Behold the megathread - now with a megapost!
Well, put athletism xp reward on a cooldown for any sort of jumping/falling, increase reward for sprinting, increase it even more during combat, based on threat level. That would be start.
Ah, yes.
It definitely bodes well for mechanics when the most reasonable fix that springs to mind is cooldowns.
Why? When I would play Morrowind, enchanting equipment with huge athletic buffs, and it was really fucking fun. It's another level of customization/diversity that's missing.
Because build dependent tedium avoidance is bad design and should be avoided whenever possible.
While walking insanely slow at the start is fucking boring in Morrowind, it does make you feel like the Flash once you put 30 points into speed.
Or you can go and get Boots of Blinding Speed right away.
You, sir are a gigantic, metagaming fargoth.
It's like half of those people missed the last 3 downscaled TES games.
Convoluted? jesus christ its 2 tweaks. I think that has to be one of the most offensive comments i have read, sounds like it came from a dev. instead of a cRPG enthusiast.
Haha... and will you make similar changes to every flawed skill in the game. After all, that particular tweak won't address the problems with the other skills; will new tweaks need to be applied to every skill? Jumping, casting, etc...?
That design is nothing but a pile of exceptions to a rule. It's amature at best, an utter mess at worst and does nothing to address the underlying issue. It's convoluted and by the time you're finished patching up the system players will be subject to more exception than rules.
Design should be consistent, not a patchwork of fixes.
This. I have proposed (the first thing I did after joining the 'dex, actually) a good, consistent fix for use-based, but it requires skill to be defined as something associated with activities that can succeed or fail. Jumping, running or wearing armour don't fit this definition and thus shouldn't be skills even though they should be covered by the system in general.
Acrobatics was completely retarded. It's a pretty basic rule that a game shouldn't force you to grind by doing something that both looks retarded in-game and pisses you off while doing it.
IMO it just needs other base actions associated with it, like dodge/roll/sidestep or something. Then adjust gains by action difficulty. Oblivion had dodge but it required 50 in acrobatics, should be lower or just remove the requirement altogether and change the effectiveness of dodge based on skill. I'm sure there are other acrobatic combat moves other than dodging (that wouldn't necessary look too lulzy) but it would need a really improved combat system rather than the 'dual-wield anything' bs they pushed for Skyrim.
That won't fix it being grindable in retarded and uncontrolled manner, and dual wield anything (AKA 'consistent mechanics for wielding stuff') was one of the few genuine mechanical improvements in Skyrim.
I still think Skyrim's graphics are utter shit. Unexciting at the very least in a game about looking around at supposedly pretty vistas.
That's design, not graphics. Also I thought the design was good. The world felt cold, the cities felt unique and Nordish, the wilderness felt larger and more isolated than it was. Even the dragons managed to look unique and interesting, despite being flying cliches. Not sure what else you could ask for on the design front, honestly.
Well, firstly I think the dragons are really too much of a cliche and unexciting. They just look generic. I wouldn't call them unique and interesting. When I think dragon, it's either something like this:
Look how majestic it is, it's incredibly huge but not full of stupid horns and spikes. Yes, it is a beautiful one of a kind picture but that's exactly what dragons should be. It's actually pretty close to Skyrim's design except it doesn't feel like pest. Dragons should be creature of awe, not crawling and flying lizards.
Or I think of something completely fucked up and crazy with an artistic license. Skyrim's dragons are just pest trying to look cool by adding stabby and poky parts on them.
Secondly, (sorry I'm now in the process of playing PST so I gotta bring it up) I like magical effects in PST much better than in Skyrim. Spells should look cool, warm, naturalistic, organic and unique, but Skyrim's (as well as Oblivion's and Morrowind's) spell effects are so boring and plastic, I don't think I ever had that "Oh I got a new spell, I must see what it looks like" feeling.
The wilderness ..well, I can't help but compare it to The Witcher 2 wilderness which looked about 10 times more organic and exciting.
Actually, in terms of visual design, of both the world itself, characters and items, and spells, Skyrim was surprisingly good.
It requires some tweaking to avoid somewhat washed-out, plastic look (thankfully nothing my LCD can't handle completely on its own), but the scenery is nice and has the right ambience, characters look like they should, and spells, especially stuff like lightning actually look like fucking elements they supposedly harness (yeah, they aren't cutscenes, no, I think I can live with that).
As for TW2, it was also a fraction of size and didn't run on antiquated hardware.
