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Lachdonin

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Everything posted by Lachdonin

  1. They might do the exact opposite, actually. The Argonians are supplying the Stormcloaks with Elvish weapons, of unknown providence. They could be forgeries from Blackmarsh, though that strikes me as strange, i mean, why not just use regular iron instead of mimicking Elvish? Or they could be coming straight from the Dominion, through the intermediary of Blackmarsh.
  2. Depends on the story hooks, the mythic threat, whatever politics develop, and how long they want to drag out the Dominion. Once upon a time, Morrowind was populated by swarms of man-sized flesh eating wasps, and the air around Red Mountain was so thick with ash and sulfur it was toxic to breathe.
  3. You're thinking of the Knahaten Flu. While the popular version of its genesis is a vengeful Argonian Shaman, the exact origins of the disease aren't clear, though it did start in Blackmarsh, and the Argonians did seem to be immune. But that's a rather specific occurrence, and not representative of Blackmarsh in a general sense. It's defjnately going to be most favourable to Argonians, but that doesn't mean its as deadly to others as some propaganda will indicate.
  4. Almost impossible for them to do without dropping races. How the PC was handled in Fallout 4 was more appropriate given the Fallout model, which has always had a semi-set character identity. The most vague one was Fallout 1, in which beyond being born and raised in the Vault, you were left to your own creation, but from 2 onward it's been rather strongly established backgrounds from square one. But even Fallout 1 didn't have the same open-ended identity that TES has had since the start, and trying to accommodate that, and have things like Voiced PCs or more structured character identities, is virtually impossible. Of course, the more open character model also comes with problems, and makes it almost impossible to create stories like you see in Wild Hunt, but i don't think they're going to change it. Especially after admitting to some of the problems of Fallout 4. I think there's a lot of hyperbole regarding just how dangerous Blackmarsh is. There have been numerous cities and settlements through it's history from other powers, including Dunmeri Slavers, Ayleid temples, Kothringi tribes, Lilmothiit cities, several Prisons, pirate bases, and a few major cities right up into the 4th Era. Lots of races have lived there, though the Argonians have tended to be the most successful, for obvious reasons (the Hist).
  5. At present, we know they have maintained copyright for Redguard. Which is a game they already made, but they haven't renewed or maintained the copyright for Daggerfall, Battlespire, Shadowkey, Dawnstar or any of the other games, which is kinda odd. Todd Howard is also on record as saying they'd like to take another stab at Hammerfell. So, there's that. I'm personally of the opinion that the current lore for Valenwood is kinda lame, and needs an entire rewrite. It's too generic for my tastes, at least in terms of visuals. But that doesn't really mean anything, ultimately. There was also some speculation that they were leaning towards Blackmarsh awhile back, as far as 2012, as there were some supposed leaks about new Argonian lore, but most of it seems to have found it's way into Elderscrolls Online, which suggests it was intended for that. I think that Hammerfell and Valenwood are the most likely, personally, though i wouldn't have suspected Skyrim after what happened in Oblivion, sooo...
  6. It's been largely dismissed as a hoax, actually, for several reasons. It's rather archaic wording, vague nature (particularly its noting that the list of things to talk about isn't all encompassing) and clear errors all play to its general dismissal. Kotaku even claims to have tracked down the creator of the memo, though they're not the most reputable at the best of times... At present, it's also important to remember that Bethesda is on record as saying that the team hasn't started on TES6 yet. They have an idea, and that is it. They are working on other things first. So any information regarding it's development or location is pure concept at this point. And this is likely to cause problems with Valenwood. Wood Elves and a Wild Hunt? You want the entire gaming industry to accuse you of ripping someone else off?
  7. Impossible to know. It depends on the story they want to tell, the features they want to play with and the place in the overall world. Hammerfell and Valenwood are often-cited likely locations because of various statements, trademarks and outright fraudulent 'leaks' but frankly, everything is on the table. It may not even end up being what they intend now. At this stage of TES3s development, it was supposed to be in Summerset.
