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Odai

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    TES:III Morrowind, and ACE COMBAT V

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  1. Please allow me to further explain the arguments present in the 12 since many look similar. We have 3 complaints in TES games. Places being too challenging, and discouraging return (Morrowind), enemies being equally equipped (ideal challenge, but the player doesnt feel progression . Oblivion), or enemies not providing enough challenge (no challenge = no fun. Some places in between "leveled" ranges in Skyrim) This falls under how wealth is found. - If everyone is a challenge, then most of the time they have better stuff than you, but you cant compete. - If the enemies level with you, you gain no benefit from beating them. This also breaks the economy by providing high level loot to high level players giving them access to money that they didnt need in the first place because they already have the equipment needed to compete. - If occasionally you arent challenged there isnt any incentive to going there. Low level= low loot. There are many ways to play TES games. But it really comes down to 3 types. Explorers, Questers and roleplayers (that dont fall into the other 2). I believe that the player should be equally rewarded for exploring, questing or just doing whatever they want. An explorer is in the game for finding new things and experiencing the world (not for finding that sword in some pit [not that they dont enjoy that]) A quester is in the game for acquiring items that increase their chance of survival as they face new difficult challenges. A roleplayer is typically a player who specializes in a narrow field of play (mage, agent, housewife) where restrictions are "imagined". So Ii believe that there should be a series of assignments that are have rewards for these type of players. Not necessarily "quests" that would be found in a journal, but options that provide their own challenges that are tailored to these playforms. (In morrowind they had slave trader and antislave "factions" and there were certain quest givers that specialized in certain types of quests (dwarven ruins vs alchemical ingredients) . There needs to be a way to balance the way that "better" goods and "necessary" goods are accessed in every environment. (an alchemist's personal supply, a mage's guild warehouse, going out and killing mages, a quest to go find ingredients... etc. If you want to be a locksmith, the economy for licks, opening doors quests, keys, training and other faucets need to be addressed, accessible, and economical. By providing an encumbrance, the player can hold a large amount of merchandise without actually needing it. Its a matter of value per weight unit. And whether or not a player will drop you in favor of something else. By limiting the amount that the player can hold, it forces the player to only acquire things of value to the player. A mage no longer will be taking a bow home just for the sake of it. A warrior wont bring back every chestpiece his foes wore today. By limiting the space, we can limit what is moved. How many chests in a dungeon? More chests = more chance that you will find something you need. More chests also means less valuable things. This is both how wealth is found and how it is (small scale) distributed. If a player intends to sell everything they find, it doesnt matter if its 3 steel swords in 3 chests or 1 dwarven one in the boss chest. If the player wont use it and the value is the same, why spread it out? Of course in that example weight does play a factor, but that falls into the 3rd category. This is obviously tied to economics. If anyone can access it, why bother with the lock in the first place? If "better" stuff is there, then at least make the system of value to dedicate some time (and perks) to. Should the world revolve around you, or should you be thrown into an existing world? In morrowind vaults with ebony armor existed under lock key and 24 hr surveillance. If you wanted the good stuff, you could see where it was. It wouldnt show up randomly in some chest somewhere, you had to buy it, steal it, or kill/ work for it. Whereas oblivion and skyrim have hard enemies late in the game. If you fight these well equipped enemies, then chances are you are already better equipped than them. There is always challenge, but never risk. Why should a silver sword be worth ~ as much as a steekl one? Steel made for superior weapons, but silver is silver, and should be valued for what it is made of, not just how good it is. Should a merchant's inventory be set from the beginning of the game? (Morrowind you knew where you could buy orcish or draugh armor from your first level, whether or not you could buy it was a different notion). Should merchant inventory be leveled? Or should you always have the option of buying nice things? Should the items be what you see before you always? Or should NPCs buy the items, or should they circulate throughout the world. [make dragonbone weapons? sell them? now a bandit nearby has them] Should merchants have something unique about them? One guy is good with steel weapons (higher quality than can be found anywhere else), or girl can make shields 2x as good as anyone else, one elf can make equally strong armor with 1/2 the weight, a bandit in a cave makes weapons with engravings and gems in the hilt.) Or should the items in the game be standardized and simplified? Should the player/ NPCs be able to improve/ repair equipment? Or should equipment "adjustment" be perk related (make armor of 1/2 weight, make arrows that fly straighter, make tower shields, use 1/2 as much supplies, ...etc) A town in the middle of nowhere has crazy good items... sounds weird to me. A town near a glass mine has more glass related merchandise (jars, bowls, silverware, helmets, jewelry...etc) that makes more sense. Should the player have a "set" cap on what they can and cant carry? Or should they have to buy/ perk their way to more storage? Should that storage be categorized so that players who want more potions have to buy (probably rare) better pouches to carry them.