Other than the crime against humanity that was the UI, Skyrim looks fucking good and had Bethesda exercise atypical (for them) restraint and creativity when using graphical gimmicks.
Dragons were more of a letdown in terms of their role in game (and limited impact) than aesthetically. I dislike wyvern-like design, but it's been in TES since Redguard if not longer so what do?
Yeah, the Leviathan boss fight in Witcher 2 is definitely better than Skyrim Dragons by a mile.
The system is the same in skyrim, just less skills. And it works alright i guess.
You guess wrong.
First, while Bethesda has done a lot to limit grinding they are unable to fight it with any degree of effectiveness after dropping failure mechanics.
Second, Skyrim has no athletics.
C) make it only dependent on a governing stat - this seems the best solution, while not requiring retarded behavior you are also given an opportunity to upgrade your character and support your playstyle (which is uuh, I guess man-who-jumps-on-rocks-to-not-get-killed-by-angry-boars)
This is the most natural way. It makes sense, integrates ability into low-level mechanics, is fine-grained and impervious to grind - what more can one wish for?
increase the base value of your jumping height to an acceptable level. increase rate at which it improves, decrease benefits from having it high.
What is acceptable level? Is it the same as worthwhile level?
Why increase the rate? So that everyone can have 100 Acr faster?
Finally, if you decrease benefit from having a high stat level, you might as well just remove high stat levels altogether.
Has Deus fucking Ex and its completely worthless master skills taught you people nothing?
just modifiying a couple numbers can fix it.
Problem isn't with numbers so you can't fix it with numbers.
Problem isn't with the rate of skill increase or magnitude of skill's influence.
It's with the fact that system has no way of telling what constitutes challenge if the skill cannot fail, with the fact that every build is going to pump-up stuff like athletics or acrobatics and with the fact that it's essentially free lunch.
If you play a game like this for hundreds of hours - and let's not forget that was the scenario you were responding to - then such a reaction is hypocritical to the max.
This. I pirated Skyrim, because I'd have to be crazy to just buy anything by Bethesda after Oblivion.
I discovered it was actually enjoyable (if horrible mess) even in vanilla, and not in a guilty pleasure way, as well as massive incline from Oblivion in all aspects but mechanical complexity, so I bought it.
Then I modded it and never looked back.
Just imagine sex scenes with Bethesda animations. This should spawn loads of YouTube videos.
Radiant AI dialogue initiates mid-intercourse.
Ok, I have reconsidered - Beth should definitely add sex to their next game. Doing otherwise would be a crime against lulz.
Clearly you haven't played Oblivion.
Oh I did, and that game was way better than its sequel.
So who's the plain old retard here again?
So please enlighten me, what TES game had better dungeons than Oblivion?
All of them?
Every single one of the remaining TES games curbstomped oblivion in at least one important aspect of dungeon design andd I'd rather have game excel at something even at the cost of sucking at something else, than be all around mediocre.
Oblivion was the epitome of mediocrity, dungeons included.
You want scale and complex layout? Daggerfall has oblivion soundly trounced, you could actually get lost in the dungeons there. True, it's dungeons were repetitive and devoid of context, but so were Oblivion's.
You want shit setting one dungeon apart from another? Morrowind and Skyrim shit on oblivion high from the heavens. Yeah, MW's may be (on average, largest dungeons are actually big) smaller and Skyrim's more linear, but at least you don't feel like you're going through the same room over and over.
You want unique loot and stuff to actually find? Morrowind, duh - no 'but's here.
You want gameworld context and stuff being connected with each other? Morrowind and (to a lesser degree) Skyrim.
You want z-axis and layout that's more than just a graph? Morrowind, Skyrim and Daggerfall will serve you better.
So, in short Oblivion's dungeons are about as bland and repetitive as Daggerfall's, on average almost as small as Morrowind's and often not much less linear than Skyrim's. Yay?
So, just like in Morrowind, huh? Dwemer ruin - after a cultist fortress - after a cave - after another dwemer ruin.
Actually, no, not like Morrowind.
In Morrowind you can have underwater grotto or mine unexpectedly break into caved-in dwemer ruin, or find a tunnel linking daedra infested (and devastated - environmental storytelling) tomb with a daedric ruin. Entering a cave doesn't mean it will stay a cave.
Not to mention Morrowind has more tilesets.
