Twinfalls said:What is with all the gratuituously puerile pederasty/paedophilia fetishism running rampant on this board? Is it meant to shock?
Twinfalls said:What is with all the gratuituously puerile pederasty/paedophilia fetishism running rampant on this board? Is it meant to shock?
If it takes mods and work-arounds to make the game playable, what are you paying Bethesda for?
And the combat?? it sucks. Is ARCADE. You have ZERO strategy. Sigh I want the TURN BASED combat of Fallout! or at least a real-time but with a bit of strategy like the other RPG (Everquest for example).
I know the saving trick to re-create the character and I used it already. But is a JOKE? I don't think I ever saw ANY RPG, where I had to use a TRICK to re-start the game without repeating a long part...!!
Well I've already uninstalled it. Was playing trying to discover more, then got so bored to go around "fighting" and speaking with everyone (all NPC without a soul) trying to find clues for the quests...
The Daedra have no survival instincts whatsoever, they home in on your character like suicide bombers, I'm trying to see where the thought went into this game, where's the ecological balance in this other Realm, where's the AI controlling these critters?
Excrément said:Oblivion needs good cross storylines and more guilds : it 's its biggest problem for me.
I would like that each guild has its ennemy guild.
mage guild vs. necromancer
fighters guild vs. evil mercenaries
dark brotherhood vs. thief guild
nine divines vs. daedras guilds
blade vs. races fighting for the independence of their province...
counts vs counts...
micmu said:No, I could play Morrowind (and I did for 150+ hrs). I can't stand Oblivion. After 50-60 hours of playing it, I felt robbed and hollow inside. I literally forced myself playing it for last 20 hours, expecting to find some redeeming feature. I didn't find one.Excrément said:franckly, if you didn't like Morrowind you must admit that at least Oblivion is funny and if you do like Morrowind admit there are a lot of improvements also.
Not that Morrowind was a good (or any) roleplaying game to begin with, but IMO, it was a better sandbox/exploration action-adventure than simplified Oblivon.
To be fair, here's my list with my opinions:
- Alien, slightly hostile setting in Morrowind. Oblivion has a very generic, uninspiring fantasy setting.
- Significantly more dialogue (better call it text) in Morrowind. Where are loremasters and topics like lore, geographic regions, known potions, scrolls, spells, other factions, towns?
In Oblivion, wiki is limited to quest related topics, Gray Fox and Rumors (Ok, guards can tell you few services and few directions). This all is good for filler NPCs, but in Oblivion, all NPCs seem to be filler NPCs.
- Less spells (there's NOT just Levitate! - compare both TESCSs for effects),
- Writing is still poor but very basic this time around, funny to childish at some instances. So hyped voice acting is horrible (only 6 voices, mostly sounds goofy, lacks proper intonation). You can't claim that full voice acting is an advancement since Morrowind because it's not immersive at all - it doesn't sound authentic. You just don't have to read and that's it. And because of it, there's much less text now.
- Three times more factions in Morrowind, plus you couldn't join them all (Great Houses, for example - they even had strongholds as a bonus, etc...). Advancement was restricted by your skills.
- Fewer shops per town (some towns only have three to four shops, while Morrowind towns were full of different alchemists, clothiers, healers, mage shops, booksellers, etc...). Looked more realistic... *cough* immersive.
- A lot more equipment (weapons, armor pieces) in Morrowind. In Oblivon, there are just blades and blunts (which includes few axes!). No spears, no halberds, no melee staves, no exotic weapons (like dai-katanas, wakizashis, tantos, broadswords), no tower shields, no pauldrons, no separate gauntlets/gloves, no belts...
- For example, iron longsword has the same properties as ebony longsword, only greater damage rating (and durability+weight which have no significant impact in combat).
In morrowind, weapons from different materials had different slash/chop/thrust damages. Not that combat was good in MW, but that was a good base to build on. Instead, they decided to dumbfuck it to most simple system: "smaller longsword", "bigger longsword", "biggest longsword", "smaller claymore", "bigger claymore", "biggest claymore", etc...
- Due to overused RNG (the very best equipment is randomized, too), no point of exploration, which, IMO, is a MAJOR downgrade from Morrowind. Why the hell do you need to visit every dungeon when you can repeatedly visit only one (all loot respawns) and find even daedric equipment as regular loot there? It's difficult NOT to find the best loot once you hit level 20. Which is very soon, btw.
In Morrowind, you could rob vaults for good and rare equipment (which was fun on it's own), you could visit dangerous places (where they kicked your ass before you hit certain levels) and steal loot from daedra cultists. Here, everything is handed to you without any effort, just wait few levels and generic meraurder #232 in generic dungeon #84 will be running around in full set of daedric armor.
Also, there are a lot less hand placed unique/legendary items. (I checked with TESCS) It's also more likely they will be handed to you by a NPC doing some quest rather than be found in some hidden, heavily guarded dungeon.
- NPC leveling. HALF of all npcs in game (checked with TESCS) are leveled. Due to this, for example, Arena faction plays EXACTLY like an FPS. Even worse if you don't focus on training combat skills.
I never stumbled upon a mob much stronger than me, so I could return there much later with a vengeance, expecting some reward.
- Dumbed down enchanting. All equipment can be enchanted equally good with the same soulgem, you can only enchant armor as "Constant effect" (WTF!?) except weapons which can only be "On strike" doing damage only. (WTF? no more Dagger +5 Skill, no more sword of healing self on strike, etc...).
