This Series Is Spiraling Out Of Control. Please Stop Dumbing

Post » Sun Jun 03, 2012 6:49 am

I'm curious, why do all the whine threads about lost 'complexity' seem to gloss over perks?

Oblivion, and certainly Morrowind didn't have anything like this, in Oblivion you got what you got at x level of the skill and that was that, Morrowind even simpler.

So yes they cut off little used stats, but the perks add a whole new element that you people who claim "dumbing down" seem to completely ignore.

The one thing I miss from Morrowind was much greater ability to visually customize your character, other than that I don't get what you guys are smoking. I'm replaying Morrowind right now and it is quite sterile, boring, and even far less relevant as a modern role playing game than Skyrim is. You miss little things here and there, but doing a side by side playthrough on each will really show you how far things have come...and clue you in to the things that really ARE annoying, like reliance on quest markers instead of the journal.
Perks might make up for it... if they weren't awkwardly incremental, terribly organised, overpowered, unbalanced or useless, and nonsensical.
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jodie
 
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Post » Sun Jun 03, 2012 10:22 am

Perks might make up for it... if they weren't awkwardly incremental, terribly organised, overpowered, unbalanced or useless, and nonsensical.


You mean just like half the skills and stats of Morrowind and Oblivion?

It's like you guys have amnesia about how TES games work or something.
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Daniel Brown
 
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Post » Sat Jun 02, 2012 11:01 pm

That is when I realized we would never see the same kind of elderscrolls game. The lead designer changed and so did the direction the series was headed. Todd Howard puts out a pretty game, but the vision of what an elderscrolls game should look like was lost when he took over.
I thought that Skyrim would be a little more like Morrowind (unique setting, theme, etc) considering how amazing the Shivering Isles was. Ah well, at least others get to experience and enjoy TES
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Kate Schofield
 
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Post » Sat Jun 02, 2012 11:16 pm

...Give me back spell creation, and I'll be content. There's console commands to bring back acrobatics and the speed attribute. I'm sure mods will bring back degradation, H2H as a skill and remove the auto health regen. Just bring back SC.
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Camden Unglesbee
 
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Post » Sun Jun 03, 2012 12:18 am

...Give me back spell creation, and I'll be content. There's console commands to bring back acrobatics and the speed attribute. I'm sure mods will bring back degradation and remove the auto health regen. Just bring back SC.

Health regen has no impact on gameplay whatsoever, even if it didn't exist you could simply use the wait function or sleep to instantly get your health back. Degradation is not realistic because of the fact that it doesn't apply to your enemys and also the fact that using a repair hammer on items while midstream in a dungeon is NOT realistic. You need a forge and resources to repair weapons and armor, you can't repair them on the fly.

I miss acrobatics because I use to play monk characters, if they bring back the hand to hand skill (which I think they will in a DLC) then I assume they will also bring back a form of acrobatics or speed. But lets be honest here, all speed and arobatics did was make it easier to circumvent the AI, nothing more.
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Jeffrey Lawson
 
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Post » Sun Jun 03, 2012 7:28 am

Health regen has no impact on gameplay whatsoever, even if it didn't exist you could simply use the wait function or sleep to instantly get your health back. Degradation is not realistic because of the fact that it doesn't apply to your enemys and also the fact that using a repair hammer on items while midstream in a dungeon is NOT realistic. You need a forge and resources to repair weapons and armor, you can't repair them on the fly.

I miss acrobatics because I use to play monk characters, if they bring back the hand to hand skill (which I think they will in a DLC) then I assume they will also bring back a form of acrobatics or speed. But lets be honest here, all speed and arobatics did was make it easier to circumvent the AI, nothing more.
Yes, auto health regen does have an impact on my game play. Yes degradation applied to enemies. Daggerfall degradation was the best anyway, although Ive proposed a new degradation system that would be awesome and doesn't revolve around repair hammers.
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X(S.a.R.a.H)X
 
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Post » Sun Jun 03, 2012 10:25 am


