luj1
You're all shills
What?
First of all, no core system is superficial by definition. Doesn't matter if it's well or poorly designed. It's connected with character stats, items, etc. so that's just a dumb thing to say
That's not why I rated you anyway. Lots of dumber things said in your post
Why doesn't every game have 36 pieces of equipment and allow you to enchant any of them in any way you wish? Maybe because it's a mess and nearly impossible to balance
Yeah I agree with this integration point. Sometimes, a Morrowind cave has an indirect approach where you can use swimming, levitation and/or lockpicking to steal the macguffin, or catch the high value target alone, or leave the offering at the shrine etc..., and then exfil with little fighting, but certainly not always, and if you can't always solve the quests with a non-combat approach (at least the main quest and a guild or two), then you have to fight sometimes, and so every class must also be a killer in addition to whatever else. This is a big problem with a lot of RPGS: if 90% of the time you can get through things as a Bard, but 10% of the time you just have to kill everyone, then you can't really RP a Bard (or "Bard" gets redefined as light swordsman + charisma buff), and when you do have to fight you are unprepared for it as you don't have a lot of fighting XP. This brings up XP issues, where often combat is the main source of XP, and non-combat approaches don't get enough XP dropping interactions to level up fast (this can be solved with tying XP to quest completion rather than actions/combat, but then people will complain that the advancement is not as diegetic or immersive, and some of the simulation stuff is gated behind formal quest lines). Probably, from a design and implementation perspective, it does make sense most of the time for all builds to still be somewhat combat capable, but it is less comprehensive of a sim that way.I think the key is to integrate the systems that already exist into quest design (which I think is pretty much objectively a weak spot of all TES games).So, perhaps it's kind a medieval fantasy government agent (ie a "Blade"), but with an open ended skillset, simulator...
The best example I can think of is in Oblivion. There's a quest...designed to be played one way. It's emblematic of their approach to games design in general - give the player a wealth of tools and let them loose in a wide open world, but then restrict their use of those tools and make it so that the world funnels them into a much more linear experience.
I'm struggling to think of ways to make MW's quests more versatile in part because the majority of them are very straightforward and strictly linear, but, similar to your suggestions on how to increase the liveliness of the world, there could be fairly simple mechanics that don't require a lot of extra work. There's a mod called Bonk! out already which makes the entire game viable for stealth characters...
yeah, I think you could basically do something like this as a simple solution to the LARP gaps currently existing in Morrowind. No need for radiant AI, "real" economy or dynamic, complex events, or totally reworked quests and level design, just some aesthetic variation on solutions to existing quests and dungeons. Basically, take the variety of ways to unlock something in Morrowind that I went over earlier, and just extrapolate that concept out to every interaction. IE, it sounds like all the new mechanics in Bonk! are just recycled existing mechanics, which is perfect for this sort of thing.I'm struggling to think of ways to make MW's quests more versatile in part because the majority of them are very straightforward and strictly linear, but, similar to your suggestions on how to increase the liveliness of the world, there could be fairly simple mechanics that don't require a lot of extra work. There's a mod called Bonk! out already which makes the entire game viable for stealth characters, as you can now sneak up on people and knock NPCs out, and then "tie them up" (which causes the game to register them as dead and thus advances any quest that requires them to be killed). It's an unbalanced and jury-rigged solution obviously which still needs work, but it ends up being surprisingly elegant and opens up a whole new style of gameplay, making stealth/thief builds vastly more viable than they originally were, in a way that also really adds to the game's appealing LARP qualities. It's not just about avoiding or redefining combat, of course - there's a lot of ways the game could integrate magic and social skills into quests and general game mechanics. I think there's a mod that adds a day/night cycle too (which just locks shop doors and teleports people around, which is more than suitable for what it's trying to do).
I think this is very nice. Simple implementation (no need for complex, dynamic systems, just a few new scripted interactions with existing NPCs in existing levels), great worldbuilding addition as slavery is a big political controversy in the empire but you don't really engage with it in vanilla much, and great roleplay as an abolitionist (might complement being a Pilgrim or Paladin or some such). You could imagine throwing just a few more things in like that for non-combat or limited combat RP. Maybe a merchant's guild that has you bring certain goods around to different merchants, or swing deals for tariffs, or escort caravans etc..., but mechanically it would just be nested into existing interactions with dialogue, inventory/encumbrance management, NPC following, and buying/selling stuff. There could be an Alchemist's guild offshoot of the mages guild that's kind of a biome exploration and collectathon questline, and maybe the reward for it is an infinite carry weight for alchemy ingredients only bag or whatever. That would also just lean into existing dialogue, looting and alchemy mechanics.As for the other world sim aspects, there's a couple mods I can think of that add some interesting things. There's an old mod that lets you join the Twin Lamps, which requires you to learn the passphrase, which is done by freeing slaves around the map. It adds keys to all slaves in the game, makes slavers hostile if you free slaves while they're watching, and adds a new feature where you can escort freed slaves to a safehouse. So in one fell swoop, the mod adds some proper gameplay to previously-static locations, makes the NPCs reactive, gives quests with a broad goal (free slaves) that can be done in any way the player sees fit (charm/bribe the guards, steal the keys, kill everyone, etc) and also adds a tangible reason to go exploring, which is the kind of stuff I think vanilla MW lacks.