  2. Because of the basis of economics itself. Value is determined by 2 main elements. Supply and Demand. Then I asked just how complicated can we really make the economy in a game? We dont need a stock exchange, or to have a constantly fluctuating barter rate...etc So what I went through are the major keypoints. A: How wealth is found. B: How wealth is accessed. C: How wealth is moved. D: How wealth is distributed. E: How value is created/ lost Where the term "wealth" refers to any asset that holds value (monetary, technical or sentimental) in the game (bounty quests, armor, training, mercenaries, money itself...etc) So each of the 12 arguments deals with one of the main points. A: 1, 4, 6 B: 2, 5, C: 3, 12 D: 8, 11 E: 7, 9, 10 If you can think of any other means of doing one of those 5 things that ALREADY EXISTS in the game and has an alternative that might be preferable please let me know
  3. The first discussion can be found below This link to the UESP pertains to the in game economy so that it can be referenced in the making of a Mod. Hopefully, if the mod is successful this information can find itself integrated into future BGS productions If you are wondering about the smugglers list and what it is all about see here. http://forums.uesp.net/viewtopic.php?f=38&t=32888 WARNING a large wall of heavy reading awaits you should you enter that thread. This thread is separated as to maintain organization and since this thread in fact holds its own discussion worth having. I also am trying to pull from both TES communities to expand on presented ideas. I personally am incapable of creating the mod, but hopefully this series of posts and threads can be referenced as a springboard. The end result of these discussions should ideally be a range value for items in the TES universe that doesnt break the economy. The Smugglers List. For a more detailed (and heavy) read please look through the above link. Before we can establish a value for items in a TES style universe, there are a series of big picture questions that need to be addressed. Once we have these main concepts worked out we can figure out a way to determine value based on 8 values that ignore player preference. ----------- The main issues and ideas come from 12 categories. If you think of something different please post it below, WE ARENT ASKING FOR IDEAS YET. 1. Enemies being equally well equipped as the player vs enemies needing to provide proficient challenge vs not wanting to wait to get better then return 2. Merchants not having "good" equipment vs rewards for completing dungeons/ quests vs people not having things worth stealing 3. Being able to carry large equipment w/o storage vs high value loot that the player doesnt use 4. Clutter in chests vs treasure in chests vs number of chests 5. Lockpicking being player-based vs in-game skill based vs some combo of the two vs alternate ways to breach sealed doors. (provides access to higher level loot that would be worth having, but when it is player based a skilled player can open high level locks with little in-game skill, vs game skill based preventing the player entirely from trying to disengage locks. 6. Vaults and hoards / placed items vs leveled loot/ random items 7. expensive loot vs effective loot 8. Merchant funds, leveled random loot, and countertop items vs set items, varying funds, world item rotation. 9. Artisan specialization/ varying quality (skyforge steel or adamantium armor) vs generalized merchants and standard quality 10. Repair equipment vs improve equipment vs standard equipment 11. Merchant standard supply vs world workplace supply (use lumbermill -> more variation in wood-based items, work glass mine-> more glass items at merchants) 12. Player encumbrance vs storage space vs categorical space (pouches for potions, weapon sheathes, straps...etc) -------- The first topic that we are discussing is Lockpicking UESP DISCUSSION Feel free to post ideas and opinions here, but know that the ideas placed here will be viewed less often (3x a week) then in the UESP.
