Results 31 to 60 of 1476
-
2021-07-17, 10:50 AM (ISO 8601)
- Join Date
- Nov 2009
- Gender
Re: The Elder Scrolls: The XVII Princes of Oblivion
A problem with Oblivion spells I have noticed when trying to pick it up again was that you could spend fights just blocking with your shield while you waited for magicka to load, because spells were so effective that swords felt like a waste of time. It isn't a fun way of fighting.
Spells on self, however, could really use such a system. I think they didn't really remove it, as much as moved it to dragon shouts.
I actually modded the Skyrim on-self light spell to last something like 10 minutes. It costs much more magicka to cast, but I did it at high levels, so it's OK. It wasn't really a choice, I generally didn't bother with light sources, but they became necessary after installing a realistic lighting mod, and I really like the results.Originally Posted by J.R.R. Tolkien, 1955
-
2021-07-17, 11:51 AM (ISO 8601)
- Join Date
- Jun 2018
-
2021-07-17, 02:13 PM (ISO 8601)
- Join Date
- Jan 2005
- Location
- Baator (aka Britain)
- Gender
-
2021-07-17, 02:43 PM (ISO 8601)
- Join Date
- Jun 2014
Re: The Elder Scrolls: The XVII Princes of Oblivion
I guess I don’t really have a strong opinion here one way or another, as long as they make it fairly intuitive and hard to screw oneself over by accident. (Screwing oneself over on purpose is fine. )
Something I’d like to see is the armor categories from ESO - so Light, Medium and Heavy instead of just Light and Heavy, and Light ‘armor’ is clothes, robes, or the equivalent. My inner min-maxer screams loudly when my character runs around Skyrim in robes, because I don’t get any XP for that. Also if I find some really cool clothes, I can’t improve them like I can armor. Or make them myself.
Can’t decide if dyes would be worth having in the single player or not. If ESO taught me anything it’s that dyes are inclined to be buggy and inconsistent, and probably won’t add enough to the game to balance that out.
I forgot this happened. Yes, this is terrible and I hope it goes away forever in Elder Scrolls 6.
-
2021-07-17, 05:30 PM (ISO 8601)
- Join Date
- Sep 2016
Re: The Elder Scrolls: The XVII Princes of Oblivion
Bring back stats, conglomerate them down so they're a bit more streamlined.
You could easily make the stats Strength, Endurance, Agility, and Magic without losing much. Str affects melee damage, Agi affects ranged damage, Endurance HP and Stamina, and Magic is the "master magic" stat with MP, MP recharge, and spell damage.
No more "your statups are based on what skills you leveled to hit this level", just give some raw stat boosts every level; maybe a pool of 5 points you can allocate however, or the ability to raise a score by 3, a score by 2, and a score by 1.
Keep perks, make them more interesting. You don't need 5 perks that make your spells cheaper. You don't need any dedicated perks that make your spells and weapons stronger, now that stats are back. Focus on new capabilities.
For the love of all I hold dear, please don't make it like Fallout 4, which has one of the worst leveling systems I've ever seen.
-
2021-07-17, 05:32 PM (ISO 8601)
- Join Date
- May 2009
Re: The Elder Scrolls: The XVII Princes of Oblivion
There are a variety of children mods, but one thing they don't do is vary their ages. It's odd that all children in Skyrim are exactly the same age.
I've also got a mod to vary the bandits (purely cosmetically) a bit, after noticing how many of them shared the same face, with just variations in complexion and hair.
Yep, spellcasting is the one area where I'll concede Skyrim was actually worse than Oblivion. I've tried any number of mods to fix it, but none seems very satisfactory. Anyone know of a mod for spellcasting while wielding a two handed weapon that actually works?
Also known as "the armour categories from Morrowind, including unarmoured".
The trend from ESIII to ESV was relentless simplification, each one dropping a bunch of useful (or at least colourful) skills and spell effects and weapons and categories... But it's been such a long gap, now, that it's just possible (I think) that trend won't necessarily continue into ESVI.
