damaged_drone
Novice
this discussion cuts right to the heart of codex orthodoxy. hehe.
Lumpy said:There were lots of fucking choices in Morrowind. 300+ optional quests are choices. Want to play an evil or selfish character? Join the Telvanni. An agent? Join the Hlaalu. A healer? The Temple. A diplomat? Imperial Cult. An assassin? Morag Tong. A researcher or an archeologist? The Mages Guild. A mercenary? Fighters Guild. A thief? Thieves guild. A honourable warrior? The Redoran.LlamaGod said:besides the fact that options are the same for everyone and you have no personality in Morrowind (are there even fucking choices?), you never ever once have the world react to your character design
and morrowind's character system had 0 roleplaying in it. All the skills were self-help or combat skills (and like 2 trading skills) and all your stats just raised values, you never actually had a specific character.
you can get 100 in everything in morrowind and still be the same exact character you were when you started, you just do more damage
How did Fallout aknowledge the type of character you were playing?LlamaGod said:Lumpy said:There were lots of fucking choices in Morrowind. 300+ optional quests are choices. Want to play an evil or selfish character? Join the Telvanni. An agent? Join the Hlaalu. A healer? The Temple. A diplomat? Imperial Cult. An assassin? Morag Tong. A researcher or an archeologist? The Mages Guild. A mercenary? Fighters Guild. A thief? Thieves guild. A honourable warrior? The Redoran.LlamaGod said:besides the fact that options are the same for everyone and you have no personality in Morrowind (are there even fucking choices?), you never ever once have the world react to your character design
and morrowind's character system had 0 roleplaying in it. All the skills were self-help or combat skills (and like 2 trading skills) and all your stats just raised values, you never actually had a specific character.
you can get 100 in everything in morrowind and still be the same exact character you were when you started, you just do more damage
did the game even fucking acknowledge any of that? or is it just more happy funtime pretending?
How did Fallout aknowledge the type of character you were playing?
Morrowind had 400 quests out of which every character could find at least 50 that fit him.LlamaGod said:How did Fallout aknowledge the type of character you were playing?
By giving me options to talk my way through things, since my character's role is that of a good talker (because he IS).
I also had difficulty with technology and sciences and solving mental problems, because my character was BAD AT THAT STUFF, so obviously... he's bad at it.
And to be more correct, Fallout had 50 quests that could be solved through different means, available to different levels of abilities, to cater to the designs of characters. So you could play the role you've specified for your character through your character's design.
Morrowind had 50 quests that were exactly the same for every single character.
What do I fail to understand? I understand that each quest in Daggerfall offered many options to finish it, one for each character. Morrowind's didn't. Instead, they offered different quests for each character.LlamaGod said:you are failing to understand anything
Here, fixed.Lumpy said:Instead, they offered all quests for any character.
Oh, really? My Telvanni character never did any of the Thieves Guild quests.micmu said:Here, fixed.Lumpy said:Instead, they offered all quests for any character.
micmu said:Here, fixed.Lumpy said:Instead, they offered all quests for any character.
Why should they stop a warrior from doing mage quests?micmu said:That's what I meant. Any warrior or thief could easily do, for example, mage quests. And you were able to boost your skills in no time without any effort (cheap trainers) plus redicilously overpowering items (80% chameleon) and enchanting.
There were also no proper mechanics/story elements that would EXPLAIN (or better prevent!) redicilous phenomenoms like being the head of most guilds. Even as stupid combination as the Tribunal Temple and Nine divines (or what was it called?) and Imperial legion.
Oh, and they fixed that now in OB. Heh heh.
Lumpy said:Why should they stop a warrior from doing mage quests?
And there is a major difference here. Fallout did have 2-3 ways to complete some of the quests, however, there were 40-50 quests. Morrowind wasn't about doing quests 50 in whatever way fits your character, it was about having 50 quests that fit your character. Both were equally good, in my opinion.
Why should they stop a warrior from doing mage quests?
The Mages Guild Charter said:The Guild of Mages only accepts candidates of keen intelligence and dominant will. Candidates must exhibit mastery in the great schools of magic: Destruction, Alteration, Illusion, and Mysticism. Candidates must also display practical knowledge of enchantments and alchemical processes.