Morrowind's enchanting was broken (machinegun casting, dumb barbarians could make and use rings of fireball +500). Instead of fixing it, they dumbed it down. Barbarians can STILL use magic staves equally good as arch-wizards and then refill them withammo clipssoulgems.
- Hand-holding dumbfucked messages. "You just found super hidden dungeon #8374!" (before you even see any entrance, fuck compass). Messages like "Now I must go there, do this, do that, then return here and do this!" "I just came here now I must do this!" are also awesome. Same as morrowind's fedex quests, only with more stages and GPS compass.
- AI and NPC scheduling are pathetic. They completely eliminate any immersion that was left. They should stick with static NPCs as in MW/DF (and leave it to imagination) if they are unable to do anything half as good as in, say, Gothic.
- Interface. I like neat, old-school looking interfaces, like MW had (you had everything on one screen). Oblivion's consolified interace is sickening.
IMHO, Oblivion has much less content and simpler mechanics than Morrowind while still being a piss poor RPG (none). It just looked better to me (faces excluded) and that's it. And I don't like the new action combat.
With few tweak mods, Morrowind was playable for me, Oblivion needs a total conversion (unlikely to happen) to be interesting to me.
GhanBuriGhan said:And it's not that the main and common criticism people here level at Oblivion is asking for something new - in fact we most often seem to ask for old things, things that were done in Fallout, Planescape, BG2, DF, etc.
Section8 said:Questing is pretty one dimensional. Go here, do this. Interesting quests are few and far between, the only one that springs to mind is the Daedric Artifact quest, where there's actually a reason to dig further than the quest compass, and ultimately, requires the sacrifice of something powerful.
Im going to be repetitive by remenbering Daggerfall gameplay again.
The fact that we can't skip a certain type of quest to progress in a guild is very anoying.
Excrément said:- level scaling, even if this system has big flaws (especially the fact that the MQ is more easy at lvl 1 than at lvl 20), I really prefer this challenge compared to the unchallenging Morrowind. its like DF.
ANDS! said:So instead of scripted quests that have more depth to them - youd rather have randomly generated quests - just so you can say you dont know what to "expect" with a quest.
ANDS! said:Why should they let you advance at the Arcane Uni if you dont do the jobs they ask you do to?
ANDS! said:Why should they let you advance at the Arcane Uni if you dont do the jobs they ask you do to?
Notice i said 'choose from a list of possible quests' to advance not that the player should NOT do quests for the guild successful to raise in rank.
For example if you are a mages guild menber and also a thieves guild member (there is no conflict between these two guilds in Dagerfall) the game is sensitive to this and sometimes a mages guild member will come to you with an offer for a thieving quest.
So if I "do the jobs they tell me to do" I eventually become arch-mage regardless of my actual skill.
ANDS! said:Sure they could require you to meet certain minimum skill sets to advance - but then you'd just have script kiddies spamming low-lvl spells that cost 1mana over and over artificially raising their skill level to meet these requirements. Better for it to not be in - than to be in and be a piss-poor "check" on the system that is easily overcome by trigger fingers.
Yeah, 'cause it doesn't make any sense for the Arch-Mage of the Empire's Mages Guild to have any real magical ability.
ANDS! said:Also - your sentence is pretty clumsily written.
ANDS! said:Yeah, 'cause it doesn't make any sense for the Arch-Mage of the Empire's Mages Guild to have any real magical ability.
There are actual NPC's in the game - whos magical ability is questioned (if not outright dismissed), yet still have membership not only in guilds, but presumably at the ARCANE UNI as well. The position of Arch-Mage (in the game) is a political one, so no for storyline purposes - having any real talent in magic isnt needed to be Arch Mage.
Also - your sentence is pretty clumsily written.
You obviously fail to grasp the basic principle here. Advancement is tied to completing quests but there are multiple quests available to gain you the grace and favour necessary to advance.ANDS! said:Same critique. This NPC is telling you he wants this specific quest done. Period. If you dont do this SINGLE QUEST or job - he wont give you the recommendation to advance.
That marginally weakens your case.
Are you shitting me?
Don't fancy scouring the wilderness for the X of Y? Turn down the quest and do one from another NPC that has you protecting a Guild-House. Don't fancy that? Turn it down, pick another.
And because these are procedurally generated -
bryce777 said:I have to admit the "posing nude corpses" aspect of oblivion is intriguing to me.
O to the b to the livin large, on the scene to kill your dreams I's da man in charge.
p to the e to the d to the o, little kiddies corpses all stacked in a row.
To bad this motherfucker an essential npc, or I'd wack his ass and use hid body in my corpse fort lavatry
ANDS! said:Yeah, 'cause it doesn't make any sense for the Arch-Mage of the Empire's Mages Guild to have any real magical ability.
There are actual NPC's in the game - whos magical ability is questioned (if not outright dismissed), yet still have membership not only in guilds, but presumably at the ARCANE UNI as well. The position of Arch-Mage (in the game) is a political one, so no for storyline purposes - having any real talent in magic isnt needed to be Arch Mage.
Twinfalls said:Daggerfall had two methods of ensuring you were appropriately skilled. First, it had skill level requirements for progress. Second, at certain levels, the guild would ask you to do stuff that requires magic skills. For example, the guild would ask you to summon a daedra.
Is there anything in Oblivion resembling this, where guild quests actually require magic skill levels?
Or is the Mages Guild comprised pretty much of fetch, kill, or fetch-and-kill quests, and all the quests can be done in any way you like?
If the latter, this means that anyone - a fucking warrior, can go to the guild and become arch-mage. So why even call it a mages guild?