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sajuukkhar9000

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Everything posted by sajuukkhar9000

  1. -Except Skyrim's system is a system of character development, and it offers more tangible development then Morrowind's......... so, your point is nonsensical. -Right, its a restriction caused by hardware forcing game developers to limit the game in order to make it run. -That argument is stupidly hyperbolic, there is a large difference between limiting games to what the most common piece of hardware is, and stopping progression totally because not every single person in the world has the average. Again, you make a totally disingenuous argument by treating two entirely unlike things as similar. -I would have actually come up with the same ideas Todd and his "ilk" did, because they quite provably offer more character diversity, then the past systems did, and they have none of the past systems failings. Attribute systems, be they the Morrowind type, or the Fallout type, are fundamentally flawed, there is no fixing them, only applying temporary band aid solution that cover up the problems. -I don't run mods either, the werewolves in bloodmoon, and many enemy NPCs in tribunal, can tear through a fully repaired suit of glass armor in seconds, even with the difficulty slider only around medium. -I find that highly doubtful. I would like to see you take on boss vampires at level 1, without using some exploit. -Please, for the love of god, actually read what I wrote. Taking that sentence completely out of context is why you are getting these backwards arguments. --I said Morrowind's system only worked for hardcore RPers. --I said Skyrim works for hardcore RPers, and meta-gamers. --I said Skyrim's system is better deisgned becuase it works for more people. However, that DOES NOT mean I think metagaming is good, I just said it works for both becuase it's better designed. Indeed, I was pointing out the two extremes, the hardcore RPer, and the metagamer, to show how Skyrim's system works for not only them, but everyone in between. Where as Morrowind's only works for the hardcore RPer, which not everyone, and indeed, not most people, are. It's ability to work for meta-gamers is a result of its working for anyone who isn't a hardcore RPEr as well, it's just a natural result of gaming the game's systems more efficient. Luckily, they mitigated a good of the meta-gaming issue by imposing perk point limits. -You're actually not, I can get up to level 10-20 on my mage, and then switch to being a warrior, with ease. At least far more ease then could in Morrowind. It isn't perfect, and the perk reset feature should have been in th base game, but it's a vast improvement. -Funny, I was never seen crawling into sewers, and the only time I talked to "shady people" was in the TG bases, which are full of TG members, and TG associates, who naturally wouldn't tell anyone I was part of the guild. so how exactly does anyone know again? -It has nothing to do with doing everything in one playthrough. Really, this statement has nothing to do with what I said at all. All I said was that the tying of guild questlines together enforced artificial replay that didn't need to exist there. They are two entirely unrelated things. -Dude, Morrowind can be beat in 16 minutes, without wrathguard, because the game is so broken, and so easy to exploit. You can get through almost any dungeon at level 1, and get all the artifacts in about 2-3 hours time, because the game was simply broken. -Wow, so, a quest relating to the MG involved people who had scrolls? and those scrolls happened to include the ones you might need? GASPS! Mages having scrolls! the horror! The lack of Logic! Also, considering that all higher level spells are, are just more powerful versions of level 1 spells, its kinda hard to make a block that requires anything higher then a level 1 spell, and even if they did, one could just go out and buy a staff/scroll/potion/enchanted item, and get through it anyways. -No it isn't, the method in which you do combat, and your ability to determine if you hit and miss in that combat, are two entirely separate things. Its like saying that picking what color war you want, and if that car drives itself, or if you drive it, are the same thing. Once again, you make a wholly disingenuous argument. -Who said ANYHTING about an inn kepper? im talking about the armor merchants in Balmora, Ald'rhun, and Sadrith Mora. -They violate all of the games armor set mechanics, and the perk mechanics, because they don't fit into them. Even cutsom armor sets come as complete, or at least some with decoy item to make it complete without it showing up on your character, so that they can take advantage of the game's perk mechanics. -Any low level mage should be able to get enchants that negate the cost difference easily, and higher level mages should be able to get it even EASIER. The only way to not be able to negate it is though some serious self-nerfing on a large scale, which, while an option available to you, does not negate the normal use's workings. -Actually, in both Morrowind and Skyrim, I played various mages, from heavy armor wearing, near tank like mages, all the way to the more generic paper thing mages, used the same tactics in both, touch spells never had a purpose in Morrowind, unless you were a bad mage, or bad enough to miss, a lot, and I do mean, a lot.
  2. -Compared to Skyrim's system, Morrowind was needlessly complex, not saying it was complex is general, just that its level of complexity was needless. The complexity in Morrowind didn't stop because it was artificially injected to be there, it wasn't complexity born out of deep systems that stayed complex because they were felinely deep, they were just poorly made, and the only complexity in Morrowind came out of the constant need to fight broken systems. Furthermore, the complexity of RPG's systems isn't what's important, what matters in an RPG is how much you can customize your character, and THAT can be done through very simple systems. A RPG's worth doesn't come from the complexity of its systems, it comes from the depth of its character building, and Skyrim offers far more then Morrowind ever did in that regard. -Software demands are reduced by hardware when the game companies know the hardware that their main audience uses, and thus has to build around. It's an artificial reduction, but still, it's there -True, however, graphics only influence gameplay in that having better textures makes the game look more realistic, and thus immersive. But again, there is still a LARGE difference between giving PC players 100 man battles, and giving console players 20 man battles, they goes just beyond graphics. to treat such a thing as graphics, is, again, disingenuous. -Except, it was broken, and to claim otherwise is to ignore everything about how the system worked. Also, magic feels like magic far more then past ES games, and despite your constant assertions that spells in base skyrim are "mundane" and "restricted" I have gotten far more use out of them then I ever did out of any of Morrowind's/Oblivion base game spells. It isn't perfect, but it's come a significant distance. and despite the fact that you could combine them all together as you wished, all people normally did was make the same uber death spells, so it was vastly underused by most of the game players, and on top of that, in Skyrim I can combine Fear, stagger, and fire effects, all into the same spell, when I wish, so that level of effect combination wasn't lost. -Well it didnt. -Having 100 in all attributes, 100 in all skills, and a full set of glass armor, those werewovles in Bloodmon could very easily destroy armor in three hits, which playing as a melee character, happened often. You seem to wan to ignore how the game works and insted just blame it on others. -Skyrim has a similar wilderness, because of how Bethesda designed dungeons, with many having high minimum levels like 20, an adventurer going into a dungeon with a level 20 min, while level 5, would get his ass kicked. It facilitates the same effect Morrowind had, but without the same drawbacks, yet another feature Skyrim vastly imposed on over Morrowind. -I think you need to re-read my sentence, I never said meta-gaming was good, nor did I ever recommended it, all I said was that other games work in the reverse way, and that I had to do it to prevent from falling into Morrowind's failings, nor did I ever say that you could become a god via meta-gaming in Skyrim, I said "in other games", Skyrim is not the only other game in existence, and other games =/= all other games,Nor did I ever recommended it, all I said was that other games work in. Don't try to inject things I never said into my posts. -Sticking to a role is nice, but sometimes RP demands that you switch