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  1. - Top - End - #1261
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    Imbalance's Avatar

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    Default Re: The Elder Scrolls XV: This is my Thu'um Stick

    Quote Originally Posted by Keltest View Post
    Metroid is Sci-fi. The limits of what counts as plausible are different for that.
    I beg to differ. Would it not be plausible to have magical protections over doors that are indistinguishable from alien locking mechanisms? (Truthfully, the very first time I saw Metroid played, I interpreted that the character was using a magic wand to pop magic bubbles, and the enemy sprites looked less like aliens than swooping dragons and the like.)

    Had that been established, my complaint would be void, but TES has only rare instances, usually in the form of magical traps, that would prevent a door or chest being destroyed as a method of access. The nearest matter of lore that was ever talked about is ironwood, which is supposed to grow in Skyrim, yet is not even mentioned in that game. If the lore would establish that all wood is ironwood, they would have to backpedal about every shipwreck and damaged crate. They don't even bother to hand wave it, though, when other games make a feature of it with ease. If disarming a lock is only possible with a blanket stealth or magic check, given the heaps of other lore about the franchise, an explanation would be welcome, even one as thin as the law against levitation. As it stands, it's pure negligence that no item in the 800 lbs. of gear that I'm perfectly able to carry could possibly be used to even pry at a lock or hinge, much less burn or break the wood away from it..
    Last edited by Imbalance; 2020-01-19 at 01:27 PM.

  2. - Top - End - #1262
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    Default Re: The Elder Scrolls XV: This is my Thu'um Stick

    Quote Originally Posted by Imbalance View Post
    I beg to differ. Would it not be plausible to have magical protections over doors that are indistinguishable from alien locking mechanisms? (Truthfully, the very first time I saw Metroid played, I interpreted that the character was using a magic wand to pop magic bubbles, and the enemy sprites looked less like aliens than swooping dragons and the like.)

    Had that been established, my complaint would be void, but TES has only rare instances, usually in the form of magical traps, that would prevent a door or chest being destroyed as a method of access. The nearest matter of lore that was ever talked about is ironwood, which is supposed to grow in Skyrim, yet is not even mentioned in that game. If the lore would establish that all wood is ironwood, they would have to backpedal about every shipwreck and damaged crate. They don't even bother to hand wave it, though, when other games make a feature of it with ease. If disarming a lock is only possible with a blanket stealth or magic check, given the heaps of other lore about the franchise, an explanation would be welcome, even one as thin as the law against levitation. As it stands, it's pure negligence that no item in the 800 lbs. of gear that I'm perfectly able to carry could possibly be used to even pry at a lock or hinge, much less burn or break the wood away from it..
    Sure. However, while Samus is not an expert forcefield technician, your character could plausibly be an archmagi of incredible power in a fantasy setting. You could plausibly be an expert in magical barriers, less so in alien tech barriers.
    “Evil is evil. Lesser, greater, middling, it's all the same. Proportions are negotiated, boundaries blurred. I'm not a pious hermit, I haven't done only good in my life. But if I'm to choose between one evil and another, then I prefer not to choose at all.”

  3. - Top - End - #1263
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    Default Re: The Elder Scrolls XV: This is my Thu'um Stick

    Kingdoms of Amalur (rememember that one, was supposed to be the Elder Scrolls killer) did have some chests/doors protected by magic wards instead of physical locks.

    That demanded the separate Dispel Skill and its own minigame. Still it had some interesting details to make it different from just "magic lockpicking":
    -It could be used in some quests to break magic charms on NPCs.
    -There was a "brute force" option that 100% broke the magic ward, but also chance of it blowing up in your face, dealing big damage and applying a nasty curse if you survived that could only be removed in town by paying a significant amount of gold to a Healer NPC (guess you can't dispel yourself).