There was a mod for Skyrim a while back that let you attempt to pacify enemies by speaking to them during combat and rolling your Speech skill (sort of like Fo4's weird charisma perks) and, when they were calmed, they had a dialogue option that said something like "Banish" which would remove them from the game. Similar to Bonk!'s knockout thing, it made the game consider them to be dead, advancing any quests involving them. Again it's a very patchy solution and obviously unbalanced* in that it makes boss fights into a joke, but it's an interesting start. You could bring a revised version of Daggerfall's pacifying speech skills back while also mixing it into MW's regular dialogue options, requiring 100 Disposition to "banish" quest NPCs, something like that.I actually think that making non-combat RP ultra-powerful (but at the cost of not getting to play combat) might be the solution. IE, like in FNV where you can solve quests if your science/medicine/whatever knowledge is high enough, so you can often talk your way out of whatever, what if maxed charisma just let you talk through anything? If the player wants to see the whole main quest in 5 hours instead of 30 because all they did was walk and talk, then let them.
Directional blocking is definitely a good idea, perhaps with the speed and % damage blocked determined by character skill. Bringing Arena and Daggerfall's directional swinging back too might work (I know MW doess have directional swinging but it's a bit weirdly implemented), where each swing direction applies different modifiers and penalties to the attack. It seems like a decent fusion of player skill and character skill; the player choosing the style of attack with a directional move of the mouse and the character carrying it out according to their capabilities.and then I'm on the fence about whether improving the (melee) combat would actually be an improvement to the experience, or a kind of distraction. Part of me leans towards removing almost all player skill and leaning on character traits as much as possible, like blocking in Morrowind, but I think that might be too tedious and niche to have much of an audience. The other part of me wants to slap Mordhau into Tamriel, but that sort of very complex, quick reaction time melee combat with a full suite of directional attacks, parries, blocks, chambers, feints, ripostes, dodges, drags, etc...might be a bit much both from a dev and gameplay perspective. Maybe like mount and blade tier directional blocking could make it a bit less boring, or some kind of VATS or other slow-down system.
Never tried language skills in Daggerfall and never bothered training them.There was a mod for Skyrim a while back that let you attempt to pacify enemies by speaking to them during combat and rolling your Speech skill (sort of like Fo4's weird charisma perks) and, when they were calmed, they had a dialogue option that said something like "Banish" which would remove them from the game. Similar to Bonk!'s knockout thing, it made the game consider them to be dead, advancing any quests involving them. Again it's a very patchy solution and obviously unbalanced* in that it makes boss fights into a joke, but it's an interesting start. You could bring a revised version of Daggerfall's pacifying speech skills back while also mixing it into MW's regular dialogue options, requiring 100 Disposition to "banish" quest NPCs, something like that.I actually think that making non-combat RP ultra-powerful (but at the cost of not getting to play combat) might be the solution. IE, like in FNV where you can solve quests if your science/medicine/whatever knowledge is high enough, so you can often talk your way out of whatever, what if maxed charisma just let you talk through anything? If the player wants to see the whole main quest in 5 hours instead of 30 because all they did was walk and talk, then let them.
*though this is already a problem in vanilla MW I guess, with powerful Calm enchantments and Admire-spam
In DF, enemies pacified by language skills would sometimes fight on the player's behalf, which was useful because you could rest with them watching over you, and sometimes even lure bosses/quest enemies to them. Might be another angle worth exploring; there was also an Oblivion mod that let the player recruit any NPC as a full-blown follower. Terribly unbalanced as usual with mods, but an interesting idea, and it seems to me like having universal actions like "Recruit" would go a long way in Morrowind, giving all those cookie-cutter wiki dialogue NPCs a purpose and letting the player interact with them according to consistent and universally-applied systems.
Directional blocking is definitely a good idea, perhaps with the speed and % damage blocked determined by character skill. Bringing Arena and Daggerfall's directional swinging back too might work (I know MW doess have directional swinging but it's a bit weirdly implemented), where each swing direction applies different modifiers and penalties to the attack. It seems like a decent fusion of player skill and character skill; the player choosing the style of attack with a directional move of the mouse and the character carrying it out according to their capabilities.and then I'm on the fence about whether improving the (melee) combat would actually be an improvement to the experience, or a kind of distraction. Part of me leans towards removing almost all player skill and leaning on character traits as much as possible, like blocking in Morrowind, but I think that might be too tedious and niche to have much of an audience. The other part of me wants to slap Mordhau into Tamriel, but that sort of very complex, quick reaction time melee combat with a full suite of directional attacks, parries, blocks, chambers, feints, ripostes, dodges, drags, etc...might be a bit much both from a dev and gameplay perspective. Maybe like mount and blade tier directional blocking could make it a bit less boring, or some kind of VATS or other slow-down system.