roles. In past games I couldn't play some mage apprentice who, after a terrible accident, decided that being a mage wasn't exactly up his alley, and decided to do what his father always said he should do, be a warrior. By forcing character into one role forever, you eliminate so many great RP opportunities. -I expect that if I am a thief, who doesn't get caught stealing, that no one would know I am thief, and thus not treat me like one, you know, the game world using some form of logic. Unless you get caught, people have no reason to know, and thus no reason to treat you like, a thief. Which Morrowind's system did not follow. Not really, alls guild conflicting does is arbitrarily deny you content for no other reason beyond FORCED replay value, because the same story could have been made with another faction taking the place of the opposing guild. It's the same cheap tactics that the game devs for Fallout pulled by making many "random encounter" zones with special content that you had almost no chance of finding in any one gameplay to force replay value when it shouldn't be necessary to replay the game for that. -Dude, did you ever play the Tribunal expansion? The museum gave you so much money for artifacts, most of which were piss easy to get, that I could get enough money to basically buy all the skill trains I needed just be selling artifacts to the museum. It was so stupidly easy to get tons of cash in less then two hours time in Morrowind. I meant that it fixed the easily exploitable skill trainers. Oblivion and Skyrim got rid of those guild reqs in favor of more realistic blocks. things like the pillar in that one Alyied ruin, or needing magic spells to break through walls in Sarthaal and Labrythian, Instead of some immersion breaking "you need 3 skills at X level to proceeded, they focused more on making you actually have to use some form of magic in the questline. Admittedly, you could get past those via staves, scrolls, potions, and whatnot, but logically you should, and it works out far better because of it. -To take my argument out of context is disingenuous as well. I never said the means by which you attack enemies is pointless, I said the physical act of combat, as in the attack hitting enemies by your power of your characters is pointless. The means by which you do attack, be it magic, sword, or bow, does matter to your character, your character actually being the one to do the hitting does not. do not attempt to straw man my arguments. -Luck is nonexistent, it's just bad gameplay design stemming from the game being so overloaded with weapons/armors that served no purpose, and merchants stock was so limited, that it became hard for them to carry a complete set of anything -Hairstyles don't violate the game systems either, neither do most clothing mods, as the clothes work in the same way the rest of the clothes in the game do. so, again, all you have proven is that people make mods that fit within the game's systems, AND offer more variety, which your "incomplete armor sets that don't get perks bonuses" system does not do -I can actually speak for all the people I have talked to over the years and who have agreed with me. -Except, as point out before, because the difference between touch spells and cast spells was no negligible, there was no real difference. to say my way is boring is to say the other way was boring as well, because when in the thick of battle, and touch spell and a cast spell do the same thing, and work the same way, the only real difference is that cast spells work from a distance as well, up close, they play the same.
  3. -Catering to the group that you that know are going to buy your games is awful? I guess an RTS developer catering to an RTS player is awful also? Really, were you being serious? Game companies catering to the audience they know will buy their games SUPPOSED to do, and considering that most of the systems you, and others on here, seem to want, you don't care about most people, you only care about turning the game back into some Morrowind/Pre-Morrowind era RPG, designed only for those who have the time to learn/exploit a needlessly complex system of attributes when the same diversity in characters can be achieved in less complex systems. Your intentions on wanting to "please everyone" seem dubious at best, as the only people your systems really please is the hardcore RPG player from the early 90's. -Except it isn't unrelated to hardware, to say otherwise is either disingenuous, or shows a complete lack of understanding on how computers work. -NPCs are not just graphics, they are things you interact with, gameplay. Textures are graphics, NPCs, be they monsters, or even random villagers, are not graphics. To say anything else is disingenuous. -Well, considering that punctuation can very easily change the meaning of a point, if someone's punctuation being wrong changes their argument, I will fault them for it. -Being saying that a game based on exploration is about exploration is facepalm worthy? -Actually, I don't care about text walls, and I would like to see exactly what your plans are, because, as it stands, all you have said is "well they should make it better" without giving any real explanation as to how to even to begin to approach that. -Except it did have reason to be removed, it was broken, and it made magic not feel like magic, nor did it work really well with the new game mechanics like runes and cloaks, and whatnot. Also, replacing the numbers with pictures only takes the magic out of magic in another way, it's the same problem. -Having to take a trip back to town after every single dungeon crawl is not fun, nor should I have to do it, I should have to do it every now and then, but the frequency in which you had to do it in Morrowind was off the charts. Not to mention the game's poor design made the game have enormous stretches of land without anyone nearby to repair, forcing you to have to use mark and recall if you wanted to get anything done in an even remotely timely manner. Luckily, they fixed this in both Oblivion and Skyrim by placing the cities at even distances around the gameworld. -Because pointing out how Skyrim's system offers more real difference, at greater magnitudes then, Morrowind's, is lunacy? Ha! -I just had to play the game normally and i fell into the railroad, in fact, I actually have to meta-game, and not do 99% of the game's dungeons, in order to prevent it from happening. Funny how Morrowind's system was so broken you actually had to meta-game to prevent from becoming god, when games normally work in the reverse way. -Not really, many thieve guild quests caused automatic disposition drops with factions for the sheer act of finishing them, or getting promotions, and not because you actually got caught, or anyone should know. Although it was largely negated by my character 100 personality attribute, it's still a flaw. -Dragon Age Origins combat WAS terrible, great story/characters, well, at least for a modern RPG, it's no BG, or NWN, but it had terrible combat. Dark Souls, now that's a game with good combat, Zeno clash also, and Dark Messiah of Might and Magic had good combat as well. -Easy, my warrior became arch-mage by paying skill trainers, 100 in all magic schools, zero spells cast, it was great, and broken, which is why they nerfed the number of skill trains per level. -Your argument would have some merit if combat actually had any real impact on the game besides how long it took to kill things, but it doesn't, in any game. What makes your character who he is in an RPG is his actions in quests, and his relations with NPCs. All dice-roll combat does for your character is make combat longer then it needs to be by introducing artificial misses, it doesn't change your character's influence with NPCs, or what he does in quests, it just needlessly bloats combat out in a way to make it seem more complex then it actually is, or needs to be. -Well, I normally just went into the ghostgate and stole the near complete set of glass armor they have in there, but in general, it often took trips to at least 5 cities to get an even remotely complete set of armor. -Having more ways to customize your character in ways that MATTER is fun, having more ways to customize your character in what amounts to turds because they don't do anything is not. And those mods usually add armor that works within the game's systems, and has enough armor rating to be worthwhile, what you are suggesting is unlike those mods, because it doesn't work in the game's systems, it ignores them. -I said most, not all. large difference. -Even at melee range, it's still easier to use target spells instead of touch spells, a good mage would have enough magicka/enchants that the lower cost of touch spells wouldn't matter because the more expensive, more damaging spells, cost nothing, or next to nothing.