    Xenoblades Chronicles 2 has doors/chests blocked by all sorts of exotic stuff that each demand the party to have a certain combination/level of (field) skills to open (Lockpicking being one of them, but something like a fallen tree would demand fire skill, a buried chest would demand digging, dark curses would demand Light, hidden complicated stuff would demand Keen Eye+Focus, etc). Alas besides a few exceptions there were no alternate methods for each such obstacle, either you had the exact right skills, or you couldn't open the door/chest at all.
    Last edited by deuterio12; 2020-01-19 at 07:40 PM.
    Quote Originally Posted by Lord Of Mantas View Post
    "You know, Durkon, I built this planet up from nothing. When I started here, all there was was a snarl. All the other gods said we were daft to build a planet over a snarl, but I built it all the same, just to show then. It got eaten by the snarl...

    ...so we built a five millionth, three hundreth, twenty first one. That one burned down, fell over, then got eaten by the snarl, but the five millionth, three hundreth, and twenty second one stayed up! Or at least, it has been until now."

  4. - Top - End - #1264
    Librarian in the Playground Moderator
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    Default Re: The Elder Scrolls XV: This is my Thu'um Stick

    Of course, in Arena, you could also destroy walls with a spell.
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  5. - Top - End - #1265
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    BlackDragon

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    Default Re: The Elder Scrolls XV: This is my Thu'um Stick

    Quote Originally Posted by deuterio12 View Post
    Kingdoms of Amalur (rememember that one, was supposed to be the Elder Scrolls killer) did have some chests/doors protected by magic wards instead of physical locks.
    Supposed by whom? Don't get me wrong, KoA was fun for 50 hours or so--just a shame the main plot took 66 hours to complete, those last few hours were a *real* slog! Even Yahtzee in his "Zero Punctuation" review called KoA "Baby's first Skyrim"...

  6. - Top - End - #1266
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    Default Re: The Elder Scrolls XV: This is my Thu'um Stick

    Quote Originally Posted by factotum View Post
    Supposed by whom? Don't get me wrong, KoA was fun for 50 hours or so--just a shame the main plot took 66 hours to complete, those last few hours were a *real* slog! Even Yahtzee in his "Zero Punctuation" review called KoA "Baby's first Skyrim"...


    Yathzee has often been a man ahead of his time, but when KoA did come out quite a lot of people did consider it a serious competitor to Skyrim.
    Last edited by deuterio12; 2020-01-20 at 02:11 AM.
    Quote Originally Posted by Lord Of Mantas View Post
    "You know, Durkon, I built this planet up from nothing. When I started here, all there was was a snarl. All the other gods said we were daft to build a planet over a snarl, but I built it all the same, just to show then. It got eaten by the snarl...

    ...so we built a five millionth, three hundreth, twenty first one. That one burned down, fell over, then got eaten by the snarl, but the five millionth, three hundreth, and twenty second one stayed up! Or at least, it has been until now."

  7. - Top - End - #1267
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    Default Re: The Elder Scrolls XV: This is my Thu'um Stick

    Ah, Amalur.....the game with a good combat system, an original idea by making a protagonist that wasn't apart of fate and in fact actively destroyed it instead of being another stupid chosen one, cool weapons to wield like chakrams and reavers, and celtic fae lore rather than the tolkien elves we get now. sad that its actual execution of the story and characters was lacking, it had the creepy blank expression syndrome, and that it simply wasn't good enough to continue.

    I admit, wasn't the best game, but I do have some fond memories of it, I find it similar to things like the Force unleashed or Asura's wrath in how cool its combat was. skyrim's combat is....uh....well lets just say there is a reason I delved into mods to try and make it more exciting. and reasons why I'm playing things like monster hunter, dark souls or whatever instead, assuming I don't have some indie game to play. I've been basically taking a break from (my heavily modded, in some places glitchy) skyrim until I feel like playing it again for like, a few months now.

    mostly for a change of pace, I guess? while I like the mods I installed, it can be bit of a pain to deal with them sometimes, and I want to save some mod slots for beyond skyrim mods in development. perhaps someday I'll come back to Rakarys and resume my broken high elf mage adventures, but not yet.

    but yeah, KoA was a few good ideas that just didn't have good enough execution in my opinion.
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  8. - Top - End - #1268
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    Default Re: The Elder Scrolls XV: This is my Thu'um Stick