  4. Alnevar Odai- Named after the family at Odai plateau. When read it sounds like "I'll never [O] die." This has been my character's family since Morrowind. Nevar Odai, Ninevar Odai, and now Alnevar. Dunmer agent/conjurer. Uses illusion to make enemies kill eachother, then reanimates their friends to fight the survivors. Necromancy is outlawed so that's how I keep winding up in jail even though I am never caught committing a murder or assassination. Its very hard to find a bound murder weapon. Stealth and cunning keep me alive. Magic has become a crutch but it has kept me alive on those few instances when I am discovered. Always knowing my next plan of action this family has been sought out by the emperors for tactical assistance on more than one occasion. Others... Miteth Gro-tufist (orc, sounds like my teeth grow too fast) Indiip Wa'dera (Argronian, in deep water now) Sharaki Stormkiss (Nord, named after the Axe in Morrowind)
  5. Cant just enjoy the coincidence can you?
  6. My class is in the hidden part of my sig http://www.wizards.com/magic/images/whatcolor_iswhite.jpgTake the Magic: The Gathering 'What Color Are You?' Quiz. Ability Scores: Strength- 16 Dexterity- 18 Constitution- 15 Intelligence- 15 Wisdom- 17 Charisma- 17 Alignment: Lawful Neutral- A lawful neutral character acts as law, tradition, or a personal code directs him. Order and organization are paramount to him. He may believe in personal order and live by a code or standard, or he may believe in order for all and favor a strong, organized government. Lawful neutral is the best alignment you can be because it means you are reliable and honorable without being a zealot. However, lawful neutral can be a dangerous alignment when it seeks to eliminate all freedom, choice, and diversity in society. Race: Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest have made them physically diverse as well. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like. Primary Class: Monks- Monks are versatile warriors skilled at fighting without weapons or armor. Good-aligned monks serve as protectors of the people, while evil monks make ideal spies and assassins. Though they don't cast spells, monks channel a subtle energy, called ki. This energy allows them to perform amazing feats, such as healing themselves, catching arrows in flight, and dodging blows with lightning speed. Their mundane and ki-based abilities grow with experience, granting them more power over themselves and their environment. Monks suffer unique penalties to their abilities if they wear armor, as doing so violates their rigid oath. A monk wearing armor loses their Wisdom and level based armor class bonuses, their movement speed, and their additional unarmed attacks per round. Secondary Class: Sorcerers- Sorcerers are arcane spellcasters who manipulate magic energy with imagination and talent rather than studious discipline. They have no books, no mentors, no theories just raw power that they direct at will. Sorcerers know fewer spells than wizards do and acquire them more slowly, but they can cast individual spells more often and have no need to prepare their incantations ahead of time. Also unlike wizards, sorcerers cannot specialize in a school of magic. Since sorcerers gain their powers without undergoing the years of rigorous study that wizards go through, they have more time to learn fighting skills and are proficient with simple weapons. Charisma is very important for sorcerers; the higher their value in this ability, the higher the spell level they can cast. Detailed Results: Alignment: Lawful Good ----- XXXXXXXXXXXXXXXXXXXX (20) Neutral Good ---- XXXXXXXXXXXXXXXXXX (18) Chaotic Good ---- XXXXXXXXXX (10) Lawful Neutral -- XXXXXXXXXXXXXXXXXXXXXXXXX (25) True Neutral ---- XXXXXXXXXXXXXXXXXXXXXXX (23) Chaotic Neutral - XXXXXXXXXXXXXXX (15) Lawful Evil ----- XXXXXXXXXXXX (12) Neutral Evil ---- XXXXXXXXXX (10) Chaotic Evil ---- XX (2) Law & Chaos: Law ----- XXXXXXXXXXX (11) Neutral - XXXXXXXXX (9) Chaos --- X (1) Good & Evil: Good ---- XXXXXXXXX (9) Neutral - XXXXXXXXXXXXXX (14) Evil ---- X (1) Race: Human ---- XXXXXXXXXXXXXX (14) Dwarf ---- XXXXXXXX (8) Elf ------ XXXXXX (6) Gnome ---- XXXXXX (6) Halfling - XXXXXXXXXX (10) Half-Elf - XXXXXXXXXX (10) Half-Orc - XX (2) Class: Barbarian - (-29) Bard ------ (-21) Cleric ---- (-4) Druid ----- XX (2) Fighter --- (-4) Monk ------ XXXXXX (6) Paladin --- (-23) Ranger ---- XX (2) Rogue ----- (0) Sorcerer -- XXXXXX (6) Wizard ---- XX (2)