  4. They Greybeards aren't dragons either. Durenhviir actually says Miraak says when you first meet him, these words exactly "ahh, you are Dragonborn, I can feel it" https://www.youtube.com/watch?v=5jlXqjuiDeo The difference between you, and you in a crowd of people, is the crowd of people. they could feel you because you were the only one around, being in with a bunch of other people would make it harder to pinpoint the source of the feel.
  5. The Greybeards show that they possess the ability to FEEL the Dovahkiin, from miles off, simply by him absorbing a dragon soul, Durnehviir in the Dawnguard DLC says he feels some desire to call you Vanquisher, after you beat him, and if you haven't found out you are Dragonborn yet, and Miraak in the Dragonborn DLC also feels your Dragonborn power, when you first meet him, he knocks you down and then wonders how you got there, after a few seconds he says "ahh so your the dragonborn" as if it took him a second to feel your power. Dragons and super powerful Thu'um users seem to be able to sense the Dragonborn's power, simply by being near them. Also, he didn't stop anything, his appearance at Helgen right before you got killed was coincidental, you seem to think he intervened right before you got killed on purpose, he did not. furthermore, since your Dragonblood had not yet awakened, he probably only had a vague sense that SOMEONE there was Dragonborn, and was just killing everyone to make sure.
  6. There are 7 black books total. http://www.uesp.net/wiki/Lore:Black_Book
  7. Alduin's destruction of Helgan was to kill you, the Dragonborn, if anything. Alduin had just come out of being stuck outside time for nearly 6000 years, he wouldn't know jack about Ulfric, or anything like that.
  8. Hell, at the very beginning of the game, the Legion had WON, Ulfric was captured, and about to be executed. Had Alduin not shown up, The Empire would have been done with the civil war in just a few months time.
  9. The Skall shaman himself tells you what it is they know, "how to listen to the wind, how to feel the earth" What they knew was nothing of power, or importance, it wouldn't make you stronger, or give you secrets to the universe, and that was the point, Hermaous Mora wanted trivial information, because he is that petty.
  10. -I never used mods as an argument that as was well with the game, I used the fact that Bethesda allows people to change the game for themselves with mod, because they know they cant please everyone, to show whats fine with the game. -It can be hard to get the point, when your point is so backwards and illogical. -They aren't irrelevant when you are fighting them, what you just said amounts to "it doesn't matter if you get attacked by 10 bandits, or 100 bandits, at once because they are just generic bandits" , yes, it does matter, because a battle with 100 bandits, and a battle with 10 bandits is a wildly different experience. -No I am actually pointing out two different things are different. -The original concept of ES was to explore a world, which is what the games still are, it was never really about the stats, or the systems, but the exploration, and they have improved on that, greatly. Also, there is no such thing as a "real" RPG, and skyrim is no less of an RPG then Oblivion was, and Oblivion is no less of an RPG then Morrowind was, same with Morrowind and Daggerfall, and Daggerfall and Arena, and possible combinations thereof, -Well, you actually didn't, you just spouted off a very vague and nondescript summary of what you think you want, you never went into any of the details of how it would work, the balancing, what kind and levels of restrictions, you know, all the things that make a system a system. -Abuse of systems, once again, contributed to nothing about spellmakings removal, so, again, you point has no point, because you keep trying to make these assertions that have no basis in fact. -It doesn't matter if it was painless or not, a good RPG does not make you take any one skill, nor does it force you to carry around repair hammers because of poorly designed system, a good RPG makes all playstyles, both those with, and those without, repair, equally viable. the sheer fact that you HAD to carry around repair hammers, even if you didn't spec into repair, shows a fundamental flaw with the game's design. And your system still fails to solve the problem of being forced to take repair, which no one should, because that's counter to the point of RPGs. -My mage and warrior characters are vastly different in Skyrim, up to 400 points of HP/magicka difference, and tons of perk difference, and they have both done everything. Funny how Skyrim's system manages to do everything Morrowind's attribute system did, but without the failings that meta-gaming in Morrowind caused. Morrowind's system only worked for hardcore RPers, and not metagamers, Skyrim's works for both, but thats because it was better designed. -Considering that even at level 70, with all skill maxed, all attributes maxed, and wearing a full set of glass armor, enemies in both Tribunal and Bloodmoon manages to break the armor totally in around 3-4 hits, the problem wasn't with the player, it was with Bethesda's poor enemy design and giving them stupidly damage that tore through armor. Werewovles in Bloodmoon were especially bad. -Well, at least in Skyrim I can steal from a guy, and only have him get mad, instead of getting some generic, across the world, negative to almost everyone, because Bethesda decided to tack on some -rep to a thieves guild quest. It's still not great in Skyrim,but dragonborn shows some improvement. -Dice-rolls are an abomination that should only be used when 100% necessary, if it can be done in a means without dice-rolls, then it should. I frankly think Bethesda needs to improve the combat system to the point where we can get a Borderlands style system were critical are based on where you hit a target, not some random dice-roll. -Most of the unique NPCs dialog was giving you lore dumps on things that should have been in books, notes, or the game world itself. Morrowind n a perfect example of "just because you can give NPCs a 500 character text response doesn't mean you should". Morrowind's normal NPcs suffered from this, and the unique NPCs suffered from it more, whereas normal NPcs were like a computer help program list, the "unique" NPCs were like a book that when you open it up it starts screaming the contents of it at you until you close it. Morrowind's unique NPCs were bloated, their dialog was largely BS, and lore dumping, and they felt even more fake as people then the normal NPCs because it was obvious the Devs made them these massive info dumpers, and not real people. -I did do that, and largely never reached the required levels. furthermore, removing the guild REqs does nothing to make the game handed to you, all it does is remove a system that failed to do what it was supposed to do, i.e. keep out non mages from becoming arch-mage, or non-warriors from becoming leader of the fighters guild. it was a system that didn't stop what it was supposed to, and couldn't be made to stop it, so keeping it in the game proved pointless. -What makes a character a character is not their ability to hit/miss in combat, its the morals you give them, and the choices you make using the morals you gave them during quests. Being the one who cotnrolls combat doesn't make it any less of a character, or any more of me, because even with that, the things that make my character himself, his morals, his ethics, his decision during quests, are different from my own. -False implication, straw man attempt. I dont want armor handed to me every 5 feet, I want an armor system that isn't so over bloated with unnecessary pieces