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Bugs and Unimmersive Aspects that Bethesda (Or Mods) Should Fix


FalloutFreak123

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I agree with most of your points, however I like to add that clearing out at least one of the forts does have a noticeable impact...

 

The Stormcloak fort (forgot the name) near/south of the Abandoned Prison to the East of Whiterun is initially populated by necromancers/mages who have defeated the Stormcloak soldiers garrisoned there. After clearing them out, it will once again be garrisoned by Stormcloak soldiers after a day or so.

 

Additionally should a dragon spawn there, they will help you slay it and when you do absorb its soul, the soldiers will gather around and make some astounded remarks.

 

I thought that was quite immerse so Bethesda does deserve a bit more credit.

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Additionally should a dragon spawn there, they will help you slay it and when you do absorb its soul, the soldiers will gather around and make some astounded remarks.

 

I thought that was quite immerse so Bethesda does deserve a bit more credit.

 

That happens pretty often. It doesn't adress the main problem though. You rise trough the ranks but you're still everybodys favorite dork. I'm leader of this and that. And one of my followers tells me "you're better suited for such a menial task". That's as if the game is taking the piss at your immersion.

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Its almost like the development team has never played Morrowind or Daggerfall. If they had, if they knew what kind of game they had the priviledge of creating a sequal to, then maybe they would have put more effort in.

 

Because what Skyrim does quite well is the gimmicky immersion factor. Stuff like people commenting on corpses, diseases, if youre a warewolf etc. All of this is merely skin deep though, there is no priority system in place for the random chat aimed at you, so people keep commenting on how Ive just joined the companions after Ive been the harbringer for weeks. Similarly the guilds are meant as small extra entertainment. Todd Howard said that for some people the guild questline is their main quest - well if he knew that then why are all the guilds so half arsed, short, lazily done and generally poor?

 

The sheer lack of content compared to Morrowind and Daggerfall is insulting to many, myself included. This game has so much potential, and given the huge amount of work put into it to get it this far, it is so disappointing that bethesda were too lazy to do another few months work to make this worthy of its place in the TES series. As it is, this gets thrown out alongside Oblivion, and as far as I am concerned the last true TES game was Morrowind.

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follower's AI almost makes me cry when it's about exploring dungeons with traps. Well, it's ok when they don't see a trap and run into it, I cannot boast that I never runt into the traps myself, because I occasionally do. But when Lydia runs into the swinging door-like spiked trap, activated with a press-plate, is pushed back and injured, then recovers, runs forward and steps on that press-plate again? Seriously? She also loves stepping into the runes on the floor. Maybe thinks "ooh, glowing fancy thing, lemme check it!". The only improvement I see is that she didn't get hurt in a trap with swinging left-to-right axes in a doorway, but perhaps it was just luck?

One more thing about followers - they cannot ride! Why? They absolutely should be able to ride.

 

This made me laugh. Lydia has repeatedly stepped right in front of the swinging axes , backed up, recovered and then repeated the same process over and over again. Lol.

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The lack of cause & effect is a major immersion breaker; when players are given story-type choices, the world needs to react to their decision. Maybe I'm just spoiled by Dungeons and Dragons, but I strongly believe that, when a player is part of the story, they should be the main character of the story and have control of how the story progresses, rather than being a side character that's just swept up and carried along for the ride.

 

Philosophically, this is the difference between a proactive and a reactive world. Skyrim is proactive, which is why things happen in Skyrim, forcing the player to adapt to what happens; however, because the world is proactive, it cares not for what the player does, because, ultimately, the player has no control of their own actions, since they're bit characters along for the ride called history. In contrast, a reactive world lives and breathes around what players do; in a reactive world, the world responds to what the player does, because the world itself believes what the player does matters, and that the player is the main character after all.

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