Jump to content

thanateros

Members
  • Posts

    924
  • Joined

  • Last visited

Nexus Mods Profile

About thanateros

thanateros's Achievements

Collaborator

Collaborator (7/14)

  • Conversation Starter
  • First Post
  • Collaborator Rare
  • Posting Machine Rare
  • Week One Done

Recent Badges

0

Reputation

  1. You could also try installing Project Reality - Climates of Tamriel, this mod improved my FPS performance when I was in exterior locations. Based on your computer specs, like others have mentioned, you'll probably be playing Skyrim at the lowest possible settings. There are other resources you can use to familiarize yourself with the .ini settings that will improve overall fps performance. There's a bit of a learning curve when looking at which settings will improve performance. But things like reducing uGrid settings and disabling MouseAcceleration (useless feature anyway) will build your fps performance. Or you could just get a laptop that can run it efficiently :teehee: .
  2. Haha, you're back on the Nexus?
  3. Most likely not as the storyline takes place 200 years after the conclusion of the Oblivion invasion.
  4. It looks like Skyrim will be a happy compromise between Morrowind and Oblivion. I hope the Dev team at Beth realized Oblivion had a lot of immersion problems with it and the environment itself felt stagnant and repetitive. I'm happy to hear about some of the changes, such as the perk system applying to weapon skills. Hopefully this will account for the horrible way those skills were implemented in the game; with perks you should be able to specialize what kind of bladed weapon you want to use (dagger over a claymore) and still be fun to use at higher levels. I never understood the argument to take fast travel out of the game, they included it for a reason, and it is an option. If you don't like it, don't use it. The Silt Strider service in Morrowind was awesome because it felt like there was a connection to the major cities and gave you a sense there was a commerce environment built around the traveling system. Boats would be awesome, and while you're traveling along the road seeing a caravan with food supplies being attacked by bandits would give the player some real choice on how to interact with the world (stand by and let it happen, or help the caravan and earn their favor). From the limited information available to us right now it looks like Beth learned from their mistakes in Oblivion and are taking what made their previous titles so successful and using that vision for Skyrim. I'm looking forward to a game with a flushed out culture and a true sense of the player being the sole hope to save the world from what threatens it. Morrowind certainly delivered on that front. In Oblivion you were a mere observer while Martin got to have all the fun. My sense is the eminent doom of the world can only be stopped by you, the player in the next installment. And thank Azura for that.
  5. You could also install the color map mod and save yourself some time.
  6. I haven't tested this method, so I'm unsure whether it will work or not (in theory it should). Using the console type in the following: setstage dark18mother 100 What this will do is complete the quest Honor Thy Mother, and should grant you the rank of Listener, thus enabling the ability to use the mod. If this doesn't turn out to work let me know and I'll try and come up with a better solution.
  7. I looked on UESP to see what was going on with your issue. By all accounts it looks like the Daedric Banishing effect is hard coded/scripted into the blade which might be the source of why, despite changing the attributes in the CS, they don't change when you play the game (I basically deduced this due to the lack of a Spell ID associated with the effect). Another possibility is how you're playtesting it. Are you modding the dagger through the CS, then loading the game? I'll preemptively suggest cloning the item and placing it somewhere in the game with your updated stats, as it might be something to do with the unique FormID the game reads to determine what attributes are assigned to the item and you might have to make your version and give it a new FormID so there's a distinction between your version and the original version. Hope that helps. First post since, oh iono, 2006 I think. Feels good to be posting again,
  8. As with any class for that matter. Still, the skills in Oblivion feel too generic, though the introduction of rank bonuses was a plus, there's still work to be done. I want to be able to shoot someone through their ankle and have it make their leg useless. Mounted combat is also a must. The world needs to be rescaled in order to support large battles (being a battlemage in a Medieval II scale battle would be insanely fun).