that getting a full set of anything is neigh impossible. -There is something wrong with variety in items that do nothing to contribute to the overall gameplay by integrating with the game's systems. Variety comes from real gameplay uses, armors/weapons that dont fit within the perk system dont offer that, all they offer is a significantly more crippled pieces of armor, with a different texture, that is not true variety, that is just changing the skin. that does not improve the game, that does not make the time spent on it worthwhile, it just means you wasted dev time making something that will sucked compared to everything else because it doesn't work in the game's system, which is, more for the sake of more, and not more for the sake of gameplay. And by, incomplete, I meant, without a full set, creating one off armor may have been their goal, but that still doesn't make a set not complete. -Trying to mix glass and fur wouldn't also get a matching set bonus because they are different materials, which is why I dont argue against it, and which is why I am arguing against different types of leather being part of the same "set" when they aren't, because they are made of different materials. -Making spells just for the sake of making spells is silly, and not something most people do, the only thing most people use spell making for, is to make some uber death spell that kills vivec in like 1 hit. Also, I do want spellmaking back, I just dont want it back in a way that's shitty like in Morrowind, and I would rather not have a feature, then have a broken one. And again, spellmakings removal had nothing to do with people making overpowered spells. -I was having fun, by playing a mage, killing stuff before they could even get close to me was great. Skyrim made it more fun with things like rune spells, setting traps and watching enemies die as I just stand in one spot and they rush me, tripping my rune and killing themselves, all without me having to do almost anything. The greatest part of begin a mage is being able to kill stuff long before it can even get close enough to touch you. What Bethesda needs to do IMO is use something like Fallout's tag system so that you can get a like +15 bonus to three skills at the start of the game, that way, you get some starting uniqueness, but without the overly constricting failings of the class system, and maybe give players 5 level ups of health/magicka/stamina to throw around during character creation, so that you can start off different in that way also.
  11. -I don't need to, and neither do countless other PC users, and OFC the console users, mod the game to make it fun. -Are you being serious? The power of your PC is totally relevant, a more powerful PC has more resources to waste on things like that, while a less powerful PC doesn't. Yes it takes the same power no matter the system, THAT'S THE WHOLE POINT, a crappy PC, and the consoles, dont have to resources to waste on all that, because they are using what limited resources they have to just run the game to being with...... I'm really worried that you were actually being serious in that remark, because it shows a disturbing lack of knowledge on how computers work. -Right here? If doing more with the world =/= content, then nothing does, and yes, a different number of NPCs is TOTALLY different then textures, because more npc= bigger battles = more NPCs players have to fight = more gameplay opportunities during the battles themselves. Textures are just something you look at, NPCs are things you get to interact with, to treat them as equal is disingenuous. -Not really, unless you are saying that pointing out that apples are not oranges is semantics also. -Well I want games to s*** gold bricks out of my PC, doesn't make it realistic, and if I seriously asked game developers to do it, I would expect someone to point out the idiocy of it. -But that's the problem, it's finding that balance to where it can be made useful, allow for diverse spells, but ALSO not be stupidly broken. You seem to think that game devs are these atomic supermen who can just think ways to fix all problems in two seconds, and don't do so out of sheer laziness, when nothing can be farther from the fact. Furthermore, the removal of spellmaking had nothing to do with it being exploitable, and to try to argue that Bethesda just removed it to prevent exploits, or that they were trying to stop meta-gamers by limiting normal players, is a incorrect argument. Not to mention that the perk system does limit what you can do when you meta-game, while not limiting what you can do normally, more so then any of ES past systems did, so they HAVE been doing that, instead of limiting what you can do in-game. -The fact of the matter is, most of what they cut, couldn't be improved any further. --The attribute system was fundamentally flawed, both in the way ES used it, and in the way Fallout used it, ES system forced people to become more similar, while Fallout's stopped any real sense of character progression because you could almost never raise your attributes. --The repair system was equally broken, no matter how high or how low they set the decay rate on weapons/armors, its not possible to find a magical sweet spot that made the skill useful, but at the same time not required. And whats funny is that --The perk system does everything the attribute system did, but lacks the problems of BOTH Fallout, or ES, attribute systems, by allowing for constant character progression, which fallout can't offer, while also allowing for characters to become far more wildly diverse instead of being railroaded into similarity like the past ES system did. --The smithing system does everything that the repair system was supposed to, i.e. by giving those who took it a considerable advantage in the game world, while at the same time punishing those who didn't take it, but not in such a severe way that the game was made unplayable. -No, the mechanics in Morrowind blew And Skyrim fixed all of those. -I dont know where you get this implication that I want the game to hand things to me. -Creating a perk system like Skyrim's, and then making armors/weapons that dont fit into it like everything else, is, quite literally, asking for more for the sake of more, and not more for the sake of interacting with the game's systems, and improving upon them by creating greater useable weapon armor diversity, something you claim to be against. -And had the armor set been named leather, then it would be fine, but it wasn't, it was named netch leather, indicating that this one, and only this one, type of leather is part of the set. -I've actually said before I do believe that perk resetting should be in the base game. But beyond that, in all my time of playing a mage in Skyrim, do you know how many times I wished that I could take back a +damage perk? or some perk that makes my shock spells turn people to ash? NEVER, because as you advance higher in level, you need better spells, with better abilities, and taking those away only makes your spells weaker, and thus pointless. Similarly, once I made the ultimate death/kill spells in Morrowind, I NEVER used spellmaking again, because it's was so unnecessary to make new spells. -Bad mages are mages who are in the thick of battle to begin with, mages are not supposed to be in the middle of things, period, being in the thick of battle means you failed to use your magic to kill enemies before they got close, which makes you a poor mage. Now, if we were talking about battlemages, you might have a point about being in the middle of battle, however, even then, it was still always easier to just use a on target spell, instead of a touch spell. -Except it was, very much so, like a good deal of Morrowind.