  7. An ORCISH idea.... Orcs are supposed to be frontline troops for the legion. They are never in a battle. They ought to at least be the first line for the attack at whiterun. I agree though. Your troops are always weak. I believe the battles should increase in variety and scale as you progress through the campaign and as you raise rank. Perhaps even the ability to choose the troops you want to attack with (like at passwall in SI). Sorry for expanding your idea :)
  8. So... now that the MMORPG Elder Scrolls Online is coming, I think it is a perfect opportunity to test my list... Sooo sorry about the necro. Let us see how they are going to try to make this MMO really feel like a TES. The 10 things people love about TES: 1:Open world with limitless possibility Now the entirety of tamriel is available for exploration. Freeform and public dungeons, plenty of area for DLC, and you can go many places. We dont yet know if rival territories are off limits or not. We do however know that only the faction in control of the White Gold Tower can explore Cyrodiil, so that certainly can seem restricting. 2:The ability to actually look and play how you want to No... its being cut back badly. You are a warrior or a mage or an archer. All of which are militarized. So sorry, I guess you cant be that flower merchant you always wanted to be. Oh and the character creation is cut down for the obvious reasons (200 players in a zone at a time) 3:The ability to choose based on your own moral principles I would assume that there are no longer any NPCs that you can just trot right in and slaughter. And if you can pick PC pockets then there will be a lot of upset people... thing about videogames- no real consequences therefore no real rules. Of course they are attempting to place like-minded people into the similar covenants based on a backstory of historical principals... but what will prove true is the way the overall group plays not the fiction behind them. 4:The ability to accomplish and complete multiple questlines and receive some symbol of office One person gets to be emperor... the person who spends all of their time playing (and no doubt all of their money too). If there is no level cap then there is only ever going to be one of 3 possible emperors. If there is a cap then the game will have to randomly select the leader... hardly seems fair. Some can only sacrifice 3 hours a day... not 23. 5:The ability to discover what you want, when you want Certain areas will be too difficult for certain players. So they will either hide behind friends, or get slaughtered. You can only explore Cyrodill if your faction controls it. If you want to go one place, but your friends dont... then you either make new friends, or dont go. There is a real leader and follower dynamic. In TES you are your own leader. 6:The ability to challenge ones own patience, limits and skill and feel like you get better This will be seen in the game... but like I said earlier. If there isnt a cap, only an elite few will be the best. If there is a cap, then you all will be the best. In TES, YOU are the best. There is no pressure from others to get good really fast. You can play at your own pace on your own time. 7:The fact that the game can be played multiple times and it is ALWAYS different This will be hard to determine. Conversation, and strategies are certain to change dynamically. But the motions of the combat, the look of the world, and the fluidity of the experiences are what truly will determine the replay value of the MMO. 8:That you can seek out and collect a multitude of rare treasure There is rare treasure, but the game is economized. So multiple people can have a rare item. People can camp for the respawns. So the treasure isnt ever unique, and scavengers are sure to get their hands on it. 9:The ability to waste time and roleplay however you choose to do so Wasting time is easy with friends. Playing BF GF in an MMO is a common practice. But there arent any truly unique awe inspiring moments in a 3rd person MMO. You cant sit back and enjoy a truly one of a kind randomly generated sunset or aurora, or even a nice waterfall. There is always a tempo when friends are involved, and you have to keep the beat. 10: The Modding Community They already mentioned that the mods will be very restricted if even existent. Questions, comments, rebuttals?