That is when I realized we would never see the same kind of elderscrolls game. The lead designer changed and so did the direction the series was headed. Todd Howard puts out a pretty game, but the vision of what an elderscrolls game should look like was lost when he took over.
Your statement is false in two ways
-Todd Howard was in charge of Morrowind too
-The Lead designer, Ken Rolsten, was behind Oblivion AND Morrowind.
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Darlene Delk
 
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Post » Sun Jun 03, 2012 11:43 am

Look at all these morons talking about how "easy" morrowind a such were to "break" and completely missing the other points the OP mentioned.
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Lizbeth Ruiz
 
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Post » Sun Jun 03, 2012 10:22 am

Look at all these morons talking about how "easy" morrowind a such were to "break" and completely missing the other points the OP mentioned.

AH yes, the "D00D NO PAULDRONZ" argument, quite convincing.
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Sabrina Schwarz
 
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Post » Sun Jun 03, 2012 8:32 am

Less armor pieces, gutted attributes, cut spellmaking, snipped the arena, trashed first person horse riding, cities are getting smaller, questlines are getting shorter, the coding in general is still embarrassing, skills continue to dwindle, and the list sadly goes on...

This series future is very questionable at this rate. It'll be nothing more then an action game if this continues. Skyrim is as shallow a RPG as you can get. Go back to the drawing board Bethesda. Save this once cherished franchise.

On the bright side, we have Health, Magicka, and Stamina to define our characters!

They gave up caring about the hard core gamer about the time most of these forum posters were going to kindergarden. Game over man, game over.
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loste juliana
 
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Post » Sun Jun 03, 2012 8:46 am

Yes, it does have an impact on my game play. Yes degradation applied to enemies. Daggerfall degradation was the best anyway, although Ive proposed a new degradation system that would be awesome and doesn't revolve around repair hammers.

How does it have an impact on your gameplay? Even in Morrowind, when you took damage all you had to do was hit the sleep button and you could heal it all up even faster than it takes to regen health in Skyrim. Its the same [censored] thing.

Degradation is something I would support if it were done at a more realistic level, something that wouldn't break my immersion the way it did in previous games. Nothing is more unimmersive than being able to repair your equipment while you're in the middle of a dungeon and while only using a repair hammer to do it.

Im not against the idea of degradation but im against how it was implemented. It just didn't make any rational sense.
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Conor Byrne
 
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Post » Sun Jun 03, 2012 2:20 am

An artist cuts away at the inessential?

Honestly I thought Morrowind was a wasteland. I don't miss those days.
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Roisan Sweeney
 
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Post » Sun Jun 03, 2012 6:32 am

Spellmaking and longer questlines are "inessential"? Bigger cities?
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Conor Byrne
 
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Post » Sun Jun 03, 2012 3:11 am

How does it have an impact on your gameplay? Even in Morrowind, when you took damage all you had to do was hit the sleep button and you could heal it all up even faster than it takes to regen health in Skyrim. Its the same [censored] thing.

Degradation is something I would support if it were done at a more realistic level, something that wouldn't break my immersion the way it did in previous games. Nothing is more unimmersive than being able to repair your equipment while you're in the middle of a dungeon and while only using a repair hammer to do it.

Im not against the idea of degradation but i'm against how it was implemented. It just didn't make any rational sense.
Sleeping and waiting is a CHOICE. I go out of my way not to wait. Your health auto regenerating is not.

As for degradation, it should work like this: All armors and weapons degrade back to their base stats, which would mean only crafted, or improved armor/weapons would degrade. That way smithing wouldn't be needed for every build. Secondly repairing would take the same materials as it did to craft or improve, not just a hammer. That would be a perfect for everybody degradation system IMO, and balance smithing a bit. I would also bring back the disintegrate spells which would effect base armors and weapons on NPCs, gradually breaking them.
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Darrell Fawcett
 
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Post » Sun Jun 03, 2012 1:08 am

To say something possitive, I actually have no problem with auto-health-regen, though I think it's maybe a little fast. It reduces the reliance of warriors on healing spells, which in Oblivion you were an idiot or intentionally self-gimping if you didn't use, since there was basically no downside and, for someone who uses no other spells, almost no cost. The concept of them actually taking some time to cast has also helped this.
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Esther Fernandez
 