  12. They don't ignore us, they give us modding tools so we can make the game better for ourselves, something we should be thankful for in this day and age where every other game dev is trying to block/ban modding. -Since, by your own admission, your computer is powerful, it really doesn't apply to you, if we tryed it on the average PC, or even the consoles, which have less then 4 gigs of ram, and not a quad core processor, or whatever it's you have, we would get different results. If the average person had a PC as good as yours, or if the consoles were as good as your PC, your results would have some meaning, but they aren't. Your entire argument can be summarized as "if I can run it on a giant super computer, then why cant get it to run on an 1990's Macintosh". Its a simply unfair argument to try to make. And no, the concept that consoles have to have the same content as PC users isn't dumb, its called being fair. Bethesda gives us the modding tool to make our PC games better, as you pointed out, but it's up to US to make the game better for ourselves, while we can treat ourself better because of our PCs, Bethesda cannot treat us better for the same reasons. Game companies have to treat all of their customers fairly, and we should be so lucky for Bethesda to even release to CK to begin with. -The difference is that one implies that NPC armor pieces have NOTHING to do with performance, and the other implies that they do, but not as much as as NPC processing. -Well, you dont go into detail what you meant, and based on your previous argument "more skills = more diversity" it really seemed like you use a "more number of total weapons = more diversity" type of logic, instead of a "number of things that things do = more diversity" type of logic. The former is just bloat, the later is real diversity, and the Skyrim skill system leads FAR closer to the latter, while the suggestions I've seen from you lean far to the former. -Bethesda tried that kind of system in both Morrowind, and Oblivion, it didn't work. People always found a way to exploit it and get past any sort of cost increase, not to mention that putting limits on it would just evoke a "WAAA THEY MADE SPELLMAKING SO LIMITED ITS WORTHLESS" rebuttal from many, and we would instead be sitting here arguing over how limited spellmaking is, or isn't, of it not being in the game to begin with. That's EXACTLY the problem, Bethesda is having, really, that's EXACTLY what the quote from Todd Howard I posted before said. Again, this baseless accusation that Bethesda just went "ahh lets cut it" instead of trying to improve it goes against all known evidence, and this is what I have been arguing about the whole time. And yes, spellmaking was broken fundamentally, it was way to easy to exploit, putting caps on it would nerf it hard to the point many would find it useable, and trying to find a new way to do it is really freaking hard. -Except, Bethesda did continuously develop their ideas, and when they found that their original ideas didn't work anymore, they replaced them. You seem to have this notion that its possible to just contentiously develop the same idea forever, and constantly improve on it, when the simple fact of the matter is that, that simply isn't true. Systems have dead ends, and it can take over a decade to this that dead end, and once you hit it, there's nowhere to go, so you throw it out, and replace it with something better. Assassins creed has only been around for 6 years, Elder scrolls has been around for nearly 20. Bethesda has had a far longer time to hit their original system's dead ends then AC. and yes, the amount of content is TOTALLY relevant, a small game like AC can be easily improved by taking time away from one of its small list of features, and putting it into another feature,huge games like skyrim dont have this luxery, especially with the ever rising cost of game development, they already have so many features to deal with that taking time away from any of them just ends up hurting all of them more then it benefits. -I'm lucky is the armor merchant spawns with half a set of chitin. -First off, when you have a system like Skyrim's with matching set perks, YES, you DO need every armor to fit into that system, or else the entire system becomes inconsistant with itself, and proves to be an overall detriment to the game. Also, in Morrowind's light armor, the complete sets of light armor are glass, chitin, fur, and netch leather. Where would the bearskin armor go? or the imperial leather? or newtscale? imperial leather isn't anywhere near the same a netch leather, neither is bearskin or newtscale. -I was pointing you that the statement "you can do it everywhere" was wrong, not that I wanted to be able to do it everywhere, so I dont really get your comment on the game posing a challenge. -But see, that's the thing with your argument, all you talk about is making new spells, not being able to manipulate the ones already in the game, which is what I have been discussing this whole time. while you have to go create a 100% new custom spell in order to get multiple effects. Skyrim's perk system does that by default, without the need to make new spells, just augment the existing ones, and on top of that, it isn't so broken that it allows for stupidly powerful exploits, and when Bethesda finds a way to put spellmaking back in, it would will take the manipulation of beyond anything Morrowind could ever hope to do. And I do agree perk rest should have been in the base game. -But any half-decent mage has enough magicka, and enchanted gear, that the reduced cost of touch spells was meaningless because you could cast all the normally spells just as well, and not put yourself in danger. The only mage who needed to use touch spells was a bad mage, who didn't know how to use the rest of the mage systems to their advantage. -Well that's a problem with Morrowind's enchanting system at its core, a simple 1-2 point enchant shouldn't be able to do jack squat, and trying to use broken game mechanics to support the inclusion of an equally broken game mechanic really doesn't make for a good argument. And while I do agree that enchanting needed to be nerfed, majorly, in Morrowind. I feel that the perk system does this quite well, not perfect mind you, but well, without the need for EP on armors. Unless you use the resto exploit, or spec heavily into the 13 point enchant tree, which 13 perk points it quite a bit considering less then 22% of the game's playerbase makes it to level 50, enchantments are nerfed to being pretty weak.
  13. The creation engine also fixes many of the problems gamebryo did, and Oblivion's gamebryo fixed many of the problems that Morrowind's did, and on the Source front, the newer source engines still have many of the same problems older versions of source did, even Unreal engine sill has several problems stretching back several versions. That's just a natural part of being the same basic engine. And while it's great your computer can do that, as can mine, as you yourself pointed out, many people's computers can't, and consoles couldn't as well. The console port of Crysis 1 had to be butchered in order to get it to run to half-way decent. It's not a profitable means of making games to only cater to the elite of the PC crowed. And as for that video, it's stupidly deceptive, like most videos of its nature are. Sure it looks pretty, and the camera pans smooth, but then again, everything in the presented game world is static, there's a lack of NPCs, or anything else that would put undue strain on the computer running it, not to mention that the landscape shown is just that, and not an entire world the size of Skyrim, which allows them to pump even MORE power into that small bit of land to make it look better. I can slap a ENB mod on Skyrim, strip out all the NPCs, and disable/remove every script/function in the game, and get a very similar looking result, but when you actually add in all the things to make that more then just a static environment, and into an actual game, it all falls apart, which is why I despite it when people try to use videos like that to show "what could be" despite the fact that the video ignores everything about what makes a game besides the superficial landscape. Here is a picture of modded skyrim that looks just as good http://img.gawkerassets.com/img/185tv2xe524gejpg/original.jpg http://img.gawkerassets.com/img/185tv35a45ldwjpg/original.jpg
  14. The Warp in the West - http://www.uesp.net/wiki/Lore:The_Warp_in_the_West_%28book%29 A book about the warp in the west, which was the result of the game Daggerfall A Short History of Morrowind - http://www.uesp.net/wiki/Lore:A_Short_History_of_Morrowind The Reclamations - http://www.uesp.net/wiki/Lore:The_Reclamations these books describe the events leading up to, and the immediate aftermath, of The Nerevarine's actions in Morrowind, they don't describe what exactly happened in Morrowind, but it gives enough history about it. The Oblivion Crisis - http://www.uesp.net/wiki/Skyrim:The_Oblivion_Crisis A book about the events of Oblivion