  9. Hadnt noticed this thread when I made mine so... cut/ paste Now that I have gotten past the whole wait a month stuff and the people complaining about PC and PS3 release. I have analyzed the Name and the image. CLEARLY the avatar state has been instated. But on a more serious note. So what has dawn in its name in the TES franchise… Dawn era, Mythic Dawn, Dawn Zombie, Tower of Dawn (ghostgate), rising at dawn (mission involving vampires in Skyrim), Elda Early-Dawn (owner of candlehearth hall), suns dawn (a book that may have some info http://uesp.net/wiki...0,_Sun%27s_Dawn), Dawnbreaker and its quest the break of Dawn. Now what has the name guard in it? Beyond the plethora of guards in the game… the book the rear guard (http://uesp.net/wiki...:The_Rear_Guard), Guardian stones, wrathguard from morrowind, boneguard belt from morrowind etc. Guards and guardians and spells and items are easy to comeby. I suggest looking into the words themselves. Dawn… the sun, the light, the new beginning… less metaphorical would be the East where the dawn breaks. Guard… this could suggest that you are protecting the dawn (whatever that suggests) or perhaps the guard signifies a title of a follower (akavirii dragonguard for example) and they are there to protect you (the dawn, the hope for the future). Most likely, the title represents a location or a group as many of the titular expansions do. NotN you became a Night of the Nine… SI you went to the Shivering Isles… Bloodmoon, there was a bloodmoon which had been heavily written upon prior… Mornhold, you went to mornhold. Skyrim, Oblivion, and Morrowind were significant (to say the least) locations respective to each game. Morrowind is east. And Akaviri Teresci (or however you spell it) are vampires and the original dragonguard for reman cyrodil. We already know that there is a gate to Morrowind so it is possible that it takes place there. And after the explosion of red mountain the surviving vampire clans probably didnt survive. Vampires were a major quest part for Morrowind and lead to some of the better powers, skills and artifacts in the game. In Skyrim these powers and skill boost have been hampered a lot. At any rate, I think that the vampire stuff is simply to encourage people to play as vampires since at this point being a werewolf is clearly the superior option. We do know snowelves are involved or at least are given for Mod makers, so dwemer ruins are a big part. That narrows to the northern provinces Skyrim Hammerfell and Morrowind. We know that the last of the surface snow elves were defeated in Solstiem. But this could even be a time warp since this chapter in the series is heavily dependent on time (elder scroll, major events involving the great towers, disappearance of the dwarves, the falmer growing blind and deranged, immortal dragons, Talos and controversial events from history defining the actions in the present)
  10. I love meeko... only problem is when he gets hurt to bad he runs off... and often that has brought more trouble back with him. The barks are annoying, but at the very least you can leave him at your house and say high to him when you get back. He is just as good as Vigulence or the Stray Dog that you can buy or randomly find (respectively).