  8. If true (which I remain sceptical of, as I've seen multiple interviews and those words have never come up) then there are only a few options. Character-count isn't likely to be one of them, as Total War has already shown that you can handle good resolution graphics on massive scales. unless they're going for extremly high resolution and large numbers, you can easily pull off hundreds, if not thousands, of Fallout 4 level characters already. Just not in their engine. Audio Synthesis. Being able to automatically generate voices and realistically translate text to speech would be a massive boon to Bethesda's style of open world game. However, the tech is in its infancy, and unlikely to really produce anything for at least a decade. Cloud based processing. This is the most likely, really. Better access to high speed transfer rates is opening doors towards usinv remote processing for game reactions. This is particularly big for physics, as it allows you to track and handle far greater object loads without sacrificing persistence and physics abased interaction. This has an overflow benefit of also allowing for access to AI models that home PCs and Consoles simply do not have the processing power to handle. Basic neural-net models of AI may soon be achievable in gaming which would make Radiant AI actually work, instead of being the silly gimmick it ended up being.
  9. It's worth clarifying, Todd Howard has never said 'The technology doesn't exist'. He said they know what they want to do, and he could explain it, bit the INTERVIEWER would question whether or not it's even possible. He never said they couldn't do it now, or even said it would be hard to achieve, only that the interviewer would doubt the possibility. In other words, he said absolutely squat, beyond that they have an idea what they want to do for TES6
  10. Bethesda Game Studios makes s*** games. They always have. The closest thing they've made to a fully functional, let alone POLISHED game out of the box is Redguard. At this point anyone who buys one of their games should recognise what they're paying for at the onset. Without Bethesda, though, those Modders would have nothing to MAKE playable, nor would they have the tools to work with. Modders should have access to the right to charge for their work, and Bethesda should have access compensation for the use of THEIR work when it is used to make money. Both sides have every right to charge for their services. If someone wants to charge for a mod that they made, then they should be allowed to, but because they are using Bethesda's software, Bethesda is also entitled to a share. Whether that's by taking a % of the charge of the mod, or by charging a cost to access the modding tools, the point is the same. If people are making money off Bethesda's work, then Bethesda has every right to compensation. There's a reason you aren't allowed to arrange public viewings of films without a license. But that relationship alone leaves the consumer totally out of the loop, which is it's self a problem. But that's a problem that we have already seen solved through the use of low-cost of even free games that rely on micro-transaction models for income. Games like Team Fortress, Heathstone and Smite make huge amounts of money while being entirely free to play, because they allow players to choose what they want to spend their money on, and how much. Don't want a character in Heroes of the Storm? Don't buy it. You're not paying $60 for 30+ characters when you're only ever going to play one. I am a fan of the Nexus in so far as it's served as a great place to share mods for games over the years, but let's be clear. I, frankly, don't care about the Nexus' longevity, it's owners, it's mission or its philosophy. I care about Modders having the freedom to set their own terms for their work, i care about developers being compensated for others using their property to make money, and i care about consumers not being shafted in the process of letting others make money. If accomplishing all three kills the Nexus (i highly doubt it would) then it's a noble sacrifice.
  11. In any normal industry, those who produce the tools also charge for those tools. This happens in one of two ways. Either an up-front cost, or a % based exchange for those tools based on their use and income. But the reaction would be just as catastrophic if Bethesda were to slap a $5.99 price tag on their modding suites. The latter system is rather common in software, where a company pays for a contract use of software, in exchange for a particular portion of the revenue generated from the final product that said software uses. I'm not saying that what Bethesda did was the right way to go about it. It wasn't The ratios were absolute garbage, the communication with the public was absolute garbage, and the legal side of things was a mess (and showed that Bethesda fundamentally misunderstood how commonly assets are shared by the community). But that doesn't mean that Bethesda isn't in their rights to capitalise on others using their software to make money (which many modders do) or that there is no benefit to the consumer for implementing a more long-term financial model that decreases intro costs.