A-ha, so basically they even fight those who attack you?They're pretty broken in the original Daggerfall, sadly - in the sense that they're almost useless.
Pacified enemies stay where they were pacified and you can rest near them safely since if you get attacked, they'll defend you. You can also lure enemies to them. I'm not sure if they do this specifically for you or if it's just regular monster infighting where one of the monsters happens to be on your side (though I think I remember making two Daedroths fight, which shouldn't happen under normal circumstances).
DF Unity rebalances them a bit to be more viable. The real problem with them is that no guilds use them; the Fighter's Guild has Orcish and the Knightly Orders have Etiquette so you can use them to advance there, but otherwise they're pretty useless. There's a DF Unity mod called Archaeologist's Guild which adds a language-focused guild which is a lot of fun.
Morrowind had arguably the strongest artifacts in the series. Helm of Oreyn Bearclaw, Chrysamere, Lord's Mail, Dragonbone Cuirass, etc...
That is why I'm always an advocate for Morrowind cutting them, all they did was add bloat, yes I'm aware they didn't just cut language skills, they cut skills like Swimming and Dodging etc, and most of the other skills were repurposed into something else that made it more useful.[Language skills are] pretty broken in the original Daggerfall, sadly - in the sense that they're almost useless.
Maybe consolidating them into speaking one's racial language + linguist for all other languages could work, but I get that' it's basically bloat. It would probably just in effect be an extra opinion boost + the rare dialogue option with certain NPCs, but the simple same-race and same-faction bonuses already do that in Morrowind so it's basically redundant.That is why I'm always an advocate for Morrowind cutting them, all they did was add bloat, yes I'm aware they didn't just cut language skills, they cut skills like Swimming and Dodging etc, and most of the other skills were repurposed into something else that made it more useful.[Language skills are] pretty broken in the original Daggerfall, sadly - in the sense that they're almost useless.
Agility governs dodging. Or at least it makes you harder to hit, which I'd just say is dodging. Unless you were talking about mechanical movement, like some sort of dodgeroll or sidestepping.although it would be nice to dodge in morrowind and not just rely on speed and moving back and forth.
I'd make it a skill that's governed by either Intelligence or Personality, my rationale being that you'd have to be pretty intelligent to understand and memorize an entire language. But, all those words would be meaningless if you have the personality of a basement dweller who's never interacted with anyone outside of their mother.Maybe consolidating them into speaking one's racial language + linguist for all other languages could work [...]
yeah like blocking it's an auto thing (but with even less visual feedback), but yeah I meant a mechanical input like in Mordhau, instead of just moving the character back and forth to dodge attacks altogether. Although, I'm not sure if the auto or the mechanical way is better, but it is strange how Morrowind mixes them.Agility governs dodging. Or at least it makes you harder to hit, which I'd just say is dodging. Unless you were talking about mechanical movement, like some sort of dodgeroll or sidestepping.although it would be nice to dodge in morrowind and not just rely on speed and moving back and forth.
This was actually removed in Bloodmoon because it proved more annoying than anything, it's just that due to how mods work loads of mods accidentally broke it again.invisibility is completely undetectable, it just turns off on any interaction: https://en.uesp.net/wiki/Morrowind:Invisibility
I never really bothered with chameleon, but apparently at very high levels and/or with sneak skills you are basically undetectable and can still interact with stuff: https://en.uesp.net/wiki/Morrowind:Chameleon
What do you mean?This was actually removed in Bloodmoon because it proved more annoying than anything, it's just that due to how mods work loads of mods accidentally broke it again.invisibility is completely undetectable, it just turns off on any interaction: https://en.uesp.net/wiki/Morrowind:Invisibility
I never really bothered with chameleon, but apparently at very high levels and/or with sneak skills you are basically undetectable and can still interact with stuff: https://en.uesp.net/wiki/Morrowind:Chameleon
https://www.tamriel-rebuilt.org/content/whos-there-not-knock-knock-joke-sadly
My solution really would have been to only have one or two language skills, and then you can switch them up for every game depending on which province you're in. Morrowind deserves a 'Daedric' skill in order to converse with Daedra, as would a theoretical Oblivion that was actually developed to be a proper sequel. Skyrim would have had Giantish etc.That is why I'm always an advocate for Morrowind cutting them, all they did was add bloat, yes I'm aware they didn't just cut language skills, they cut skills like Swimming and Dodging etc, and most of the other skills were repurposed into something else that made it more useful.[Language skills are] pretty broken in the original Daggerfall, sadly - in the sense that they're almost useless.