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Corakus

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Everything posted by Corakus

  1. I think having companions will only work with some archetypes.Combat, sure.Stealth, maybe, as long as your careful where you stick that arrow.But what about magic, what if you're in a battle casting exploding fireballs all over the place?Somebody's bound to get hurt.One of the reasons why I never used companions on my pure mage in Oblivion was because I felt like I had to restrain myself just to keep them around.Maybe it's more realistic that way, but it's not really fun.
  2. No you can't dual-wield two handed weapons, that would be overpowered.I don't know about the hand-to-hand skill, I know there 18 skills in Skyrim, so I wonder what replaced hand-to-hand? Whooooooo! :dance: As for the traveling I already knew about that, the horse carriage isn't supposed to replace the "point-and-click" fast travel of Oblivion, it's supposed to work with it.I read in that same interview that although you have point and click travel, you start out without having any of the areas unlocked first, so they have a horse carriage to get you to places that you haven't unlocked yet.I forget where that interview is, but I'm pretty sure it's under Zaldiir's sources.
  3. Yay, there are bunny rabbits, finally! Also something else from that scan that made me happy to read. Hopefully it's like this with several other enemies as well.
  4. Thank you.It might not sound like a big deal to some, but things like this are important to me, I'm very picky about the little things.
  5. You haven't been keeping up on current events. Take a look at this article which covers how the user interface will work. You would do well to check out the Skyrim Information page which collates most of the information released into a single document...all sources are included. LHammonds I've read that article on GameInformer several times, all it talks about is the menu system, not the HUD and whether or not I can just turn the compass off.Zaldiir's information thread and it's sources only state that the HUD comes and goes when needed and also that there is an HUD-free first-person view, neither of which is specific enough to tell me whether or not I can turn the compass off.There are specific advantages to being able to turn the compass off.For one thing, it would remove the quest markers which irritate many hardcore gamers/Morrowind fans.The other advantage is that it makes the HUD much cleaner.I'm willing to bet that the "HUD-free" mode works similar to what happens when you turn the HUD opacity all the way down on Fallout 3, your health bar and whatnot disappears, text that usually appears on the screen doesn't appear, like quest rewards and such.This isn't the same as just turning the compass off, but until I see the HUD-free mode I won't be able to tell how it works.But I would be surprised if all it did was turn the compass off without affecting your health, magicka, and stamina bars or other text that appears on the screen.
  6. Here's something you should tell the devs: make the compass optional.Your health, magicka, and stamina bars aren't supposed to display on the screen when you're not using either of them so if we could toggle the compass off then we could have a really clean HUD.
  7. @ redhorizon09 Pretty sure Oscuro works for Obsidian Entertainment, but I'm going to go look for info on that just to be sure. Edit: Yep here it is: http://sites.google.com/site/jorgeoscuro/ @ LHammonds That's what I'm hoping for, for your character to hold up his hands in first-person but hold them by his side in third-person, it might not sound like a big deal to some, but I've always wished for the ability to play a TES game in third-person, which was never been possible before, not only because of the animation quality, but also because the camera has never been suited for using magic or ranged attacks in third-person.Bethesda said that they took influence from Bioshock's plasmids for the spellcasting, now I've never played Bioshock before, but from what I've seen from videos the protagonist walks around with the plasmid readied, in fact here's a screenshot for comparison to the one I posted on the bottom of page nine of this topic. http://images4.wikia.nocookie.net/__cb20100115030553/bioshock/images/0/0e/Electro_Bolt_3.png If you look at the two, they do look quite similar.
  8. Just because the lore says that Black Marsh is inhospitable for other races doesn't mean Bethesda would closely follow that lore when making a game based in the province.They could easily make up some excuse such as "Tiber Septim made it less dangerous to other races" or something similar.
  9. Found this on google image search. http://skyrimguild.com/wp-content/uploads/2011/01/Skyrim-map.png This seems to be kind of old, as I'm pretty sure the number of minor towns has been reduced from 16 to eight or nine.But I think the regions are pretty much still the same, and if the world design is faithful to this map then I'd say were looking forward to some really diverse environments.