  9. My vision of a TES MMORPG would follow the same basic principles of EVE Online. Make your character and get thrown into the fray. How I see a game for the TES Series working would be in conjunction with online social software (i.e. myspace, facebook) to organize a cultural backdrop to the game since the in game content is limited as to its quality. I would also like to see servers organized based on player preference, essentially having 'game rooms' or individual servers to meet the needs of the players so they get the most satisfying experience overall. Guilds would be player run (completely). Given the leveling system I wouldn't even include quests in the game, except quests where the player has to qualify in order to start them (Daedric quests in Oblivion, WOW endgame content). The intrigue for me is seeing how players create their own world, culture, politics, and rules. Without the inclusion of experience grinding or quests, players would be able to develop their characters unlike in most other MMO experiences. Be a lone wolf or a loyal faction member, you decide. Players should also have the option to run dedicated servers off of their computers (ala Counterstrike). This allows for third party mods to be used (and let's face it, Oblivion wouldn't be the half as good without them) and lets groups of players decide how they want to experience the gameplay. Ideally I would love to see a massive server interface for players to choose which server to play on, but allow players to set how they want all players in that server to conduct themselves. The real challenge is trying to balance PvP, since I would rather have no restrictions on whether or not you can kill people. Given the openended aspect of TES, I would not place restrictions in areas of the game world where PKing is allowed or not. If you kill someone, do you get all of their stuff or just their gold (like in Diablo II)? How does a character who dies respawn (given the imaginative quality of some Oblivion quests I would love to come back as an undead (retaining all of your attributes and skills etc) and respawn in a graveyard, then have to hunt down and reclaim you corpse, or remain undead)? This is where the player servers and social software come into play, such that rules and guidelines can be established out of the game world so that the in game experience isn't rattled by n00bCamper_Pwnerer who sits outside the new character spawnpoint and takes out every new character. Lots of people like to play assassin builds, how do we make room for them in the game world without creating frustration and letting them kill unchecked? One possible solution would be to eliminate levels altogether and players relying solely on their skills. Such that the bonuses you get from reaching Journeymen, Expert and Master make you better at using those skills. To balance this with the cost of say, swinging that huge sword or casting that powerful summon, consider that as you get better with the skill the more effective you are at using it (so swinging that sword at Mastery take a small amount of fatigue and casting that spell costs a fraction of what it did when you were an Apprentice). With regards to attributes, they could level at 1/2 the rate of the corresponding skill (like how bonuses work now, only without a level increase). The most challenging aspect to a TES MMORPG-type-game for me to see Bethesda overcome the player element and how much control are they likely to impose in order to maintain a balanced game environment. How will players, in a Massive Multiplayer environment, control the level of immersion? Like I mentioned, I believe that players should be allowed to host their own servers and create the culture through OOC social software to establish server rules and qualifications (I would make everyone who wanted to play on my server submit an application so I know the quality of gameplay would be maintained). I would love nothing more than to rally a group of players, sack a city, murder the count/ess and put someone new in power. I want to see a MMO where player actions have a dramatic effect on the game environment. Interesting that someone actaully produced it, though after browsing the forums it looks like it'll be awhile before they come up with a full release.
  10. With that, also, balancing the damage more evenly across the board. I hated knowing that if I wanted to be a great melee fighter, I was basically limited to Daedric or Ebony. I loved the look of steel, but at high levels it just wasn't effective enough. And thieves don't really need anything beyond leather. That really doesn't work at level 30 under this system.
  11. The biggest improvement I would like to see that hasn't been included in Morrowind or Oblivion is a strong emphasis on the moral and ethical development of your character with a basis for how your morals effect the world around you. Despite being a more open ended game than most, I still never get the sense that if I do evil acts, I must have consequences for them (aside from a stupid fine or jail). The same goes for doing good deeds. The role of politics in Morrowind was astounding, particularly with the Great Houses, Imperial colonization and the living gods. This alone provided a sense to the PC that if you wanted to get anywhere in the world, you had to play by someone's rules and work against others. Where was this in Oblivion? Now that they have the console crowd sucked in, let's hope they have a bigger budget to create a culture. I'm willing to bet that Mournhold and Vivec were both bigger than the Imperial City. I want to see some reworked scaling in terms of where you are. I had little sense that the Imperial City was any more important than say, Chorrol or Anvil. More hotkeys, with the addition of locking the PC out of their inventory while in combat. Something seems oddly