  11. Morrowind is east. And Akaviri Teresci (or however you spell it) are vampires and the original dragonguard for reman cyrodil. We already know that there is a gate to Morrowind so it is possible that it takes place there. And after the explosion of red mountain the surviving vampire clans probably didnt survive. Vampires were a major quest part for Morrowind and lead to some of the better powers, skills and artifacts in the game. In Skyrim these powers and skill boost have been hampered a lot. At any rate, I think that the vampire stuff is simply to encourage people to play as vampires since at this point being a werewolf is clearly the superior option. We do know snowelves are involved or at least are given for Mod makers, so dwemer ruins are a big part. That narrows to the northern provinces Skyrim Hammerfell and Morrowind. We know that the last of the surface snow elves were defeated in Solstiem. But this could even be a time warp since this chapter in the series is heavily dependent on time (elder scroll, major events involving the great towers, disappearance of the dwarves, the falmer growing blind and deranged, immortal dragons, Talos and controversial events from history defining the actions in the present)
  12. http://cdnstatic.bethsoft.com/bethblog.com/wp-content/uploads/2012/05/Dawnguard.jpg For those of you who dont know, this is all we know. More info to be released at E3 June 5-7 Now that I have gotten past the whole wait a month stuff and the people complaining about PC and PS3 release. I have analyzed the Name and the image. CLEARLY the avatar state has been instated. But on a more serious note. So what has dawn in its name in the TES franchise… Dawn era, Mythic Dawn, Dawn Zombie, Tower of Dawn (ghostgate), rising at dawn (mission involving vampires in Skyrim), Elda Early-Dawn (owner of candlehearth hall), suns dawn (a book that may have some info http://uesp.net/wiki/Lore:2920,_Sun%27s_Dawn), Dawnbreaker and its quest the break of Dawn. Now what has the name guard in it? Beyond the plethora of guards in the game… the book the rear guard (http://uesp.net/wiki/Oblivion:The_Rear_Guard), Guardian stones, wrathguard from morrowind, boneguard belt from morrowind etc. Guards and guardians and spells and items are easy to comeby. I suggest looking into the words themselves. Dawn… the sun, the light, the new beginning… less metaphorical would be the East where the dawn breaks. Guard… this could suggest that you are protecting the dawn (whatever that suggests) or perhaps the guard signifies a title of a follower (akavirii dragonguard for example) and they are there to protect you (the dawn, the hope for the future). Most likely, the title represents a location or a group as many of the titular expansions do. NotN you became a Night of the Nine… SI you went to the Shivering Isles… Bloodmoon, there was a bloodmoon which had been heavily written upon prior… Mornhold, you went to mornhold. Skyrim, Oblivion, and Morrowind were significant (to say the least) locations respective to each game. What do you guys think? Also note the images for PC that came with the last update. File DLC01 with new vampire feeding animations, snowelves including a princess and crossbows.
  13. It was a "fair fight" accept that Ulfric used the voice to his advantage. He didnt kill him with the voice though, just brought him to his knees. Supposedly yes. No information I have come across Again. no detail. Just that Ulfric used the voice to incapacitate the high king, who was supposedly a boy (I guess around 20's) then used his sword for the final blow
  14. I have played through both sides. The fight is almost identical... only difference is the location of fights and which side you are on for the battle of whiterun. As for the "choice" between which side to be on, I want you to take a look at and explore the 2 capitols, really hear what the opinions of the people living directly under the rule of either side. I joined the Legion after the fact. I have played since daggerfall and I hate how corrupt the legion was in the 3rd era, In Morrowind as a dunmer I hated the legion and how they try to list and micromanage everything. From the beginning of the game, the legion again looks corrupt, cold, and unjust ... I mean what did you do to receive the death penalty? But in the end, the stormcloaks are no better. Ulfric ignores any bandit raid on a khajiit caravans, dunmer refugies... anyone that isnt a nord. They dont let Argonians in the cities, they restrict the Dunmer to the slums, and they believe that Skyrim should be left to the Nords. The legion, though broken and corrupt, at least makes clear efforts to protect any of its supporting civilians. The war in and of itself, is a thalmor manipulation. The legion is working within the limitations of the white-gold concordat. The Stormcloaks believe that the Imperials are sellouts for this. The prolonged fighting weakens Skyrim amply for the possibility of a Thalmor invasion. Also thanks to the return of the dragons the thalmor are in a position to rekindle the war. So as a member of the legion, you are required to support the Thalmor as allies. By not joining the war on either side, you support a long outstretched war. By supporting the legion, you fight for the unity of the empire, something needed to fully combat the Thalmor. By joining the stormcloaks you guarantee the liberation of Skyrim, but also support the oppression of all other races. Though corrupt, I gotta side with the legion... and then do the DB questline to be able to possibly further your own agenda. As for the freedom of religion... that is just a ploy for the stormcloaks to rally behind. What is the temple in the Imperial City dedicated to? Talos... So you can assume that they arent happy about the situation anymore than the Nords.
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