  12. You're clearly confusing Bethesda (the publisher) and Bethesda Game Studios (the people who make Fallout and The Elder Scrolls. BGS has absolutely nothing to do with Arkane's, ID's or Zenimax Online's work, and while Bethesda is the deciding influence when it comes to marketing decisions, it's in the exact same vein as Ubisoft, Activision and EA. They're a publisher, not the one making the games. They absolutely do. And that's the whole point. By creating an environment with lower intro-costs, that rewards those who keep the games going while at the same time still generating income for the people who actually made the game, you inherently foster greater reward for a larger number of people. So, making the engine doesn't matter? Somebody better tell Crytech that they shouldn't be charging people to use their property.
  13. And i disagree. Bethesda created the platform and the tools with which the mods are made (for the most part, anyway. People often use 3rd party tools as well, but it inevitably goes through the tool-set that Bethesda created and gave access to). We are using THEIR tools and THEIR engine, to create content, and then emphasising a donation system that totally cuts out Bethesda from the revenue generated from that. In the actual gaming industry, if another company were to do something similar, they would be sued, and sued hard (look at Silicon Knights unauthorised use of the Unreal 3 engine as an example). If there is money to be made, Bethesda has every right to want in on it. But, modding also dramatically increases the relative lifespan of a game. Look at Skyrim as a prime example. Skyrim is STILL one of the top 10 active games on Steam, 5 years after it came out. Games many have praised as being vastly superior, such as Dark Souls 3 and The Witcher 3, don't even make the cut, despite being considerably more recent (funny enough, Fallout 4 is also in the top 10). The primary reason behind this is the modding community constantly producing content, and increasing the relative interest and use of the game. But what does that mean? It means that Bethesda's games, typically, are played longer and maintain interest longer than their competition, because of their open modability. And because the general interest in the game persists for longer, it allows for a much longer revenue window. They don't have to recoup the cost or make huge bank right out of the gate, they can draw that financial success out over several years, even up to a decade, because modding maintains interest throughout that period. What does this mean? Because they can more reliably make money over the long term, they aren't as beholden to a higher entrance cost. If the community were smart (which, the Paid Modding discussions show they aren't) or Bethesda had decent PR people (which, based on the media blackout, they don't) a system for paid modding could easily facilitate lower game costs for us, and higher total profis for Bethesda. We've seen this sort of 'Pay for what you want' model be hugely successful with free-to-play games, except in this case you're looking at also funnelling money into the community to drive that content creation. Would i tolerate paying $3.99 for a Quest Mod if i only payed $30 for the base game? Absof*#@inglutely. Even if, by the end of it, i'd spent $200 over 10 years of playing a game. The developer gets more money, the Modder gets reliable returns on their work (and isn't beholden to charity. Really, relying on charity is a terrible economic system) and the consumer only has to pay for what they want. But, the knee-jerk and overwhelmingly hostile reaction to a poorly executed and poorly communicated attempt at paid modding has probably killed the idea entirely, meaning that no one, especially the consumer, gets any benefits from it what so ever.
  14. There's nothing inherently wrong with paid mods. What was wrong was how it was implemented, how it benefited (or did not benefit) the consumer, and how the product liability was set up. There's a hell of a lot of good that could come from Paid Mods, if it's handled properly. Do i expect it to be handled properly? Not really. But given Bethesda's new blanket ban on early media copies, I'm starting to doubt their (the publisher, not Bethesda Game Studios) ability to handle anything properly.
  15. His mother was married to a human (King Eadwyre of Wayrest) at the time of Daggerfall, but all her living children were from her consort while Queen of Morrowind, General Symmachus, who was a full blooded Dunmer. Her only potentially half-blooded child was a potentially aborted pregnancy from Tiber Septim.