    I think the lockpicking issue boils down to this:

    1. Lockpicking is too narrow to stand on its own, applying only to two types of obstacles. This is particularly problematic in a game where you need to use a skill a lot to advance it.
    2. Those obstacles are usually treasure chests, which makes lockpicking just a mini-game in front of loot. Plot-relevant doors tend to be impossible or arbitrarily difficult to unlock, requiring a key. Thus there's a pretty narrow legitimate application of doors that you can open for some kind of advantage over going around it or finding a key.
    3. The plot-locked doors often suffer from immersion problems due to not being able to break them or bypass them. They're often flimsy or part of a rickety fence that an able-bodied person ought to be able to clear without difficulty. I don't see it as a major problem, personally, because I realize that the player's impact on the environment has to be restricted. I take complaints that start with "But I want to use my super-awesome magic to..." even less seriously. But it is nonetheless there and expecting an open-world game not to rely on lazy "this door is locked" barriers is a valid complaint.
    4. In Skyrim, there's no opportunity cost to lockpicking, so every single character will be roughly as good at it as the next one. In the other games, having either the skill or lock-opening spells becomes a tax required to obtain loot, see point 1).


    The best option I see is folding it into a larger skill and drastically reducing the number of locks in the game. Make it so that every so often, being able to open a door without a key is advantageous, but don't make a big deal out of it. Presumably it's a lot more useful if you've joined the Thieves' Guild or the local assassination club.
    Last edited by Morty; 2020-01-20 at 06:30 AM.
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  9. - Top - End - #1269
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    BlueKnightGuy

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    Default Re: The Elder Scrolls XV: This is my Thu'um Stick

    KoA was great, I felt. For the first half of the game. Then the crafting system caps out midway through and the gameplay goes stale quickly after that, and the plot doesn't ramp up enough to make up for that.

    On the topic of Skyrim, however, I'm planning to pull a "narrative" run of the game and I was wondering if anyone had any thoughts on how to improve it.
    Spoiler: Narrative Run
    Show
    The Premise: While Basil Zachary is known in legends as the Dragonborn, who seemingly appeared out of nowhere in Helgen and all but single-handedly ended the dragon crisis, his story actually starts a couple years earlier, when he helped found the Explorer's Society - a guild of archaeologists and historians based out of a museum in Solitude. As guild master of the Society, his adventures spanned Skyrim and even beyond before the civil war and the dragons reared their ugly heads. If one were to pick a point where things went off the rails, however, it wasn't the incident at Helgen - it was the day guildmaster of the Explorer's Society took on an apprentice, a Cyrodiilic scholar by the name of Lucien Flavius. More would come in time, but this was where the balance changed: one overly curious troublemaker was bad enough, two was more than Skyrim could take.

    Major Mods:
    * Legacy of the Dragonborn (the backbone of the run, other mods were mostly selected on compatability with this)
    * Live Another Life (Start the game as Guildmaster of the Explorer's Society rather than in Helgen)
    * Moonpath to Elsewhere
    * Moon and Star
    * Falskaar
    * Rigmor of Bruma
    * Rigmor of Cyrodiil (+ Dragonchild)
    * Lucien

    Fellow Explorers (Using Amazing Follower Tweaks)
    * Lucien
    * Serana
    * Rigmor (When applicable)
    One of the following (not sure which, yet):
    * Inigo (yet another scoundrel looking for trouble)
    * Recorder (yet another historian, albeit with a somewhat different perspective on events)
    * Hoth (a bounty hunter less interested in archaeology and more in the big game Basil and Lucien attract)

    I've played the Legacy of Dragonborn and Rigmor mods before, but I haven't played Legacy's fifth version yet (supposedly a massive overhaul) and I'm looking to tackle Rigmor's story from another angle this time. If there's interest, I might try to do a let's play of the run as a creative writing exercise but I'm not certain on that, yet.

    Anyway, does anyone have any ideas or opinions on this run? Any thoughts as to who the fourth companion should be, between Inigo, Recorder, and Hoth?