  10. Here's something interesting, there was a poll a while back in this forum for what the recommended platform was.54 people voted for the PC, nine people voted for the XBOX 360, and for the PS3.....zero people.I kind of think that's somewhat amusing, as if the PS3 is the worst possible choice to play on, but I wouldn't know since I don't own one.
  11. since i really have nothing to do, ill translate XD (summarized translation tho ) In a recent interview with todd howard, we discorvered some new info about skyrim, the developping temas decided to make a more organic scenery, he describes different types of cave such as moss filled caves( i think its moss in english, its the green stuff on trees) , while others will be icy caverns, there will even be one of these icy caverns situated in an imperial fort. there will be 5- 6 different climate, or scenery( like volcanic tundra, glacier fall forest etc) and within these catagories of scenery will also be many variations. (in other words i take it as the scnerey will be far less generic than in oblivion) todd then explains the loot we will get . They varie it, on some occations, specific items the devs chose will be at certain places, while at other occations ull get random drops depending on the sector wich u are in like fallout 3 (i guesss it goes also with the difficulty of the dungeon.) we will have 3 perk trees to chose from, (magic stealth and warrior based trees i presume) its a classical perk tree, to get a higher perk you will need to aquired preliminary perks in order to unlock the acces to the stronger one. the analog sticks will be used to direct the slice of your weapons (which is amazing) this will also allow you to rain combos down on ur foes, we will also cross many boats on our path, but we wont be abul to direct it with our player. (probrably a carriage system thing) , they then explain how we wont be abul to ride dragons on release, but that a dlc containing this aspect is highly probably ! thats pretty much it, hope i was better than google XD Moss makes more sense, I remember reading various articles on how there were natural caves with vegetation in them and ice caves as well.I also remember reading about crypts and forts and dwemer ruins and nordic temple ruins as well, in regards to the dungeons.
  12. Speaking of screenshots, here's one that piques my interests in regard to animations: http://cdn.medialib.computerandvideogames.com/screens/screenshot_247673.jpg I keep hearing Bethesda brag about how excellent the third-person animations are compared to Oblivion, and while this is probably true with most anims, what about spellcasting?If you dual-wield spells are you really going to hold both hands up like you're about to strangle somebody?That might look alright in first-person, but in third-person if he runs around like that it's going to look as if though he has some serious issues.Also, is that a fort in the background?Sure looks like a fort, or some sort of tower.
  13. I really didn't like the character morphing in Fable, especially since I mostly used magic.By the time I reached my mother, I looked older than she did. :wallbash:
  14. Valenwood and Elsweyr.With Valenwood you would have Elven cities which would be made out of hollowed out trees and some Medieval/Imperial style cities and an eccentric, elven forest type region.With Elsweyr you could have an Arabic, desert style region similar to North Africa and you could take influence from Islamic culture.The story could easily be about the elves trying to restore their hold on Tamriel and trying to subdue the Khajiit in a war between the two.
  15. I heard that there are two magic factions in the game: the Synod and the College of Whispers.Which ones you can join and the details about their morality or what type of magics they use are unknown as of now.According to UESP wiki they were both originally formed when the Mages' Guild dissolved and formed into two different factions, which seems to imply that you can play on either side, but maybe not.Here's hoping that one of them is a Necromancer/Evil Mage type and one of them is more like the Mages' Guild in Oblivion.
  16. Well, most people keep their TV quite far away from where they are sitting, usually about five through 15 feet away, whereas PC gamers are usually about a foot away from their monitor.And Morrowind didn't have a lack of dialogue, it had a lack of voice-acting.Some people feel that the lack of voice-acting allowed more in-depth and more detailed at conversations, and some people think it's more immersive to be able to hear the dialogue rather than spend most of your reading through it.In my opinion, both sides are neither right nor wrong, because it's all a matter of preference.And it's a choice that game developers have to make when creating a game.