  15. -Firstly, to say that Skyrim runs on the same engine as Morrowind, with "just some tweaks" is disingenuous, it's like saying that Half-Life 2 runs on the same engine as HL1, with "just some tweaks" because they are both the source engine, by your logic Half-Life 2 runs on the quake engine also, because gold-source was just the quake engine "with some tweaks", but is doesn't. Just because engines are built from the same base does not mean that the end result is the same engine. Furthermore, I have never had problems in Skyrim with multicore processors, or multiple video cards, I recall having issues back in Fallout 3, to the point of needing to change my .ini to ignore my CPU's other cores, but Skyrim has worked wonderfully for me on multicore, and multi-GPU, computers. -Secondly, an all new engine can mean many things, the HL2 version of source was an "all new engine", despite being built on top of the gold-source engine, which was itself built on top of the quake engine. -Thirdly, it is 100% FALSE to say NPCs can't use perks, if you looking the CK, you will see that NPCs have access to many of the player-character's perks, ranging from the +1handed damage perks, the increased destruction spell damage perks, spell cost reduction perks, +armor perks, and even special NPC only perks that give them X3 damage. Furthermore, the different damage types based on attack style only affected raw damage, it had no special effects, and since the game defaults with the "use best attack" option on, it never mattered for most players, not to mention that said different attack damage was replaced by special effects, such as bleed/better crits/armor piercing, which actually provide more gameplay difference then just just doing differing levels raw damage, and the differing swing types were replaced with power attacks in differing directions that each have their own special power like a chance to paralyze, or extra crit damage. So nothing was lost, in fact, more diversity was added. And no, I dont think Skyrim is perfect, the combat is dull, many people don't respond to many actions that you do that they logically should, weapon diversity perks are implemented like s***, NPCs are pants on head retarded, its still pretty buggy, the radiant quest system is woefully under developed and send you to places you already have been when it shouldn't, amongst a long list of other annoyances. However, when some makes a veritably false claim like "there's less NPC types/less dungeon types/less weapon diversity, etc. etc." I will point it out. I know part of this new-age-gamer BS is that you either hate everything in a game, and liking/defending even one thing about the game means you MUST be a shill for the company, which was an absurdly childish remark that reflects poorly on your character, but defending games from false accusation does not mean someone likes every part of it. I defend games like Mass Effect 3, and Fallout New Vegas, two games I absolutely despite, from false accusation about its content, because they are false, and spreading false information about games is stupid.
  16. -Oblivion and Morrowind also had them there unnecessarily, nor could they handle as many NPC on the screen at one time, nor were the armors able to be made with as much detail per piece as Skyrim armors, and for Morrowind armors the perk system would have been to improbable to work out. That you could potentially put in more work to separate them still doesn't negate the fact that separating them causes more drawbacks then benefits, and indeed, the overall design of the armors helped them come to the realization of how stupid it was to have these as separate pieces to begin with. -Actually, HeyYou said that armor has NOTHING to do with the amount of NPcs on the screen at one time, not that AI processing costs more. I never denied, or tried to refute, the claim that AI processing cost a lot, however, you cant exactly play a game with the AI off, you can play a game with a lower number of armor pieces though. -Except they weren't pretending like they were creating something new? And no, the fact of the matter is, consolidating weapons into one skill does NOT render them all different colors of the same weapon, because all weapons in all RPGs share an upgradeable base damage, with their diversity coming from some special attack powers, and making all the BASE damage of weapon go up via one skill, instead of separating base damage into 3 skills, doesn't negate the ability of developers to increase those weapons special powers via perks in meaningful ways. Nothing, and I do mean nothing, about Skyrim's skill system made weapons less diverse, or prevents the devs from making the weapons more diverse ten if the skills were separate. Constant expansion only relates bloat, and tacked on BS that doesn't actually do anything. -Except they didn't just cut it out of some lack of desire to develop it. You seem to have a very odd view of Bethesda, acting like they just went "hey, should we take a month or so to make spellmaking?" and then the guy who asked to the question, along with everyone else in the room, starts smiling because they get the joke, and all yell "Na, screw that". When nothing could be farther from the truth. https://www.youtube.com/watch?v=fsY_10xiVAs&feature=player_embedded "Todd: “Yeah, spellcrafting is a real wildcard. Something that we’ve done a lot. And there are pluses and minuses to it. We’d like to find… we have some ideas that we really like on how to solve that, and I don’t know where that’s going to go. But the thing that we DON’T like about the previous systems that we’ve done, is it becomes very “spread-sheety.” It takes the magic out of magic. You got to see the game, but your listeners haven’t. There’s a bigger emphasis on how the magic physically acts. Just a spell like fire; there are different spells for how the fire moves. Like putting down a rune that explodes when you walk over it. Or fire you can spray that lingers on the ground, like you’re spraying a wall, and you can spray the ceiling. Or fire that travels like a flamethrower out of your hands. Or a fireball that you charge up and throw and it explodes at a distance. So our main goal is to make magic feel like this arcane powerful thing. And once it goes into a spreadsheet in the game where you can just say I want something at this distance and this power, it removes the illusion of like how this stuff actually works. So we have some ideas of ways around that, but we don’t know where those are going to go yet. We do have the benefit of, we’re really, really happy with how the magic plays in the game, both visually and mechanically. And then being able to do it with both hands. There are opportunities there for combinations and things you can do without getting into the spreadsheet aspect of it. Which I do know some people like, but it does take away from the impact of the spells that you’re finding and mechanically how they work.”" -Except the time spent on it isn't proportional. Oblivion: 2006 Fallout 3: 2008 Skyrim: 2011 AC1: 2007 AC2: 2009 AC3: 2012 Ubisoft had anywhere from two to three years to perfect and polish a game that has 1/100 of Skyrim's content. Whereas Skyrim didn't start large production until after Fallout 3 was done, giving them about the same about of time as it took to make AC3, to make a game that has 100 times more content. To say the time spent is even remotely proportional is just disingenuous. Furthermore, Skyrim's perk system doing everything the attribute system did, but without its broken flaws, the Skyrim smithing system doing everything repair was supposed to do, without its flaws, increasing the beliveability of characters by giving them routines, voices, and the ability to actually respond to thing that happen in the game world, instead of standing rotted in one spot mindlessly all day every day, I'm really not seeing where they took all these steps back. Skyrim shows, if anything, that they knew the problems with their past games, and tried to fix them, and succeeded to a large extent, that is not going backwards, that is going forwards. -After going to every merchant from Gnisis to Seyda Neen, I was lucky to be able to find a complete armor set from the merchants, and no,you could not make virtually all, or even most, of the incomplete armor sets part of another basic set because they had very clear different styles, and materials. Unless you are really trying to claim that if they had made something like an incomplete glass set that you could just throw that with bonemold. -You didn't need to be powerful at all, as you yourself pointed out, Morrowind and Oblivion's spellmaking system was notoriously broken, and easy to exploit, allowing spells to be made that could kill pretty much everything in the game, that cost nothing to cast, and that's all but the most serious of hardcore RPers, a very small minority of the game's total population, ever used it for. I used a warrior to make a spell with pretty much no cast that paralyzed and did so much damage over time only the highest tiers of monsters could not die from it, and I could spam that thing like mad. And again, they HAVE tried to fix the problem, despite your implications that they just cut and ran. -I wasn't aware that you could just make spells at any place and time you wanted in Morrowind/Oblivion either. And with my fire spells, stacked with impact, I can shoot fire that does fire damage, staggers, and causes fear. And in terms of base game spells, Skyrim does offer FAR more diversity because of how I can augment my spells with perks, Morrowind's spells stayed the same forever, with Skyrim, I can turn one spell into potentially 20 different ones. -If you were an aspiring mage, you shouldn't be running up to enemy NPCs and touching them, as a mage would have considerably low health, and almost no armor, to where doing so would result in your getting killed. In over 500 hours of play mages in Morrowind, across multiple mage characters, I can safely say that touch spells were always the most useless, as on self, and on target, spells always did the same thing, and more effectively because I didn't have to run up to my enemy to use them. -Having the ability to do something in a game means nothing unless its useful, and unless you can make those 10 enchants all worthwhile, you shouldn't care that you no longer have the ability to do something that didn't help you in any way, because it didn't help you in any way.