Second this. FO4 has the distinction of being the only Bethesda game I've proactively deleted from my system.Last edited by veti; 2021-07-17 at 05:39 PM.
-
2021-07-17, 05:39 PM (ISO 8601)
- Join Date
- Aug 2006
- Gender
Re: The Elder Scrolls: The XVII Princes of Oblivion
The only thing I know of that does that is Apocalypse letting you convert a single spell into a power. But only one spell at a time. And not all spells work correctly as powers.
I am trying out LPing. Check out my channel here: Triaxx2
-
2021-07-17, 05:49 PM (ISO 8601)
- Join Date
- Dec 2007
- Location
- San Antonio, Texas
- Gender
Re: The Elder Scrolls: The XVII Princes of Oblivion
From Daggerfall on, really. In addition to the language skills that got left in Daggerfall, Morrowind lost Backstabbing, Climbing, Critical Strike, Etiquette (mixed with Streetwise into Speechcraft), Jumping (mixed with Running and Swimming into Athletics), Medical, and Thaumaturgy... so down 11 skills, 20 if you count languages.
Oblivion lost Medium Armor, Spear, Axe, Enchant, and Unarmored. Long Blade and Short blade combined. Six skills down.
Skyrim lost Athletics, Acrobatics, Mercantile (combined with Speechcraft to make Speech), and Mysticism, but regained Enchanting. Net three skills down (not counting the change from Blade and Blunt to One-Handed and Two-Handed; net wash).
Of all of them? I miss Climbing. Run around Daggerfall for a while. You can CLIMB almost EVERYWHERE. I don't know if it's a Daggerfall Unity thing or not, but I got to where I could jump off something and grab onto a wall and start climbing. It was AMAZING.The Cranky Gamer
*It isn't realism, it's verisimilitude; the appearance of truth within the framework of the game.
*Picard management tip: Debate honestly. The goal is to arrive at the truth, not at your preconception.
*Mutant Dawn for Savage Worlds!
*The One Deck Engine: Gaming on a budget
Written by Me on DriveThru RPG
There are almost 400,000 threads on this site. If you need me to address a thread as a moderator, include a link.
-
2021-07-17, 06:03 PM (ISO 8601)
- Join Date
- Jun 2014
Re: The Elder Scrolls: The XVII Princes of Oblivion
Ooo, good point. There aren't any infants or (visibly) pregnant ladies.
That reminds me: I'd like to see Hand-to-hand return. I want to be able to leave all my gear at the door, and still be able to rip my way out of whatever lousy situation I ended up in if I build my character right.
Also throwing items. We haven't had throwing stars since Morrowind.
I haven't played Daggerfall, but I would like to see Climbing too. It opens up lots of possibilities for getting into and out of places, and seems like a very thiefy skill to have.
-
2021-07-17, 06:25 PM (ISO 8601)
- Join Date
- Dec 2009
- Location
- Canada
- Gender
Re: The Elder Scrolls: The XVII Princes of Oblivion
Well, sort of. Acrobatics determines jump height, Athletics influences movement speed and therefore impacts jump speed.
...
Climbing everywhere would be neat, but in terms of (unlikely) old features returning the one I'd like is open box cities.
No more loading doors to enter cities, please. And once you do so it returns the option for Levitation (and climbing) because people won't get/see into low res unloaded areas just by moving up and down.
-
2021-07-17, 06:33 PM (ISO 8601)
- Join Date
- Nov 2009
- Gender
Re: The Elder Scrolls: The XVII Princes of Oblivion
Casting while wielding weapons:
https://www.nexusmods.com/skyrim/mod...ab=description
https://www.nexusmods.com/skyrim/mod...ab=descriptionOriginally Posted by J.R.R. Tolkien, 1955
-
2021-07-17, 07:53 PM (ISO 8601)
- Join Date
- Sep 2016
Re: The Elder Scrolls: The XVII Princes of Oblivion
SE also has The Wizard Warrior which is a significantly more advanced version of those older mods. It can take a bit of getting used to to make it work, because it's kind of complex, but it offers a ton of options.