  16. You mean like literally every game Bethesda has ever made? Their optimization is garbage. If you don't accept that going in, it's on you.
  17. The memory patch and SKSE are work around solutions, and do not in any way equate to the benefits of a true 64bit OS.
  18. We know sex happens between Man/Mer and the Beast Races. Barenziah had a tryst early on with a Khajiit, and we have at least one Dunmer-Argonian couple in ESO. Some will argue otherwise, but all the evidence we have points to the Dunmer as being quite promiscuous, so they've probably tried just about everyone... Anyway, while we do know of interbreeding producing offspring amongst Man and Mer pairings of all sorts, we have yet to see any such confirmation from Argonians and Khajiit. As others have noted, the generall consensus is that its not possible, because of the radically gestation and maturation behaviours of the Khajiit and Argonians. If it DOES happen, the offspring is almost certainly of the mother's race with little to no trace of the Father. IE, if the mother is Khajiit, you get a kitten. If the Mothers an Altmer, you get a baby High Elf. There doesn't seem to be any evidence of the same sort of cross-over you get with Man-Mer pairings.
  19. The Staff of Magnus is a long known artifact thats believed to have been used by Magnus himself, or at least is somehow directly related to him. It's always been able to draw extreme amounts of magical energies into its self. From a meta perspective, it would be the go-to tool for anything remotely like he Eye, whether it was linked to Magnus or not. But the Staff has the usual Artifact habit of disappearing for long periods of time, so I doubt many mages consider it when doing investigations. But anyway... Whether actually related to Magnus, or just a giant ball of magic, the Staff of Magnus would be extremely useful to have for something of that power.
  20. Tolfdir is actually the first one to call it the Eye of Magnus, after you return to the College to find it in the main lesson hall. He says something along the lines of 'The Eye of Magnus, as we have taken to calling the artifact' and the Psijics and Augur both referance it after this. During their first appearance, the Psijic only says that you have put events in motion that cannot be easily stopped, and makes no mention of the Eye.
  21. Had he said KINMUNE, or the Caske of Desolation, or the Orrery's Heart, would you have had any idea what he was talking about? He could he calling it the Eye of Magnus simply because its the name you recognise, and to prevent confusion. The Augur knows more than enough to avoid making things unnecessarily confusing by throwing other names at you when there's crisis afoot.
  22. At the end of the day, we don't even know if it's related to Magnus at all. It was simply named thus because it was powerful, and Magnus is associated with Magic. But then again, so are all Et-ada. Personally, I don't think its from Magnus at all. I've always liked the idea that it's KINMUNE, or some similarly displaced object of extreme power.
  23. Yeah... Ultimately, after playing a bit of Enderal, i can confidently say that they are very different games. It's like trying to compare Wild Hunt with Skyrim, or Command and Conquer with Starcraft. Just because they have superficial similarities, or are the same genre, doesn't mean they can be flatly compared to eachother. At the end of the day, Enderal takes a significant amount of Bethesda's work, and focuses on a rather narrow vision. They tell a story, set in a world, rather than giving you a world full of stories. There's absolutely nothing wrong with that, and they have done a marvellous job, but what they did is something quite different than what Bethesda does. That's not to say that Bethesda doesn't have significant room to improve on what they do, but saying that Enderal puts Bethesda to shame, while doing something different, is not really an appropriate appraisal of things.
  24. Nah, there's not set criteria for the Eras. They're political constructs announced by whoever has the power, authority or prestige to make them widely known.
  25. I've never once had Fallout 4 crash on me. And Skyrim's only ever crashed while running a few select mods (oddly enough, the Unofficial patches are included in that list). So it's never been an issue for me, and i don't really expect it to become one now. As for graphics, i personally don't know what people are griping about. Bethesda's graphics have always been decent, but not stellar, and personally i don't have a problem with that. If i wanted a game with cutting edge graphics, i'd play some shallow pile of junk made in Cryengine.
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