  10. - Top - End - #1270
    Firbolg in the Playground
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    Default Re: The Elder Scrolls XV: This is my Thu'um Stick

    I mean, Rigmor's fun, even if the dialogue hurts my brain in places. I've seen several people play with Inigo, but no one play with Hoth so that'd be cool.

    Looks like a fun setup. Feel free to creatively write it if you like, I'd be interested.
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  11. - Top - End - #1271
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    BlueKnightGuy

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    Default Re: The Elder Scrolls XV: This is my Thu'um Stick

    Quote Originally Posted by Triaxx View Post
    I mean, Rigmor's fun, even if the dialogue hurts my brain in places. I've seen several people play with Inigo, but no one play with Hoth so that'd be cool.

    Looks like a fun setup. Feel free to creatively write it if you like, I'd be interested.
    Rigmor of Bruma is hard, no argument. I cringe whenever she says "Pfft, whatever.". Cyrodiil is much better both in story and the immense achievement of recreating Cyrodiil in Skyrim, but still not without its faults. It is, however, a nice capstone to the Dragonborn saga, since Skyrim doesn't make any effort to conclude it.

    Inigo is my least favorite of the option for the last member, I'll be honest, largely because I've used him before and so his constant talking is older than the others. Never played Hoth at all, so I don't know what to expect. However, it could be interesting.

  12. - Top - End - #1272
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    Default Re: The Elder Scrolls XV: This is my Thu'um Stick

    I've tried to play with RIgmor a few times but its seems to be terminally incompatible with every mod on the Nexus for whatever reason.

  13. - Top - End - #1273
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    Kobold

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    Default Re: The Elder Scrolls XV: This is my Thu'um Stick

    Quote Originally Posted by Rynjin View Post
    I've tried to play with RIgmor a few times but its seems to be terminally incompatible with every mod on the Nexus for whatever reason.
    That's a... slight exaggeration. It does make quite a few terrain edits, which means there's a strong chance of conflict with other mods that do the same (Wintersun, specifically, tripped me up like that). And it needs a patch (which doesn't exist SFAIAA) to work with Open Cities. But apart from that, I have no problem playing it with sixty or so other mods.
    "None of us likes to be hated, none of us likes to be shunned. A natural result of these conditions is, that we consciously or unconsciously pay more attention to tuning our opinions to our neighbor’s pitch and preserving his approval than we do to examining the opinions searchingly and seeing to it that they are right and sound." - Mark Twain

  14. - Top - End - #1274
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    Default Re: The Elder Scrolls XV: This is my Thu'um Stick

    It's also partially incompatible with mods that alter the armor loot tables as well, given Immersive Armors borks it. It just never seemed worth the hassle to find which of all the mods I use as part of my "standard package" needed compatibility patches (which aren't usually even available on the mod pages, but as standalone fixes) for what is essentially a glorified companion mod.

  15. - Top - End - #1275
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    Kobold

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    Default Re: The Elder Scrolls XV: This is my Thu'um Stick

    Rigmor of Cyrodiil - kinda breaks every other quest (except Dragonchild, obviously). It simply makes no sense for the emperor to be running around doing that sort of thing personally. Anything less than leading an army - should be simply beneath him, at that point.

    With so many huge content mods, I would think you'd be insanely over-levelled before you complete the half of it. I mean - Falskaar, seriously? I assume you mean to avoid Helgen entirely, but even so - by the time you've done any three of those, you'll be able to take out any foe in the game. In your pajamas.
    "None of us likes to be hated, none of us likes to be shunned. A natural result of these conditions is, that we consciously or unconsciously pay more attention to tuning our opinions to our neighbor’s pitch and preserving his approval than we do to examining the opinions searchingly and seeing to it that they are right and sound." - Mark Twain

  16. - Top - End - #1276
    Firbolg in the Playground
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    Default Re: The Elder Scrolls XV: This is my Thu'um Stick

