Oblivion features
Hi MSFD - thanks for all the writing you're doing on this site and others to keep us all informed. Although it does make it harder to wait - but it's only another 6 months... :shock: yay. I usually lurk here, but I have a couple of queries that I'd like to throw out for discussion / see if you can enlighten us on ...
1) I think that you've already stated that time is accelerated in Oblivion (15mins game = 30secs real??) - why is this? That is something that really bugged me in Morrowind and often meant I was doing loads of things at night because the time passed so quick. I'd prefer to have a 1:1 (or 1:2 would be ok) time ratio so that when I set out to do something it's still day (or night - whichever is appropriate) when I get there / half way through task etc. Surely this will be more important in Oblivion with the enhanced sneak system. e.g go for a night raid and day dawns half way though due to accelerated time - you get seen and slaughtered. Also would be interesting to make the wilds dangerous at night because it's so hard to see things approaching esp. in forests. This would mean that unless you wanted to be unseen you'd travel by day and sleep at night (and not just when your health needs repleneshing) Just my thoughts - probably too late for the game, but maybe not if the day/night cycle isn't tied into things too hard. It's be nice to be able to change it without breaking anything.
2) It's been stated that there will be no hit location in Oblivion. This doesn't bother me for melee, but for ranged it does. I found ranged combat a real letdown in MW - you got maybe one shot at a target which often missed (early in levels) or did small damage, before the enemy charged you. I'd like to be able to shoot an arrow into someones head and they are dead before they knew I was there, not "oh, an arrow seems to have piereced my brain.. lets go and hack at the archer since I still have 2/3 my health".
Will there be functions in the CS to allow modders to implement this?
3) Are wearable quivers gonna be in Oblivion or will the mod community need to do an Ob version of Quivers? I re-did the Quiver scripts for Farrp's famous mod so they didn't make the game chug BTW, and will happily do it for Oblivion, but it'd be nice to have them in from the start.
4) The CS will have the "procedural forest generation" with it won't it? I tried doing a forest for MW using all the different tree models I could find. I managed 9 cells and it ran slow and looked rubbish, but was a real forest (i.e. you could only see bits of sky when you looked up) - took me two weeks and kinda put the nail in the lid of my mod project which needed forests... so pretty excited about Ob's forests!!
It all sounds great to me, but then I loved MW - even with it's massive restrictions, I found I could fill the gaps with my imagination (a bit like a book or D&D gaming) and have some great adventures.
Cheers,
Hazelnut.