  17. Ran it through the google translator and came up with this: That second to last line seems to imply that there is locational damage, similar to Fallout 3, in which attacking their limbs would cripple them.Not exactly big news, but still nice to know that I can toy with my enemies by destroying their ability to walk before killing them.
  18. What I think they should do is add repeatable quests that have different rewards and objectives, without having voice acting but still making it immersive, like having you get the quest from on a notice board in a guild and collecting your reward from a chest or some-such.For example, you could have a Mages guild quest in which you have to exterminate a rogue daedra summoned by an amateur mage that's loose in a town.If you got the quest a from a notice board, it could explicitly state what kind of daedra it is, the name of the mage and the location of the town and what your reward is without having a bit of voice acting and without having a silent NPC.These type of quests could still be dynamic and be specific at the same time and they would also allow room for modders to make their own repeatable quests or adjust the quests to have better rewards or more challenging enemies.But then, it's hard to have repeatable without being repetitive, and steps would have to be taken to ensure that these quests wouldn't become that way. And just to make sure I stay on topic, I don't think quests should ever be recycled, I think they should always start from the ground up when making quests.
  19. That really depends on just how powerful your computer is, a powerful enough computer can actually run games more smoothly than a 360 or PS3 can.On the other hand, if your computer is utter crap, it might be best to stick with the console version until you can afford a decent enough PC to run it with all the mods you want on it.Some people said that Oblivion's UI was more suited for a console, but I don't think that's necessarily true, just because you play on the console doesn't mean you don't want a clean, immersive UI that doesn't take up much space.
  20. Seems to me with the radiant storyline they put in the side quests should have much more depth vs the old morrowind and oblivion. Not to mention rerolling a toon should have a dramatic change in the side quests witch is a big + for me I don’t like doing the same stuff over and over Unless the dialogue is so generic that you can easily tell which quests use radiant story.I mean really, how do you write dialogue for a quest that's dynamic?"Go to this cave and kill this monster and I will reward you" is how it sounds to me.........well hopefully it won't be that bad, but you get the idea.
  21. I also want bipedal werewolves that run on four legs and fight and walk on two.Just turning into a regular wolf doesn't sound interesting to me, wolves exist in reality, I want to be and fight fantastical creatures, not just plain old wolves.But honestly, a werewolf fighting a dragon?Is the world really ready for that much awesomeness?
  22. If they can be knocked unconscious then that means you can still hit them, or burn them, or try to plant a battle-axe in their head.I'm thinking that all of your attacks would probably clip right through the children and never harm them, and hopefully they at least run away after you try to use them to train up your skills.
  23. According to what I have read, they removed hotkeys and replaced it with a favorites menu in which you bookmark everything you need to it, which not only pauses the game when you open it, but also seems to force you to scroll through a list.But then I read in a recent article that you have separate hotkeys for each hand....which just confuses me.As for the blocking, I'm pretty sure you block with the block button and still attack with the attack button (but with dual wield animations), I think your ability to block is only removed if you have a spell in one hand.
  24. I think it's supposed to be 120 dungeons, not caves.It would kind of suck if there were only caves for dungeons, and almost every other article I see says it's 120 dungeons.
  25. It was impossible to play as a pure mage in Oblivion?Are you joking?If anything playing as a pure mage was one of the best builds you could have.All you really had to do was get the Mage's Staff of Paralysis, create a weakness to shock spell 100%, and then use a shock spell with around 50-100 points of damage and you could dominate almost anything that came across your path.This was especially true if you had an invisibility spell and you could bail out anytime your health or magicka was low, and if your willpower was maxed out your magicka wouldn't be low for long.The only thing I feel that magic needs is more variety with the spell and animations, not the same lame animation played over and over again, and more summons and hopefully more diverse sound effects, instead of just using one sound effect for an entire school of magic.But one thing magic doesn't need is to be more powerful, it's playing as pure stealth that was underpowered, having to shoot 40 arrows at one enemy and constantly running backwards.
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