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Post » Sun Jun 03, 2012 9:35 am

Spellmaking was a gimmick, quests were bland, huge cities in Skyrim is nonsensical.
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ZzZz
 
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Post » Sun Jun 03, 2012 9:26 am

Spellmaking was a gimmick.
LOL, no. Only for the unimaginative and uncreative was SC a 'gimmick'.
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Micah Judaeah
 
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Post » Sun Jun 03, 2012 9:12 am

Spellmaking was a gimmick, quests were bland, huge cities in Skyrim is nonsensical.
Ahh i see, so customizing spells to fit the player's needs is gimmicky. How about the fun aspect of spellmaking? Or the fact that it was the only thing that kept magick from getting extremely boring at later levels. Honestly in Skyrim Destruction is basically just Firebolt from level 5 up to level 25-35 then Incinerate. SO FUN
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Harinder Ghag
 
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Post » Sun Jun 03, 2012 11:12 am

LOL, no. Only for the unimaginative and uncreative was SC a 'gimmick'.

Oh, so now I put a paralysis effect on my shock spell. Oh okay. Or combine water breathing with swift swim. Gee, art like this should be on a museum!
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Khamaji Taylor
 
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Post » Sun Jun 03, 2012 3:37 am

Oh, so now I put a paralysis effect on my shock spell. Oh okay. Or combine water breathing with swift swim. Gee, art like this should be on a museum!
Which proves my point, no imagination or creativity on your end.
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JUan Martinez
 
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Post » Sat Jun 02, 2012 11:12 pm

Oh, so now I put a paralysis effect on my shock spell. Oh okay. Or combine water breathing with swift swim. Gee, art like this should be on a museum!
So then you enjoy using the same 5 spells over and over again?
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darnell waddington
 
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Post » Sun Jun 03, 2012 2:19 am

So then you enjoy using the same 5 spells over and over again?

It's true the game lost some degree of complexity (i'd call it complication myself) in terms of the "planning", but in terms of execution it gained in some areas. For instance the high tree Melee skills combined with shouts allows for tactical choices that the other two games couldn't even approach.

The same kind of goes for shouts + magic etc. there is far less menu-based and planning content, but in terms of stuff you can do with the tools i'd argue the game is lightyears past Morrowind or Oblivion. I do understand that people miss spell making though.
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Rachel Tyson
 
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Post » Sun Jun 03, 2012 2:34 pm

Spellmaking was a gimmick, quests were bland, huge cities in Skyrim is nonsensical.
Gimmick? Spellmaking is a mechanic, and in Skyrim, given the amount of preset spell options, it would be a godsend. Marriage is a gimmick. Which does not necessarily mean it's a bad idea, but it has almost no effect on the game, it's just a distraction.
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ladyflames
 
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Post » Sun Jun 03, 2012 8:39 am

Which proves my point, no imagination or creativity on your end.

LOL no, to use your argument.

So then you enjoy using the same 5 spells over and over again?

There's not enough keybinds available for the spells I use regularly in Skyrim. Try again.
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Kayla Oatney
 
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Post » Sun Jun 03, 2012 1:07 pm

It's true the game lost some degree of complexity (i'd call it complication myself) in terms of the "planning", but in terms of execution it gained in some areas. For instance the high tree Melee skills combined with shouts allows for tactical choices that the other two games couldn't even approach.
I'd hardly call the shouts "tactical" considering their long cooldown periods (which I'm not complaining about). Would you care to elaborate?

There's not enough keybinds available for the spells I use regularly in Skyrim. Try again.
ummm

Alteration: shield spell, paralysis
Conjuration: Dremora Lord
Destruction: Firebolt OR Incinerate
Illusion: Mass Fear of Calm or Fury
Restoration: healing spell

all these spells are generic and almost no different from the previous one, except in strength (the flesh spells for example, the next spell just gets 20 AR)
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Maeva
 
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