ERYFKRAD
Barbarian
- Joined
- Sep 25, 2012
- Messages
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Six of one, half a dozen of the other.Oblivion starts with a dungeon, Morrowind with bureaucracy
Six of one, half a dozen of the other.Oblivion starts with a dungeon, Morrowind with bureaucracy
Skyrim is a hiking + slot machine simulator hybrid. No amount of mods can change this fundamental aspect of its design and it is delusional to think otherwise.Unlike Skyrim, Oblivion can be fun with some essential mods.
Yeah, I think we've all experienced spending hours modding Skyrim, only to get bored after 30 minutes of playing it.Skyrim is a hiking + slot machine simulator hybrid. No amount of mods can change this fundamental aspect of its design and it is delusional to think otherwise.Unlike Skyrim, Oblivion can be fun with some essential mods.
Just pile on some more mods until it works again. As for the main quest in Oblivion, that's just something to do when you get bored with everything else and want to sign off - no big loss if it gets broken.Regards Elder Scrolls IV; it was okay with the right mods that tried to fix a bland game. Problem was that the mods made it go from bland to broken. Remember the unofficial community patch that broke a main quest, or the texture packs that caused CTDs at the exact moment you hit 4GB? That were fun.
I never played a modded version of TES: Arena. I liked slogging through this one but there is a certain point I just bum rush the main quests. TBH, I don't even recall side quests. There was a radio show that used the "Level Up" sound bit in their show. It might have been that horrid Dr Laura radio show or maybe it was Kim Komando. I want to say it was Kim as that'd make more sense. You catch gaming soundclips used on radio and TV a lot.This is a sentiment several people have expressed on here, and every time I have to ask which mods. I've played around with a lot of rebalance and tweak mods and while it is possible to get the combat half-decent, nothing ever seems to overcome the problem of the empty samey dungeons, which is the biggest problem for me.In all seriousness, I have played and modded each TES extensively and with the right mods, Oblivion is the best of the lot.
I feel like Oblivion and Skyrim both have rather repetitive dungeons, I think Skyrim went full retard with the "QOL" shit, with literally every dungeon having a shortcut/loop back to entrance, Oblivion definitely did some cooler things like some paths being "fuck you" dead ends.Wanted to mention something I saw posted here earlier. The dungeons (other than the Gates) in Oblivion were frequently massive and actually interesting to explore, especially some of the Ayleid ruins. It's one of the most vivid things I remember about the game. Some clever mods introducing news areas would allow you to teleport to ruins that were deep underground, sometimes beneath lakes, pitch dark and not accessible anymore from the surface. From what I remember of Skyrim, yes, many of the dungeons were straight and single level, except frot the main quest ones. So, yeah, exploration was a strong point of Elder Scrolls IV IIRC.
It might have been mods that made the dungeons in Oblivion less "samey" for me. There was one where I was attacked by an enormous mob of fast-moving pygmy undead about 2' high. Wasn't expecting that but thought at the time, "Wow. This is, um, different." Last time I played Oblivion (modded) was about 15 years ago. I wanted to complete Shivering Isles but one of the big mods I was using (OOO?) caused the game to randomly crash every few minutes, especially during large battles. Never looked back though I've been tempted to give Nehrim: At Fate's Edge a go.I feel like Oblivion and Skyrim both have rather repetitive dungeons, I think Skyrim went full retard with the "QOL" shit, with literally every dungeon having a shortcut/loop back to entrance, Oblivion definitely did some cooler things like some paths being "fuck you" dead ends.Wanted to mention something I saw posted here earlier. The dungeons (other than the Gates) in Oblivion were frequently massive and actually interesting to explore, especially some of the Ayleid ruins. It's one of the most vivid things I remember about the game. Some clever mods introducing news areas would allow you to teleport to ruins that were deep underground, sometimes beneath lakes, pitch dark and not accessible anymore from the surface. From what I remember of Skyrim, yes, many of the dungeons were straight and single level, except frot the main quest ones. So, yeah, exploration was a strong point of Elder Scrolls IV IIRC.
Unfortunately both suffer from a bit too much same-ness in it's unending use of dragur and ayelid ruins over and over so much so, that you ultimately run into nearly identical ones with nearly identical puzzles to deal with.
Very over saturated there, and I think morrowind, personally, had more variety in types and layouts of dungeons, some just existed as bad guy hideouts, slaver coves, vampires, necromancers, smugglers etc, it at least felt more varied to me in fights, layouts etc.
Yea ARO and Better dungeons are essential.Never actually played Oblivion modded, don't own it on pc, played on xbox at release. Been many years since, so yeah, I get it being perhaps a bit murky.
I just distinctly recall it being meh with those ruins in particular, and pretty cool in other areas, zombies were cool looking (for the day), actively blocking with a shield was great, had some fairly decent designs of architecture/armor/weapons, again wouldn't say I hated it, I enjoyed it mostly, but the disappointment with it in many areas, especially in things scaled back from previous entries, stood out more than in Morrowind or even Skyrim for me, I guess.
Not pictured (but essential to the true 2006 experience) : game dropping like a brick to 15 FPS.thats fair. that moment when you finally exit the wretched sewers and youre met withThe Green Rolling Hills of the Imperial Province are beautiful
this is truly breathtaking.
Speaking of which, in Skyrim even music was bland, I don't remember it and it was the most recent TES I've played.
Eh...I mean yes, sure that's one factor. But, they actually do serve a pretty important gameplay purpose: that low level players (sub lvl 15), no matter which region of the map they go, have a low level training ground to level up sub 10 weapon/armor skills and the like. The queen doesn't even fight back and has a decent amount of health so it is perfect target to level your weakest skills, and the only target of this status in the entire game. You've all bare-hand fisted a bunch of Kwarma Queens, don't even lie.
Very over saturated there, and I think morrowind, personally, had more variety in types and layouts of dungeons, some just existed as bad guy hideouts, slaver coves, vampires, necromancers, smugglers etc, it at least felt more varied to me in fights, layouts etc.
Morrowind dungeons were more like actual places that are only considered "dungeons" because of their arbitrary underground location. Take the Kwama mines for example... most egg-mines in Morrowind served no function whatsoever, but that's the point... the egg-mines weren't there for the players amusement, they weren't there to reward you with a big pile of loot once you'd wacked enough moles, they were there so the people of Vvardenfell had a food source. That was their purpose and it made Morrowind feel like a real place.
This would make sense if the game was like Fallout (where seeing Brahmin farms or w/e is cool worldbuilding) but it's not, it's a dungeon crawler which constantly threatens to become boring due to having shit combat and shit dungeons, same as Oblivion and Skyrim. Finding dull copypasted dungeons is mostly just disappointing, especially when it keeps happening over and over again as you enter samey cave/tomb/mine after samey cave/tomb/mine.Morrowind dungeons were more like actual places that are only considered "dungeons" because of their arbitrary underground location. Take the Kwama mines for example... most egg-mines in Morrowind served no function whatsoever, but that's the point... the egg-mines weren't there for the players amusement, they weren't there to reward you with a big pile of loot once you'd wacked enough moles, they were there so the people of Vvardenfell had a food source. That was their purpose and it made Morrowind feel like a real place.