  17. Nothing in the game suggests he usurped Dengier's throne, except Dengier himself, who shows very clear signs of advanced paranoia. That's untrue, Idgrod hires you to look into the investigation of the house fire, and the only problem she "ignores" is that of there being a mage in the city that everyone believes is evil, which is local superstition, and Igrod only "ignores" it because she knows that in time, after people have a chance to interact with Falion, and understand hes not evil, this hatred will fade away. Nothing at all says he is uninvolved with the corruption of his family, just that he is the is the more political guy in the family, while his brother runs the mining part. Furthermore, if you kill Maddonach in Chidna mine, Thongvor even says "I hear from my brother you have done our family a service", showing he was fully aware of what was going on in the mine, and knew that killing Madonach helped his brother and him because of how Madonach was going crazy. A play that is in bad taste considering it involving the burning of a King, and the high king was just killed.
  18. http://images.uesp.net/8/89/SR-item-Wolf_Armor_Male.jpg http://images.uesp.net/7/75/SR-item-Imperial_Light_Armor_Male_01.jpg http://images.uesp.net/b/b2/SR-item-Ancient_Nord_Armor_Male.jpg http://images.uesp.net/c/c3/SR-item-Dawnguard_Heavy_Armor_Male_01.jpg I'm not really seeing the way to cut this into two considering that the skirt part is part of the upper part, cutting it into two makes no sense. An even remotely casual glance at skyrim's armor designs shows that a large number of them have skirt like parts connected to the upper armor that cover up a good deal of the greaves area, many to the point that removing the greaves area would be hardly noticeable. Yes they have............ really, what you just said amounts to "no one has proven that rendering two objects that have to clip with one another puts more strain then one item that doesn't clip with itself". That's a basic of computer graphics. Diversity comes not from total number of objects, but how much those objects can do, and Skyrim's does more in one skill then Oblivion/Morrowind did in three. To say it is less diverse is false, in every way it can be. The lack of effective diversity between the weapon types has nothing to do with them all being tied to the same skill, it has to do with the way the specializations are calculated affect the game world. Which I do admit the implementation was bad, very much so, armor piercing means little because no enemy has enough armor to make it worthwhile, and bleed+criticals do nothing because the extra damage is calculated by the weapons base damage, not the damage you get from skills +perks. However splitting weapons into different skill would NOT fix this, it would just make all three perk trees share the exact same +damage, and power attack perks, with the extra specialization branch also tacked on there, and it would have the same problems we have now, but instead of having one skill tree that does 3 things, we would have three skill trees that do one. What needs to be done is to give enemies higher armor ratings, and make the bleed/critical damage be calculated by the weapon's damage after perks and skill is calculated. The skills being merged into one did nothing to lessen diversity, all it did was put all the keys on a keychain, instead of having them thrown about, and splitting the skills would do nothing to increase diversity, just make the skill list bloated with unnecessary/redundant skills. There's also a big difference between putting in a incomplete feature, and holding off until you are reasonably sure that the feature works well, guess which one makes for a better game? Assassins Creed is also nowhere near the size of Skyrim in terms of overall content, comparing the two is like trying to compare how CoD can increase the number of features in it, while Minecraft 2, assuming it was made, cut some features in order to make to rest of the features more deep. Comparing how a small game, such as CoD, or AC, can add features, while much larger game, such as Skyrim, or Minecraft, remove features, in sequels is disingenuous, and totally ignores the stations the games are in. Possible yes, but possible =/= practical, and something being impractical can make it nearly impossible. In all of my time playing Morrowind, the only times I can ever recall having a full suit of armor, was at the end-game time, when I bought glass armor, throughout the rest of the game, I was lucky to have an almost complete set of armor, let alone a fully matching set of armor. The 8 piece armor system in Morrowind, when combined with the large list of incomplete armor sets, and total number of armors, made getting a full matching set of armor nearly impossible, which makes the implementation of many light/heavy armor specific perks impractical. You really shouldn't be able to do that period, if it was possible to make spells like that, then Vivec would have been killed long ago. That was probably part of the reason why it was removed to begin with, no one should be able to make a "healing spell that repelled the dead, calmed my enemies, and gave people a bit of luck for their trouble?", its just broken. Furthermore, "Truly diverse spells can only be had when we can control exactly what we are casting, when we cast it, and how powerful it will be.", I can chose what spells I want to cast, i can chose when exactly when I want to cast my spells, and with perks I can control how powerful my spells are. All touch spells did was cause an effect when you interacted with someone...... it's literally the same thing as enchants that do damage to enemies when your sword hits them, which is in the game. As for "on cast" all that did was allow you to cast an on touch of on target spell, it was so redundant, and Skyrim has both on touch and distance spells.......... so really, losing on cast is losing something the game already did. Furthermore, as you pointed out Morrowind also had enchant limits on armor pieces, crippling the power of each enchantment unless you had a full suit of daedric armor, trying to put multiple enchants that actually did something was pointless, sure you COULD load up like 10 enchants on an item, but each of them would be so weak they would be useless. Skyrim on the other hand offers you the ability to put two enchantments, and max out the power of both, on an item, thus offering a greater ability to enchant things to a useable effect. So, while I will concede the fact that Morrowind let you have more enchantments, the way the enchantment rating on armor worked made putting any more then two pointless as they got stupidly crippled. Having more enchantments on an item means nothing if the enchants do nothing, which was the crux of Morrowind's enchanting system.