And bigger doesn't necessarily mean better. More repetitive content means more boredom. There is a reason why small dungeons are meant to be small. Oblivion's longer crawls only expose the shittiness of level scaling and lack of creativity on part of the devs, while the larger dungeons can't match stuff like Anudnabia, Urshilaku burial, Ibar-Daad, Indoranyon, Hlormaren, Berandas, Kogoruhn, Tukushapal and so on from Morrowind.
Anyway, regarding Skyrim's dungeons, most of them are atrociously linear (although they tend to have some unique and memorable aspects, to help make them distinctive), but this ignores exterior hostile areas and isolated exteriors accessed through dungeons. While technically not dungeons, they serve the same purpose and are often excellently designed, with fair degree of nonlinearity or at the very least allowance for sequence breaking. They really shine with mods making the combat itself non-trivial (like Requiem) which is more than can be said of anything in oblivion.
The problem with Skyrim's writing is the absolute lack of originality and inspiration, making every quest completely forgettable in the long run. For example, Oblivion had this quest about a painter trapped in his painting by a magical brush he was using, which shows that writers of Oblivion at least had some creative aspirations for their game to stand out and be original.
Yay for random, completely out of context shit and one blatant Lovecraft homage. Very creativity. Much inspired.
To me, the problem with Oblivion isn't the size of the dungeons, as I admit I enjoyed the very first one I explored. The problem is that the architecture never changes, and so every dungeon feels quite similar to the last. The same is the trouble with the cities in Oblivion with the exception of that of the Nord. Morrowind did a great job of creating areas that seemed to have a culture and life quite distinct from other slices of the island continent. Oblivion just felt vanilla in every single way, from it's white stone cities and ruins, to the voice actors used to voice dozens of supposedly unique residents, it's Groundhog's Day closing-the-portal quests, and down to the items that could be found and employed. Oblivion wasn't a good game. However, it is a fantastic mod generator, and it is the mod community that saves it.
I haven't played Skyrim yet, so I cannot yet comment on its charms and quirks, but maybe one day. Just not one day soon.
At the very least Skyrim does feel like a place, though maybe not to the extend Morrowind does.
(...) although MW too got a bit lazy with the main quest in some parts (for instance, you could "fail" the main quest by killing a seemingly unrelated slave trader who would play a very small part in a later part of the main quest and whose death should in no way hinder you).
Well, there were ways around that as well. You could always do a backpath, you could do the nerevarine/hortator shortcut. Other than through a bug (like the one with Dwemer Coherer) it was hard to break quests in MW.
The main quest and the guild questlines would need total overhauls, though, because of the constant railroading.
The best overhaul would be getting rid of railroading - just mapping out the actual critical sections of the storylines, and leaving the rest freeform.
Oh FFS, I linked representative dungeons and lists of dungeon maps for both games, but you seem not to bother to at least skim through them. Yes, Morrowind had a few huge-ass dungeons but I was talking about average size of dungeons
Which no one fucking cares about.
Because after playing a huge game, what really stays in your memory is the very best. And oblivion's very best is every other TES game's mediocre.
If anything banalshitboring dungeons being smaller in Morrowind means bigger percentage of dungeon content being devoted to large and interesting ones, which is an undeniable plus.
Skyrim's world pretty decent? Oh wow you have some low standards.
Anyone who hasn't recoiled in shock and ran away in gibbering terror after seeing oblivion's world doesn't get to talk about anyone else's low standards. Sorry.
Skyrim is exactly as diverse as Oblivion, only with a viking theme.
It's already less generic because of that. Additionally, it doesn't actively piss all over its own lore, has some structure to it rather than just dungeons using tileset X populated by Y dotting the forestmeadow (Orc strongholds, Khajiit caravans, landmarks, fucking Forsworn, etc.).
It's exactly the opposite, "quest design" refers to mechanics of the quest while "writing" refers to its presentation, and it's exactly presentation that made Oblivion's quest somewhat float as quest design in Oblivion and Skyrim are identical, i.e. beyond shitty. They all boil down to most primitive fetch quests, so the only thing that can give them some value is writing. And sorry, but Skyrim's writing... Every single line the NPCs say when you pass them in the city is facepalm-inducing inanity. You really, really can't sink lower than that in a video game.
Let me try:
While gossiping about Mandill random IC citizen said:
I understand he'll teach others to pick locks. If everyone knew how, we wouldn't have to carry around so many keys.
Bang. Dead.
This is the 0 fucking K of game writing scale.
You can't physically go any lower.
And it's Oblivion, obviously.
mages guild being the worst offender
MG's problem is just that it doesn't hold water logically. The whole arc has no reason to be allowed to happen by you know who.