And I've never complained about it being in the game when they were in the game in the past. I've even used them.

But this ridiculous over reaction to something as minor and petty as "Open Lock" is irrational emotional sensationalism whiny brat temper tantrum throwing at its finest.

Open Lock being in the game = extra option that doesn't really add anything, but hey people can pretend they are getting a different gameplay experience
Open Lock not being in the game = some needless redundancy over a very trivial thing isn't in the game, and it's not a big deal and life can go on.
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Zosia Cetnar
 
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