-
2021-07-17, 08:22 PM (ISO 8601)
- Join Date
- May 2009
Re: The Elder Scrolls: The XVII Princes of Oblivion
Warrior Magic is an example of a mod that tries to do the right thing, but doesn't actually work that well. I've been trying it for the past couple of weeks - it's hit and miss whether a spell gets cast at all, and when it does, there's sometimes a significant delay before it takes effect. Particularly if cast during combat, which oddly enough is when the delay tends to matter most...
Warrior Magic is pretty new - first uploaded Jan 2020, updated June 2021. I looked at The Wizard Warrior page and I couldn't really understand what it was trying to tell me, but maybe I should give the mod a try. Thanks."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
-
2021-07-18, 01:02 PM (ISO 8601)
- Join Date
- May 2016
Re: The Elder Scrolls: The XVII Princes of Oblivion
Personally, I would prefer for attributes and derived attributes to return, but for the attribute growth system I would rather have a system similar to the one in Dungeon Siege, where attributes essentially gain experience and level up based on what skills you use, or perhaps even a system where your attributes are set at character creation and don't change except as a result of magic or disease.
Also, speaking of derived attributes, it slightly bothers me that health is the only one where history matters. Fatigue and magicka only care about your current attribute scores, but health is determined by what your initial Strength and Endurance scores were as well as what your Endurance scores have been at every level since the first.
-
2021-07-18, 03:27 PM (ISO 8601)
- Join Date
- May 2009
Re: The Elder Scrolls: The XVII Princes of Oblivion
I'd be quite happy to lose "attributes" entirely, including health, stamina and magicka. Replace them with a status system where you can be "fresh", "ready", "winded", "tired", "exhausted" etc., which determines what you can do, how well and for how long.
I guess what I'm saying is, I really don't miss the number-crunching and min-maxing of the older games and I don't want to see it back."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
-
2021-07-18, 03:58 PM (ISO 8601)
- Join Date
- Mar 2006
- Location
- Up there past them trees!
Re: The Elder Scrolls: The XVII Princes of Oblivion
Well, I think the issue with Skyrim's stats is that too many of them are completely worthless. Stamina? Trash, since you just needed 1 stamina to start a power attack, and a Vegetable soup would get you functionally infinite stamina for 12 minutes. Magicka? Worthless, because any remotely min-maxed build would use cost reduction to reduce spell costs to near zero. In effect, the only actually relevant stat was health.
So, to my mind, the issue isn't that stats are bad, but specifically the stats created for Skyrim had no real utility to anyone who spent even a small amount of time researching the game mechanics. I like the idea of stats as a means for customizing your character, but Bethesda's complete lack of balance in their design makes those choices meaningless.
-
2021-07-18, 11:27 PM (ISO 8601)
- Join Date
- Aug 2013
- Location
- Location, Location
Re: The Elder Scrolls: The XVII Princes of Oblivion
-
2021-07-19, 05:00 AM (ISO 8601)
- Join Date
- Sep 2016
Re: The Elder Scrolls: The XVII Princes of Oblivion
There's a really good Oblivion mod that does this. This is a pretty fine middle ground too, I just like the idea of having a bit of choice, since there are some corner cases where taking a "detour" to level some less combat worthy skills can render the game more difficult than it needs to be due to level scaling.
Then again, they should probably tweak level scaling again so it's more satisfying anyway; Skyrim was a big step up from Oblivion, but it could still use improvement so it doesn't have this curve where the early game and endgame are trivial, but the midgame can be brutally hard in spots as enemy HP suddenly inflates to the point you do minimal damage at around level 30.Last edited by Rynjin; 2021-07-19 at 05:00 AM.
-
2021-07-19, 06:43 AM (ISO 8601)
- Join Date
- Feb 2007
- Location
- Manchester, UK
- Gender
Re: The Elder Scrolls: The XVII Princes of Oblivion
They really need to make it so only combat-related skills contribute toward your level when determining the level of the enemies. Enemies shouldn't get tougher because I just learned how to craft a ring or pick a lock more efficiently.
