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What Would You Change?


larsi_899

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I've been reading some of the topics and i where wondering

If you could change: Character,Forts/Places,Guilds,Story Line,weapons Anything what

would it be? :)

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Actually not a lot of people have mentioned story line, but I found it rather disappointing. A large number of contemporary fantasy games have very dark or deeply ambiguous endings. Maybe that's more true to life - but that's why I play fantasy games.

 

I hate being set up as the good guys when the good guys are going to lose. I'd rather see a "join bad guys, bad guys win" or "join good guys, good guys win" scenario then a "you have to be the good guy and the good guys basically lose" thing like Oblivion is now.

 

Also the fact that nearly every likable or developed character you meet gets killed.

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Actually not a lot of people have mentioned story line, but I found it rather disappointing. A large number of contemporary fantasy games have very dark or deeply ambiguous endings. Maybe that's more true to life - but that's why I play fantasy games.

 

I hate being set up as the good guys when the good guys are going to lose. I'd rather see a "join bad guys, bad guys win" or "join good guys, good guys win" scenario then a "you have to be the good guy and the good guys basically lose" thing like Oblivion is now.

 

Also the fact that nearly every likable or developed character you meet gets killed.

 

there is only 2-3 things i would change, some of the storyline

More ralistic playing(Hunger,getting tired) and of course Alt Ending and start

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Further rant on storyline (CONTAINS SPOILERS):

 

 

 

 

 

 

Even when you DO join an evil faction, namely the DB, you have to kill everyone remotely likable AND you don't get the satisfaction of killing the obnoxious Lucien yourself if you follow the questline.

 

Your ultimate reward of becoming the Listener is truly hollow because you're head of two or three utterly mindless companion NPCs, not the interesting and personalitied figures you first meet when you join up.

 

Either way, you lose whenever you win.

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Further rant on storyline (CONTAINS SPOILERS):

 

 

 

 

 

 

Even when you DO join an evil faction, namely the DB, you have to kill everyone remotely likable AND you don't get the satisfaction of killing the obnoxious Lucien yourself if you follow the questline.

 

Your ultimate reward of becoming the Listener is truly hollow because you're head of two or three utterly mindless companion NPCs, not the interesting and personalitied figures you first meet when you join up.

 

Either way, you lose whenever you win.

 

Yeah i agree, DB is fun to play for, but when it comes to the Listener rank it's just boring...talking to a statue, and 3 dumb looking underlings, should be something more to do...the mages guild is boring to really, but you at least get a spell making advantage there, only guild i like playing for is the mythic dawn

mod, there you recruit new members and get to kill the High elf Counsler or howerver it's writen, if you're looking for action for loooong time and own the ''Paradise'' you should download it

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I liked the level perks in oblivion. I like the fact that they ADDED them, but some I just didn't like. Such as Athletics. I think at lvl 75 you should get something like "Sprint" not just faster fatigue regen.
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Spoiler stuff follows...

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I like start with something positive :P

I loved the Dark brotherhood quests and thieves. But dark brotherhood has some realy excelent quests, the one where you have to eliminate housefull of guests and make sure they don't identify you is pure genius.

I used poisoned aples and other creative ways to kill them, you have to have disable sneak eye mod for this to be more exciting.

I spent lots of time just in that one house... Realy twisted mind whoever made the quests for DB lol..

scared me in some places and showed me how ruthless you have to be... i realy did like some of the chars i had to kill to advance in rank :ph34r: and I did not get to kill the Lucien... i did atack him when he summoned me to the fort near the end... logicaly i was expecting it to be a trap :huh: (he actualy made me crash few times when i assasinated the original listener with arrows from the roof and lucient started a conversation with me from the ground.. took me a while to see whats going on there)

Leaves you with eazy to set up mission mod.. just add more missions from the night mother herself..

 

Thieves missions should have been more exciting, need "deadlier traps"(sp?) mod for that ... whats this about geting hit in the face with huge spikes and live? not even tetnus poisoning from rust? whats the point of the traps that scratch you? More ...

 

Mages quests were ok if somewhat short, i have'nt done all of them yet though.

 

Otherwise i enjoyed the game.. Main story plot could have been better..but it was not too bad. Could have taken a story out of a good book(like stuff from this guy "David Gemmell")...about this guy ( http://en.wikipedia.org/wiki/Druss_the_legend ) kids don't read that much nowdays anyway. Something for the future oblivion i guess, hope they are keeping eye on top 150 mods to see where they need to go from here ;D

 

(will add new reply when i think of more stuff)

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I only really want three things to be changed: the magic system, the environment's interactions with itself, and skill foundations.

 

The magic system could be more in-depth... much much more than it is now. Pretty much all you do is throw colored baseballs at people. You can only affect them or their attributes; aside from telekinesis you can only interact with yourself and other people. There should be environmental spells such as walls of fire, levitation, trap spells, smoke/gas conjurations, etc. the list goes on. Spells should not just affect you or the enemy. Although many mods try to do something about this most the custom spells are blatantly over powered since the game was not built with them in mind.

 

I think that the environment should be able to interact with with itself in a fashion that doesn't require your presence. Depending on what time you get somewhere things could have changed by a wide margin. At the same time the world can interact with you to produce actions elsewhere. For example, completing a quest could cause a person in game to take another action or role which can be viewed as another variable. A quest, in code, could be waiting for such a variable or key amount of them to happen and then show up. This can be applied to many quests, not just a few.

 

And lastly, skills can be really tuned up. Right now skills conflict with each other and are designed somewhat poorly in term of defining classes. In the end every class seems to meld into one blob of skills and attributes. Why be a master of acrobatics when I can just cast walk on water? Why should I invest in strength when enchanting items can make them far superior than natural strength can? Most skills come in conflict with each other and cause messy results when choices are made in what you should invest in.

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With games like this you don't get very immersed with the characters. First person shooters are much better for character development in my opinion.
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