    It's only during the start up process, during which you have Rigmor disabled, then once IA's done you can re-enable it. On the other hand, it will break the game when the Greybeards shout your name if it's installed, but not enabled. So that's fun.
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  17. - Top - End - #1277
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    BlueKnightGuy

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    Default Re: The Elder Scrolls XV: This is my Thu'um Stick

    Quote Originally Posted by veti View Post
    Rigmor of Cyrodiil - kinda breaks every other quest (except Dragonchild, obviously). It simply makes no sense for the emperor to be running around doing that sort of thing personally. Anything less than leading an army - should be simply beneath him, at that point.
    The Dragonborn reminds me heavily of Klaus Wulfenbach from the webcomic Girl Genius.
    Aide: "Sir, you have an army."
    Klaus: "Yes, but there are things I am better suited to do alone."
    Aide: "Like what, sir?"
    Klaus: "Like fighting a war."

    In my head, I felt my character roaring in frustration over peoples' insistence on providing him with troops: "Do you have any idea how much you are shackling me? I'm a Master-ranked destruction mage! Let me walk in, alone, and I can level any army they care to field! All you're offering me is the choice between relative uselessness or massive friendly fire casualties." So the missions where Dragonborn did things on his own were actually a gift in his mind. And, amusingly, I thought it worked very well in just the reverse: by shackling him with an army, my Dragonborn had to learn to be a team player.

    Quote Originally Posted by veti View Post
    With so many huge content mods, I would think you'd be insanely over-levelled before you complete the half of it. I mean - Falskaar, seriously? I assume you mean to avoid Helgen entirely, but even so - by the time you've done any three of those, you'll be able to take out any foe in the game. In your pajamas.
    It only gets worse as I'm a serial crafting abuser, it's one of the major things that I enjoy of the game. I should just be glad I need the unofficial patch, or I get a kick out of the restoration bug and then I'd be one-punching dragons... That said, I'm interested if I can create a functional story from the disparate pieces, even if it's only in my own head, not in difficulty. Having a four member party for the most part won't make it any harder, either. Which doesn't bother me much, because Skyrim never struck me as a game where the difficulty was fun - it turns bullet spongey and tedious, not intense and lively.

  18. - Top - End - #1278
    Firbolg in the Playground
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    Default Re: The Elder Scrolls XV: This is my Thu'um Stick

    My response to that was basically to become a powerful, but supremely squishy wizard. I'm a one hit kill mostly, but if I get the first blow, game over man, game OVER! Makes it quite fun, even when the game cheats.
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  19. - Top - End - #1279
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    Default Re: The Elder Scrolls XV: This is my Thu'um Stick

    Quote Originally Posted by veti View Post
    by the time you've done any three of those, you'll be able to take out any foe in the game. In your pajamas.
    ...is there a mod that adds pajamas? Because that sounds like lots of fun.

  20. - Top - End - #1280
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    Kobold

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    Default Re: The Elder Scrolls XV: This is my Thu'um Stick

    Quote Originally Posted by Kareeah_Indaga View Post
    ...is there a mod that adds pajamas? Because that sounds like lots of fun.
    Lucia has started giving me robes, about once a week or so. I've got a red one, a green one and a blue one now. No idea why, but she's decided I need a robe collection. I've taken to wearing one of them when I go to bed.
    "None of us likes to be hated, none of us likes to be shunned. A natural result of these conditions is, that we consciously or unconsciously pay more attention to tuning our opinions to our neighbor’s pitch and preserving his approval than we do to examining the opinions searchingly and seeing to it that they are right and sound." - Mark Twain

  21. - Top - End - #1281
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    Lord Raziere's Avatar

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    Default Re: The Elder Scrolls XV: This is my Thu'um Stick

    anyone else update their skyrim script extender, but when they do so, the game still says the script extender isn't working and thus skyui5 can't work? has there been an update to Skyrim SE that skse hasn't patched yet?

    Edit: good news, I've figured out the problem, I didn't transfer one form .dll files over when updating and fixed it, now runs without problems.
    Last edited by Lord Raziere; Today at 06:44 AM.
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