It really baffles me how much they keep cutting for each game. I don't even want to imagine what TES VI will be like if they keep this up. The fact that people are still whining about stuff being overpowered in a sp game does not help that fact. Like the people who whined about spell creation, and are now whining about smithing. I don't even want to imagine what wilm happen if beth listens to these people. What are mechanics\content that you guys want back in the next game?
I don t think you have ever played an elder scrolls game in your whole life !
I ve played since Arena. Yes daggerfall had, in theory, the most skills, largest cities, largest number of places. But this is theory. Arena was pure 320x200. Daggerfall was a bit better because of doom style 3D support, but this was a harsh transition era for pc games, as in order to gain 3D you lost overall graphic quality. In the end it was worth it (today). But daggerfall was behind quake in quality, despite being released after quake. Quake had already moved to 640x400
But I digress.
Skyrim is the first title that start adding stuff again, even if it cut some.
spell making:
an unbalanced cryptic system that allowed the player to cheat his way through, while not really having the ability to do anything creative. the typical spelll would be *mega destroyer spell*. the npcs never used that, always limited to existing spells just like in arena
spellmaking in skyrim:
much like in diablo II, there is a big difference between purchasing a spell and mastering it. you may recall how some diablo II players dealt more dammage with their level 5 frozen orbs, while noobs couldn t scratch anything with their level 20 orbs. this was because the orb had mechanics. and a certain precise angle and aim would yield 20x more dammage, while the wrong anfle could yield zero dammage.
skyrim is similar, once you get the hang of it, spells like wall of frost can do amazing things. you also gain tactical situation like those created by immunes in diablo II. we re still behind in tactics because skyrim doesnt have all those miniboss with special abilities that diablo II has, and doesn t have as bad a mob and swarm effect.
skyrim has a spellmaking of sort throught the ritual spells quest, and the attronach forge. I think that beat spellmaking any day. now yes, a new kind of spellmaking could be interesting, if the npcs can do it too.
climbing, athletics, speed, strenght:
yes daggerfall had climbing of a sort. and morrowind had amazing acrobatics. however again it was unbalanced and poorly done. what we need is a reimplementation from scratch, using a system inspired from games like drakhan, tomb raiders, assassin creed, prince of persia , thieves ... to name a few. this time arround, they got stealth almost right (a bit overpowered this time, but this can be fixed) so I have hopes
stats and levels
the stats are not a big loss because they were poorly used. and some had no impact at all. personaly I think health, stamina, cc and magika should be skills, not stats, and evolve as they get used, or linked to specific skills. I cant find a reason why gaining 10 points in lockpicking should level me up and give me 10 points in magika. I also think using offense and defense, or maybe just offense, as a way to control the leveled list would yield a much better game balance. after all it s your melle, ranged, or magical attack capability that determine your real fighting power
flying:
Many criticized that might and magic 6 (no flying in dungeons) and diablo I and II (no flying, limited teleport) were superior because of the tactical aspects of that limitation. If flying went back, it should be done with limiting factord. In morrowind the player could use enchantment to gain near unlimited flying, and stay out of range as he pounded enemies to dust. hardly fun since most had no flying or ranged attack.
weapons skills:
lost skills, gained a global aspect, with refinement using perks. added shield bash and dual wielding. there is actually a guard animation where he hold an invisible spear near a castle. perhaps spears are coming back. overall with power attacks, the amazing treatment of archery this time arround, I think it s a win. it may need improvements or additions, but its in the right direction
smithing:
bethesda are no fool, and I m sure they read my post about how the smithing mechanics got out of hand and how to fix it. There are so many things impacting the smithing exploit that, in the end, smithing has nothing to do with it
dammage = melee skill x smithing x smithing potion x stealth x dual wielding
that s where the problem is. multiplications instead of additions, and unbalanced sneak attack factor. it should be x2-3 like archery
The refrigerator is running out of food and ....
I think the refrigerator ran out with your girlfriend while you were busy. And a necromancer walked through the screen while you were busy with a dragon, and is terrorizing new york city !
happy new year !
( the amount of work put into Oblivion and Skyrim is at least equal to the amount of work put into Morrowind)
skyrim is way larger than morrowind. have you seen blackreach yet. also, fire up morrowind and WALK accross the whole island, time it. now do the same in skyrim. why do I say walk ... because skyrim has no speed stats, and you run really fast. you also run and sprint while in stealth mode (slower than full run - sprint, but way faster than walk or stealth-walk)
morrowind is abbout the size of blackreach which is under 25% of the surface area of the skyrim map. I know I travelled morrowind over and over. Solstheim is barely a speck of dust in there. and I am generous in my evaluation of morrowind size. It s under 20 minutes to cross it from one end to the next in end game (max speed and athletics, equivalent to skyrim run) while it take 30 minutes in stealth-run to go from solitude to wolfskull cave (the wolfqueen dungeon)
Also, dungeons in skyrim are utterly massive. not counting blackreach, most average dungeon cell in skyrim are equivalent to all the tribunal sewer dungeon cells combined. now some skyrim dungeon have more than one cell. mournhold had the largest dungeons in morrowind. so I dont think it compare
now for daggerfall, to the exception of one specific dungeon, and not comparing to blackreach, skyrim dungeons are larger. now if you count blackreach, the only thing comparable is ultima underground.
so this leave cities. daggerfall and arena have a higher house count. a better illusion of a large city. but in arena there was not much to see. and in daggerfall those were mostly empty houses. not houses full of 3d furniture and bread and salmon steak scaterred on the table !!!
so that one is a hard call, but overall skyrim is more immersive. I still would like larger cities. something in the 10,000 peoples range for cities. that s at least 200 houses. but things like london had arround 50,000 souls, so that s 1000 houses. of course imperial rome, if I recall had nearly a million souls, before the goths razed it, and so did medieval bagdhad before the mongols razed it.
but lets face it, we spend most of our time inside dungeons, and those cities certainly beat cities in dragon age 2, witcher 2, gothic 3, two world 2, mounnt and balde:warband. truth is to do it in full 3d they need a bit more tech