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gabrielrock19

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Everything posted by gabrielrock19

  1. There's not a single track worth of listening to in this game. Who thought it was a good idea to place the same depressing track that plays when you face Eothas and the other gods into a catacomb?! When you wonder into a dreaded dungeon, you'll be expecting a mystery or suspense track, not a melancholic one. Seriously, someone there needs to find a new job ASAP, because they suck at it. Hearing that repetitive OST completely killed the mood, I had to turn off the game's music so I could resume exploring the dungeon. To say nothing of combat music. I always turn it off. If the fight takes too long and you have to think a lot, you start getting crazy hearing those same monotonous sticky chords. Soundtrack is the game's greatest weakness by far, along with the awful "mobile-style" world exploration. There's also the Single/Multiclass balance issue, where going single + solo + PotD is downright suicidal without using console commands to boost your stats and add extra talents. But I shouldn't be complaining at all. Maybe they'll perform even worse in Avowed and we'll find ourselves nostalgically missing the first two classic entries in the series. Story and combat is what holds PoE II's rushed and unfinished pieces together, really. Even if I still enjoyed most of the game, and I think most players did, Obsidian needed an extra 1~2 years of heavy development to rework the island exploration system entirely and give the game less superficial, more meaningful content (notice how pretty much every dialogue line was shortened from PoE I because of the voice acting costs). The writing itself wasn't a big problem, even though I believe writers were given a "limited number of quest stages, scenes and dialogue lines" to work with. Last but not least, bounty quests felt like a disguised form of level grinding: totally uninteresting and repetitive, the kind of which you compulsively finish one after another just for the sake of gaining more XP.
  2. Oblivion is an old game. The closet we're going to get is this mod (Carsomyr/Baldur's Gate Sword). Hey, it isn't One Piece canon, but its design is as badass as Yoru. Carsomyr would definitely be one of the 12 Supreme Grade Swords if it existed in One Piece's world.
  3. They've made a Black Sword/Yoru mod in 2012 for Skyrim. https://www.nexusmods.com/skyrim/mods/14616/ Maybe someone could convert the file for Oblivion? I don't know how to do it.
  4. Hmmm yeah... maybe. But when I played Monster Hunter World all I did was yawn. The graphics weren't impressive for a 2017 game and the story was nearly non-existent. What's the point of fighting if the game is unable to hook you early on? Single-player games either need to be very fun (like Super Mario, The Legend of Zelda) or very complex story-wise (like Heavy Rain, The Evil Within) to excel. Otherwise it feels as if the consumer is wasting their time fighting creatures, earning items, exploring dungeons, etc. What for? What's the point of leveling up and exploring the map if you're not having fun and/or not invested enough in a game?
  5. ES4 has a decent combat and MMM makes it a lot more alive and interesting, but the truth is that very few games in the industry managed to implement a really good combat system or unique boss fights. Pillars of Eternity I and II had really (I mean reeeally) good combat systems. Dragon's Dogma had the best single player game open world game's combat I've found but wasn't a very good game (storywise). Other than that, FF8 had cool spells and enemy strategies but the leveling system is fundamentally broken. FF14 on the other hand excelled at making challenging and different boss fights. The bosses had several AI/Attack "phases" and AoE attacks. Depending on the magnitude of the attack, they could one shot you. Other than those I can think of no other game that managed to do an exciting hack and slash combat (take FF8 away from the list, it's not hack and slash). s***. Hack and slash is only fun til a certain degree. Imo the ideal game fight is one that makes you think a lot. For example, here's a nice but simple rule for Oblivion who would screw most barbaric classes: you cannot regenerate magicka in combat unless you chose a magic class during character creation. So if you've mastered restoration as a warrior you'll still die. And if you're a mage, you can't have any armor defenses but your magicka regenerates pretty quickly. Here's another one: all weapon attacks have a high chance of missing and a small chance of dealing double damage during a critical strike. Missing attacks can be mitigated to 5-10% if you're a Blade/Blunt expert or master. Unblocked arrows that pierce your unprotected head/face have a 99% of chance of instantly killing you. If you don't die, you'll faint and be teleported to a cathedral where the priests will heal your injuries. Archers would be literal Terror under these new rules and they would aim for your head whenever possible haheahehae. Master acrobats can briefly slow time do efficiently dodge lower level enemies, and acrobat masters can avoid most of your attacks as well unless you're also a master. These are basic RPG limits but they would enhance oblivion's gameplay I think. Skyrim's combat is even more bland than Oblivion's. You can't even choose a specific class and once you master every skill just hit the attack button and you should be totally fine. RPGs combat mechanics need to learn more from PoE and Final Fantasy and less from Bethesda. Anyone knows of other games with good/complex combat systems that actually makes you think in order to defeat enemies?