out of place in a game when you can call timeout while fighting a Minotaur Lord to put another poison on your blade or change spells. You should only be able to use what you have hotkeyed available to you in combat. Let the gates open on the Radiant AI, seriously, as gamers we're not pushovers, forget voice acting, it was lame and added nothing to the realism of the game. The huge disappointment for me was I never felt anything towards anybody in the game. Whereas in Morrowind when I got praise for returning a noble's captive son to him I really felt like I had made a difference for that NPC; there was none of that in Oblivion. Having an NPC buy most of the ingredients from an alchemist to advance their own skills just before you decided to do business would add the feeling like something is actaully happening in the world; I'd rather see that and get pissed off because they won't get stocked for another 3 days than hear the same conversation for the 200th time. Those of us who played any TES game before Oblivion knows that there need to be more skills and have appropriate attributes. Daggers require agility and speed to use, not strength. The return of randomly generated names on enemy NPC's added a dimension to Morrowind that I didn't know was important until it wasn't in Oblivion. Bring it back; NPC's with names adds a sense of identity to the AI you kill. I could kill Bandits until I'm blue in the face, while Bethlas Hlaluu carrys some meaning. Rehaul of the leveling lists. Difficulty of encounters should be based on random chance within a range of the player's level (i.e. they could encounter something at their level or 10 levels higher, but the range remains the same regardless of the player level so their will always be a challenge). Speaking of which, if you're a cave dwelling bandit who makes a living picking off people weaker than you, there's no reason for you to be wearing glass armor. I thought most of the quests in Oblivion were rather imaginative and fun. If only the main storyline was the same. It at least needs to feel epic, even though Morrowind's was better they could still improve in this area a lot. Bethesda could try their hand at a series of smaller story arc's with various subplots, leaving the player to develop that strong moral and ethical sense of self I was talking about. The consequences, however, SHOULD be of epic proportions (butterfly effect sort of thing). The ability to raise the alarm once your a guild leader and stage conlficts with other cities/guilds. I've always liked being able to recruit people to my cause and I would love to see this fullblown (or I could just go buy Medieval II). Shapeshifting Manipulation of Time (speed up, slow down, stop, time travel)
  12. Thanateros, recognizing the paradox of his existence inverts himself into a turquoise cloud of smoke and releases pink bunnies; they play in the snow and lap up any spilled gin.
  13. This one is more creppy than anything, but showcases how nuts the AI is in this game. So there I was, at a slow trot on my horse on the road from Anvil to Kvatch and I saw something dead in the middle of the road. Upon further inspection I realized it was a horse (really creepy) and two dead clanfear lying dead next to it. I sharply look to my right and there's a gate, and naturally, I have to investigate. There were lots of enemies around, but there were also 4 road guards in one of the most rediculous melee fights I've seen. I just stood there and watched them battle it out...the guards won by a landslide. Another interesting incident occured when I was doing the Anvil Mage Guild recommendation quest. So here I was running along with 2 battlemages following behind. I finally come across the rogue mage and she tries to kill me (of course) and my two counterparts run up. In the process the rogue mage summons a skeleton, and my two helpers descend on it while I'm still fighting her. Out of the corner of my eye comes running a road guard and starts attacking the skeleton. After I finish taking her down, the legionare and one of the battlemages starts fighting it out, with the other standing around watching (at this point, I have no idea what's going on). Once the guard takes down the battlemage, the other starts wailing on the guard with absorb health spells; she wins. I just stood there in awe, at first I was tempted to go help out my Mage Guild companion, but then decided that they should settle their own disputes. And the most amussing AI experience so far was when I was walking along a road and all of a sudden the comat music starts. I draw my sword and turn to see 5 deer running across the road into the woods. I'm thinking, "that makes no sense". Just as I put my sword away, a band of 3 bandits goes running across the road, hot on the trail of the deer, with their axes drawn. My eyes got really big and I just started balling histerically.
  14. Selling vendors drain health clothing articles...always good for a laugh Repeatedly killing the Daedra at the Maar Gaan Temple for some reason is good for giggles. The dissappointment I experience when I'm running around the grazelands and battle music comes on; I frantically look around only to discover a slow ass rat decided it was a good day to die. Same with kwama foragers, who are the kidding, seriously?
×
×
  • Create New...