  19. No, I'm not a game designer, but Matt Carofano is. http://www.vg247.com/2011/07/06/skyrims-missing-tes-features-cut-for-the-same-reasons-as-oblivions/ "In Morrowind, players had to equip each piece of armour individually, while in Oblivion, sets were broken into fewer pieces. In Skyrim, each full set of armour is one item, according to lead artist Matt Carofano. “This helps create armour styles that have the look we needed for Skyrim,” he said. “In most of the Nordic designs we created, the upper armour would completely cover the lower armour, making it unnecessary. “We get much better visual results combining those pieces, and it renders a lot faster too, so we can put more people on screen, so that was an easy tradeoff for us. “We can also make a lot more armours now, so the number and variation types are more than we’ve ever had.”" And yes, total number of armor pieces DOES affect the total number of NPCs on the screen, more pieces = more stuff to render, more stuff to render = more strain on the computer when making all these NPCs move, attack, walk, etc. etc. Less pieces = less stuff to render allowing for many times more NPCs to be on the screen, while only causing the same, or less, total strain on the computer because it has to render less items per NPC. This is BASIC game design. -Merging skills is negated by the fact that each skill does more, and has a specialization for each weapon type. Morrowind and Oblivion worked on a system of 1 skill = 1 thing, the thing being an increase in weapon damage, whereas Skyrim's 1 handed skill has five separate paths, one for each weapon type, a path for dual wielding, and two paths for power attacks. So where Mororwind/Oblivion's skills only did one thing, make that one weapon types damage higher, Skyrim's skill trees allow for differing paths, allowing for far greater specialization, and customization, that none of the past ES games could match. -The consolidation of armor pieces allowed for armor perks such as matching set, custom fit, deft movement, and wind walker to work effectively, or even be viable. Where Morrowind/Oblivion's armor skills, again, only did one thing, make armor better, Skyrim does like 5 things, and on top of that, the merger of armor makes each armor pieces more important, more detailed, and allows for more NPCs on the screen. -I will half give you spell making, which was only removed because they couldn't find a way to make it work without ruining the magic feel, but they have said they are working on it. However, Skyrim's perk system, once again, trumps the diversity of Morrowind and Oblivion because of the ways we can argument spells with perks, a spell in Morrowind and Oblivion was the way it was forever, spells in Skyrim can get increased range, new effects like stagger, the ability to turn people into dust, the ability to dual cast, etc. etc. and all of it is at the hands of the user. Skyrim's spell system offers far more meaningful choice in which to augment spell's abilities. Even the most basic fire spell in Skyrim can be augmented into nearly 20 different spells based on what perks you take, Morrowind and Oblivion could offer no such thing. -How was meaningful enchanting removed again? because I have been able to create far greater enchantments, with far greater control over the levels of said enchantments, with Skyrim's perk system, then I ever could in Oblivion/Morrowind. Not to mention that, because of dual enchanting, skyrim has the same total number of enchants as Mororwind, meaning a skilled enchanter could easily make something just as good, and with perks easily better, then anything in Morrowind.
  20. -Emperor will be dead -DB was calimed to have been destroyed, but made a comeback -Who won the civil war wont be mentioned, and wont matter, as Bethesda will make up some event that causes both factions to turn out exactly as they want them despite who won the civil war.
  21. -Actually, it does. If we had Morrowind's armor system in Skyrim those 30NPC battles in the civil war would have been reduced to 10. -All armors in Skyrim have the same number of pieces so...... that's impossible. -Because instead of being able to just walk around without pauldrons and still do fine, you actually NEED armor to survive? I could walk around in Morrowind missing 2-3 armor pieces because each individual armor piece was worthless because you had so many of them. -If we had Morrowind's armor system, can you honestly tell me that the custom fit perks would do doable? in all my time of playing Morrowind, the only time I ever had a full set of some armor, was glass armor, there was WAY to many pieces in Morrowind to make many of Skyrim's perks feasible. -Objects in Morrowind and Oblivion could be enchanted only once, meaning --Morrowind = 16 (curiass, helm, pauldronX2, greaves, boots, gauntlesX2, ringX2, necklace, pants, robe, shirt, weapon, belt) --Oblivion = 10 (boots, cuirass, gauntlets, greaves, helmet. shield, ringX2, necklace, weapon) --Skyrim = 16 (helm, cuirass, boots, gauntlets, shield, ring, necklace, weapon)X2 -Having more objects means nothing if you cant make each item type diverse, putting in more weapons doesn't make the game better, it only gives Bethesda less time to make each item type good. Morrowind and Oblivion only beat out Skyrim numerically because all of its items had little, if anything, to make them different. All melee weapons in Morrowind were essentially just swords with different skins, whereas Skyrim gives them things like differing speeds, stagger levels, noise levels, and special effects via perks. Games do not just more on a "more quantity AND more quality" equation. You have either have more items that do less, or less items that do more, not to mention the fact that video game budgets are skyrocketing to even higher levels each year, meaning Bethesda has to male considerably more and more money in order to be able to just even make something at the level of their last time. To believe that games should have more, and everything should do more, is to ignore the entire situation of video game development, and cost.
  22. Bethesda removes things in order to make the remaining things better. Things such as lowering the total number of armor pieces -Allowed more NPCs to be on the screen -Allowed armor pieces to have more detail -Made each individual armor piece more important -Made perk systems like matching set, and custom fit actually useable -And with the dual enchanting system wwe can have the same number of enchantments as we did back in Morrowind, despite having less armor to wear. Skyrim has a lower total number of things like weapons/armor pieces, but Bethesda always adds something to make the game more deeper in return. Most of the Skyrim removed X argument work solely on a numbers basis, i.e. 1<2, and not a mechanics one. Mechanically, Skyrim does far more per item then Morrowind ever did.
  23. 18 hours in, and just beat everything in the DLC. It was quite a large DLC, certainly more so then the 12 hour dawnguard, I think I even got more time out of it then I did bloodmoon all hose years ago.
  24. Victoria was not talking about Karliah being a vampire...... she was talking about Karliah being able to poison a vampire, when vampires have 100% immunity to poison. but to answer to OP's question, its just part of the mission, it doesn't technically make sense, but a lot of things dont because Bethesda can't account for every single possible level of resistances and whatnot a player might have.
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