Scarlet Lilith
Learned
Heh, that game also only had one ending.This is the same forum that praises choices and consequences in Planescape torment
Heh, that game also only had one ending.This is the same forum that praises choices and consequences in Planescape torment
Don't blocked hits incur a stamina cost for the player? And doesn't performing a timed block stagger the opponent?
The stamina costs are minimal, so they don't really matter. As far as timed blocking, you are probably thinking of mods, some of which introduce this mechanic, except it doesn't really work, because Bethesda's animations for one-handed weapon attacks happen too fast. Essentially, as soon as the animation starts, the game already counts it as a hit, so even if theres a timed block mechanic, you d have no chance to actually use it against half the enemies.
I actually have a modding thread here, outlining how to actually mod Skyrim to have timed blocking (you have to install a bunch of different mods to replace one handed animations, introduce timed mechanics, etc), which kinda works, but even then is kinda shitty, since some attacks still happen too fast. And that's after a lot of modding.
Oblivion is pretty much the same combat as Skyrim. Morrowind was better in my opion (though also shit) because it didnt present itself as an action combat. At least you knew it was just about spamming. Skyrim/Oblivion act like they are action combats, while in reality they are just as spammy as Morrowind. And F3/NV were better because they are shooters, and shooting combat is a lot easier to implement than melee combat, so Bethesda's incompetence was less important there.
Later TES combat has always been designed for people who don't like action combat. Combat is just not the point of these games, it's merely something thrown in to pace exploration and make progression through the world feel earned. Which is why all the games that tried "upgrade" Bethesda's formula to include more actiony and involved combat (Amalur, Two Worlds) invariably turned up shit and/or missing the point. This style of game requires combat to be over very quickly, because at this gameworld size it's unfeasible to spend more than a couple of seconds on a given encounter, it would turn the game into a slog.
I haven't played BotW, but Twitcher is precisely an example of missing the point - it makes zero sense for that game to have an open world, it doesn't utilize it one bit. Both also barely qualify as RPGs.Later TES combat has always been designed for people who don't like action combat. Combat is just not the point of these games, it's merely something thrown in to pace exploration and make progression through the world feel earned. Which is why all the games that tried "upgrade" Bethesda's formula to include more actiony and involved combat (Amalur, Two Worlds) invariably turned up shit and/or missing the point. This style of game requires combat to be over very quickly, because at this gameworld size it's unfeasible to spend more than a couple of seconds on a given encounter, it would turn the game into a slog.
Sounds like the twisted logic inside Todd Howard's head. BotW had a very fun combat system, and it did not stop anyone from loving it. Same thing for KCD or even Witcha 3, whose combat is miles ahead of Skyrim. Stop enabling decline...
The definitive open-ended RPG epic
Backstab, Critical Strike and Dodging -- More filler skills that barely alter the play experience. Wouldn't you learn to backstab as you learn to sneak? Wouldn't you learn critical strike and dodging as you learn to fight with your preferred weapon? These don't really make sense as separate skills
Learn by doing system could be improved if major and minor skills were the only skills you'd be able to increase beyond a certain minimum, so you'd never be better outside of what your character is supposed to be specialized in. And - in order to preserve challenge - even your major and minor skills could be capped, so you can't go past the difficulty curve, ensuring some enemies would become easier to beat, but top level enemies wouldn't share the same fate.If you have a point buy system, they make sense. What you demonstrated is an inherit nihilism of a learn by doing system.
Learn by doing system could be improved if major and minor skills were the only skills you'd be able to increase beyond a certain minimum, so you'd never be better outside of what your character is supposed to be specialized in. And - in order to preserve challenge - even your major and minor skills could be capped, so you can't go past the difficulty curve, ensuring some enemies would become easier to beat, but top level enemies wouldn't share the same fate.If you have a point buy system, they make sense. What you demonstrated is an inherit nihilism of a learn by doing system.
Morrowind allows you to create your own class, which is ultimate freedom as far as character building is concerned, at least in my book. Being able to level up any skill to any level is too much as it effectively removes both the challenge and the personality (so to speak) from the character the player has initially created. In my opinion limitations (and working within said limitations) is what makes RPGs fun to play: you are free to create any character, but at the same time you are bound to what this character can do. Otherwise, why even bother picking up major and minor skills if they aren't supposed to mean something?Let's take a system that not gives enough freedom in character building and restrict what little freedom it offers even further. Brilliant.
Morrowind allows you to create your own class, which is ultimate freedom as far as character building is concerned, at least in my book. Being able to level up any skill to any level is too much as it effectively removes both the challenge and the personality (so to speak) from the character the player has initially created. In my opinion limitations (and working within said limitations) is what makes RPGs fun to play: you are free to create any character, but at the same time you are bound to what this character can do. Otherwise, why even bother picking up major and minor skills if they aren't supposed to mean something?Let's take a system that not gives enough freedom in character building and restrict what little freedom it offers even further. Brilliant.
Or forget my previous proposition and make it so that unused skills degrade as time goes by, meaning you actually have to USE skills in order to "keep" them. This should limit the amount of high level skills you have to a reasonable degree. It'd make sense within the context of a system where you use skills in order to improve them.