  6. It's satisfying to have 66% or 100% reflect damage and the mundane ring in oblivion, but the devs could've worked a bit harder to make at least a few very challenging enemy encounters for players who happened to do that. ES4 has a decent combat and MMM makes it a lot more alive and interesting, but the truth is that very few games in the industry managed to implement a really good combat system or unique boss fights. Pillars of Eternity I and II had really (I mean reeeally) good combat systems. Dragon's Dogma had the best single player game open world game's combat I've found but wasn't a very good game (storywise). Other than that, FF8 had cool spells and enemy strategies but the leveling system is fundamentally broken. FF14 on the other hand excelled at making challenging and different boss fights. The bosses had several AI/Attack "phases" and AoE attacks. Depending on the magnitude of the attack, they could one shot you. Other than those I can think of no other game that managed to do an exciting hack and slash combat (take FF8 away from the list, it's not hack and slash). s#*!. Hack and slash is only fun til a certain degree. Maybe if Oblivion had complex RPG rules and limits like PoE I...? Who knows hehehe... Imo the ideal game fight is one that makes you think a lot. Here's a nice but simple rule for Oblivion who would screw most barbaric classes: you cannot regenerate magicka in combat unless you chose a magic class during character creation. So if you've mastered restoration as a warrior you'll still die. And if you're a mage, you can't have any armor defenses but your magicka regenerates pretty quickly. Here's another one: all weapon attacks have a high chance of missing and a small chance of dealing double damage during a critical strike. Missing attacks can be mitigated to 5-10% if you're a Blade/Blunt expert or master. Unblocked arrows that pierce your unprotected head/face have a 99% of chance of instantly killing you. If you don't die, you'll faint and be teleported to a cathedral where the priests will heal your injuries. Archers would be literal Terror under these new rules and they would aim for your head whenever possible haheahehae. Master acrobats can briefly slow time do efficiently dodge lower level enemies, and acrobat masters can avoid most of your attacks as well unless you're also a master. These are basic RPG limits but they would enhance oblivion's gameplay I think.
  7. I did exactly as you said but nothing happened. Enemy resistances remain unchanged. EDIT: I rolled back to a savegame where I had to deliver the amulet of kings to Jauffre. The Daedric Invasion didn't begin yet. The mod worked and enemy resistances were altered. Worst case scenario here would be that once you encounter Daedric enemies the game permanently locks their actor data. Anyway, I gave up on that mod. MMM seems a lot better to add variety/difficulty to the game. In Oblivion you can safely uninstall most mods so... yeah. I guess this topic will get necroed pretty soon
  8. Hi. I recently installed Daedric Resilience for Oblivion. The mod makes Daedra and Undead immune to regular weapons so you can't hit them. There's a balanced version offering different resistances for different types of daedra and undead. I tried installing the .esp file to no avail. Daedra and Undead were still one-hundred percent affected by my weapons. However, upon starting a new game, the mod kicked in. How does the Oblivion engine handle the updating of leveled lists (including enemies' abilities, attributes, loot, etc)? Is it possible to force an update of the enemies' status/leveled lists on a preexisting save so this mod can work?
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