Same here, as I described earlier. It's fucking ridiculous.hoopy said:An immortal but seemingly inconsequential NPC made me uninstall. The game was practically goading me into killing him, but I couldn't. It was extremely frustrating and completely killed whatever sense of freedom the game gave me.
hoopy said:An immortal but seemingly inconsequential NPC made me uninstall. The game was practically goading me into killing him, but I couldn't. It was extremely frustrating and completely killed whatever sense of freedom the game gave me.
Gerrard said:The quests are so linear it fucking hurts.
For a super retarded moment see the Forsworn quest in Markath, at the end I enter the shrine and there are guards waiting for me with "STOP! YOU HAVE VIOLATED THE LAW" and if you choose "resist arrest" there is no way to further do anything with this. And they have a fucking immortal NPC with them.
Then if you go out and go into the mine, there's a door that simply cannot be opened (no interaction).
attackfighter said:The majority of consumers were pretty satisfied with black and white photography back in the day. It wasn't until they were offered something better that their standards improved. Same can be said about most industries. Uneducated consumer units don't hold valid opinions on things.
I could've killed all of the guards in Markath if I wanted (and I did, pissed off). Maybe guards don't scale to your level. There was this guy Legate whateverhisname who happens to be essential with them in the shrine.Gord said:I have just played that part myself and encountered no unkillable NPC. You seem to either have been hit by a bug or were simply not able to win a probably rather hard fight.
Except if you're making a large array of spells for your game, you will probably make some sort of editor first, laying down a groundwork for spellmaker, because spellmaker is just that - an editor with some extra constraints and nicer interface.Tel Prydain said:Correct... because if there is a set spell list, and some of those are rare, that makes it unique within the game, and therefore it's fun to find. Unlike any spell in Oblivion, none of which are fun to find, because whatever you found was no different to what you could make yourself.circ said:Sooo... Having an unlimited array of spells was generic, but having a set spell set isn't? I see.Tel Prydain said:The spells were generic – because spellcrafting let you create your own spells. The obvious problem it had was that being able to craft any spell you can imagine means that no spell is unique. If there are no unique spells, then you have no compelling rewards to give wizards.
Sure, but stats are required for a cRPG, because computers are dumb and require everything to be formalized, while scripting every particular state transition by hand is obviously insane and prohibitive in terms of space and work required.Gord said:Xi said:
This post illustrates nicely why there is not much sense in discussing this topic.
The most basic example for "what is an rpg" goes something like this:
"You travel along an old road in the woods. Suddenly you hear muffled sounds from the scrubs close to the road. What do you do?"
Voilà, you are already playing an (admittedly very basic) rpg.
Stats are a way to give some structure and tangible feedback, but they are not necessarily required to make it an rpg. A good enough DM can make a good rpg session without any stats.
Think it's now gone from few haters, mysterious occasional posters appearing praising the shit out of it - to few stragglers now calling it retarded. Wait a few months and it's going to be retarded mostly, and then for TES VI - it wasn't so bad with mods, but TES VI is awesome!!DraQ said:Soo what is the Kodex Kritikal Konsensus on Skyrim so far (tl;dr)?
And if it's positive, is it positive because it's actually decent enough, or is it positive because after oblivious, acrania and derp age 2 putting your ballsack into a meat grinder seems to be a blissful experience?
DraQ said:When you see a spell in game named Melf's Minute Meteors, or Alzur's Lightning, or Shalidor's Mirror they are named this way because someone named Melf, Alzur or Shalidor invented them like a true mage should. Except the PC is never a true mage, but some lousy bum only capable of using others' work - apart from games like TES, that is - save for Skyrim.
DraQ said:Except the PC is never a true mage, but some lousy bum only capable of using others' work - apart from games like TES, that is - save for Skyrim.
Palantas said:Thread creator and everyone else complaining about this game and Oblivion: Wait...you played Oblivion, hated it, and then you actually went out and bought Skyrim? In that case, you and Skyrim deserve each other.
GMonkey said:Hi there fuckers. Those who have tasted the latest in decline please comment on the following answers:
What are the consequences of doing quests in Skyrim? Do NPCs recognize you as, say, the leader of the Mage's Guild?
They recognize you in incidental dialogue. If you do a lot of good work for a community, individuals may randomly give you trivial gifts (gold, bits of crafting materials, etc.)
Is there a reputation/fame system? Do NPCs recognize you as, say, the leader of the Mage's Guild? Do NPCs change behavior if, for example, you assassinate their neighbors?
There's no explicit reputation system, but I believe individual towns have a simple one running under the hood (see earlier comment about gifts and incidental dialogue). The amount of incidental dialogue is huge, both in telling little stories between characters in the various towns, and in response to certain quests / achievements. The criminal system is by hold (Skyrim's term for a municipal region, the game has 9). If you kill or steal from people who have family, and are caught, they may send a thug or assassin after you, and of course the guards will demand you pay bounty or go to jail.
Do quest lines branch?
Some quests certainly do have multiple outcomes (i.e. you can make a choice), but I'm not far enough in any of the quest lines to say if there's true branching over multiple quests. Maybe someone with more experience can comment?
Do completed/failed quests enable or disable quests in other quest lines? Are there quest lines that are mutually exclusive?
Yes.
Are there any quests that don't involve fighting or killing?
Yes.
Correct. It does have what I would call an ambient ecology, in that there are non-hostile creatures you can watch / hunt / hang out with, and animals will attack each other. There's the spectacle of a basic animal order. But it's certainly not simulating predation patterns and the effects of predator success/failure on population.Finally, I assume the game doesn't have an economy or an ecology.
This doesn't sound like Oblivion level retardation to me.
Well, then the real problem is allowing the PC to go from utter n00b to an epic level wizard (or any epic level character) in < 1yr, because making epic shit is an inherent perk of being an epic dude and this part doesn't violate logic in any way.Clockwork Knight said:DraQ said:When you see a spell in game named Melf's Minute Meteors, or Alzur's Lightning, or Shalidor's Mirror they are named this way because someone named Melf, Alzur or Shalidor invented them like a true mage should. Except the PC is never a true mage, but some lousy bum only capable of using others' work - apart from games like TES, that is - save for Skyrim.
Well, I always thought it worked this way because wizards are usually withered old men that spent their lives mastering the secrets of magic, the art of telling logic to suck a dick...while the player characters are usually adventurers who just killed babby's first goblin. Melf, Alzur or Shalidor probably studied to be able to create these spells (and used other guys spells in the meantime), as it wouldn't make sense to name them after some guy if any reasonably skilled mage could cook equivalent spells up in a quick trip to the spellmaking bench.