-
2021-07-19, 06:55 AM (ISO 8601)
- Join Date
- May 2008
- Location
- Orlando, FL
- Gender
Re: The Elder Scrolls: The XVII Princes of Oblivion
Dear nine gods yes. It's a must-have mod for me along with SkyUI. It's those little quality of life things that really make my day.
I can understand why they do that, but if they are going to put a city in its own world space, I'd like to see more effort into making the city huge and populated. I wanna be able to get lost the first time I explore it. :3
-
2021-07-19, 07:05 AM (ISO 8601)
- Join Date
- Dec 2013
- Gender
Re: The Elder Scrolls: The XVII Princes of Oblivion
“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.”
-
2021-07-19, 09:05 AM (ISO 8601)
- Join Date
- Jan 2007
- Location
- Switzerland
- Gender
Re: The Elder Scrolls: The XVII Princes of Oblivion
Novigrad in Witcher 3 is open-ish to the world map and has hundreds of People.
Spoiler: undefined
If a relatively small Studio managed that 6 years ago, surely Bethesda can do a bit better on their cities.Last edited by Eldan; 2021-07-19 at 09:07 AM.
Resident Vancian Apologist
-
2021-07-19, 09:07 AM (ISO 8601)
- Join Date
- Dec 2013
- Gender
Re: The Elder Scrolls: The XVII Princes of Oblivion
From my understanding, the problem is that each entity in Skyrim is considerably more complex than in the Witcher, each having their own dialogue, life story, skills, equipment, etc...
Which is not to say they couldnt do it, but its not quite as simple as "the technology is there, just do it Bethesda."
Having said that, i would be fine with filling the cities full of empty nameless NPCs who never stop and chat with us. Not every dockworker needs a deep personality.“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.”
-
2021-07-19, 09:09 AM (ISO 8601)
- Join Date
- Jan 2007
- Location
- Switzerland
- Gender
Re: The Elder Scrolls: The XVII Princes of Oblivion
I mean, theoretically, yes, they are more complex, but in effect, how many randos on the street in Solitude actually had something to say?
Resident Vancian Apologist
-
2021-07-19, 09:19 AM (ISO 8601)
- Join Date
- Dec 2013
- Gender
Re: The Elder Scrolls: The XVII Princes of Oblivion
“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.”
-
2021-07-19, 09:21 AM (ISO 8601)
- Join Date
- May 2013
- Location
- Where I am
Re: The Elder Scrolls: The XVII Princes of Oblivion
I will admit, now that I'm thinking about it, that the main cities in Oblivion felt more... Like cities.
I remember getting lost in Skingrad. More than onceI also answer to Bookmark and Shadow Claw.
Read my fanfiction here. Homebrew Material Here Rater Reads the Hobbit and Dracula
Awesome Avatar by Emperor Ing
-
2021-07-19, 09:34 AM (ISO 8601)
- Join Date
- Dec 2013
- Gender
Re: The Elder Scrolls: The XVII Princes of Oblivion
“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.”
-
2021-07-19, 09:40 AM (ISO 8601)
- Join Date
- May 2013
- Location
- Where I am
Re: The Elder Scrolls: The XVII Princes of Oblivion
I also answer to Bookmark and Shadow Claw.
Read my fanfiction here. Homebrew Material Here Rater Reads the Hobbit and Dracula
Awesome Avatar by Emperor Ing
-
2021-07-19, 09:52 AM (ISO 8601)
- Join Date
- Jan 2007
- Location
- Switzerland
- Gender
Re: The Elder Scrolls: The XVII Princes of Oblivion
I guess they also Need to downscale because every house has interiors.
But yeah, it's the Bethesda Problem. Wide as an ocean, shallow as a puddle.Resident Vancian Apologist
-
2021-07-19, 09:59 AM (ISO 8601)
- Join Date
- Jun 2014