Pretty unrealistic, I have infinite skillpoints irlMorrowind allows you to create your own class, which is ultimate freedom as far as character building is concerned, at least in my book. Being able to level up any skill to any level is too much as it effectively removes both the challenge and the personality (so to speak) from the character the player has initially created. In my opinion limitations (and working within said limitations) is what makes RPGs fun to play: you are free to create any character, but at the same time you are bound to what this character can do. Otherwise, why even bother picking up major and minor skills if they aren't supposed to mean something?Let's take a system that not gives enough freedom in character building and restrict what little freedom it offers even further. Brilliant.
Or forget my previous proposition and make it so that unused skills degrade as time goes by, meaning you actually have to USE skills in order to "keep" them. This should limit the amount of high level skills you have to a reasonable degree. It'd make sense within the context of a system where you use skills in order to improve them.
Or maybe just limit what character can do by number of skills points available?
All those language skills are useless.
Stuff
But nobody offers the skill training irl so they're uselessPretty unrealistic, I have infinite skillpoints irlMorrowind allows you to create your own class, which is ultimate freedom as far as character building is concerned, at least in my book. Being able to level up any skill to any level is too much as it effectively removes both the challenge and the personality (so to speak) from the character the player has initially created. In my opinion limitations (and working within said limitations) is what makes RPGs fun to play: you are free to create any character, but at the same time you are bound to what this character can do. Otherwise, why even bother picking up major and minor skills if they aren't supposed to mean something?Let's take a system that not gives enough freedom in character building and restrict what little freedom it offers even further. Brilliant.
Or forget my previous proposition and make it so that unused skills degrade as time goes by, meaning you actually have to USE skills in order to "keep" them. This should limit the amount of high level skills you have to a reasonable degree. It'd make sense within the context of a system where you use skills in order to improve them.
Or maybe just limit what character can do by number of skills points available?
I don't need trainingBut nobody offers the skill training irl so they're uselessPretty unrealistic, I have infinite skillpoints irlMorrowind allows you to create your own class, which is ultimate freedom as far as character building is concerned, at least in my book. Being able to level up any skill to any level is too much as it effectively removes both the challenge and the personality (so to speak) from the character the player has initially created. In my opinion limitations (and working within said limitations) is what makes RPGs fun to play: you are free to create any character, but at the same time you are bound to what this character can do. Otherwise, why even bother picking up major and minor skills if they aren't supposed to mean something?Let's take a system that not gives enough freedom in character building and restrict what little freedom it offers even further. Brilliant.
Or forget my previous proposition and make it so that unused skills degrade as time goes by, meaning you actually have to USE skills in order to "keep" them. This should limit the amount of high level skills you have to a reasonable degree. It'd make sense within the context of a system where you use skills in order to improve them.
Or maybe just limit what character can do by number of skills points available?
And to name other RPG's, it came out within a year of Arcanum, FF10, IWD2. Even amongst its peers, it was a big decline.
And to name other RPG's, it came out within a year of Arcanum, FF10, IWD2. Even amongst its peers, it was a big decline.
Honestly, I don't see the nihilism here. You just have to design your skill systems differently depending on how you progress. This means that skills that would usually be separate as part of a point buy system will be merged. I don't see this as a bad thing necessarily. You essentially have to design skills around the sorts of things you'd learn in real life.If you have a point buy system, they make sense. What you demonstrated is an inherit nihilism of a learn by doing system.
You missed my whole point. It's completely possible to create a character that essentially can access all of what Daggerfall has to offer, at least skill wise. That alone makes replaying with a different focus less valuable. When you create a character in Morrowind you're forced to make tradeoffs, meaning that, unless you decide to do the whole fortify INT exploit later on, you're playing as a unique character from start to finish. This adds a lot of replay value since each character necessarily plays different to the last.Your analysis is nice and thorough, but you yourself point out the flaw of it, i.e. if you're willing to gimp yourself in Daggerfall and not sperg, the chargen offers enough meaningful variety.
No, I don't think I am. I recently watched the early stages of a magic only let's play. The guy (w/ 20 years of Daggerfall experience mind you) had to take a bunch of padding skills just to fill out his character sheet. Then he forbid all weapons and armour and gave himself some bonuses. This build was too weak to even make it out of the starter dungeon so he enabled an option to turn it off.And you overstate the amount of pain you have to go through with a gimped char. The only truly painful combination I think is something where you completely disallow any magic\consumables so you have no access to levitate etc.
Could you elaborate?Or maybe just limit what character can do by number of skills points available?
This is really my biggest gripe with Daggerfall.You missed my whole point. It's completely possible to create a character that essentially can access all of what Daggerfall has to offer, at least skill wise. That alone makes replaying with a different focus less valuable. When you create a character in Morrowind you're forced to make tradeoffs, meaning that, unless you decide to do the whole fortify INT exploit later on, you're playing as a unique character from start to finish. This adds a lot of replay value since each character necessarily plays different to the last.
Not sure if that is what he meant, but the way I understood it (and I agree with that assumption) is that if you have a system based on skill points and you limit the number of skill points, you can make sure that no character can possibly learn everything.Could you elaborate?Or maybe just limit what character can do by number of skills points available?