Black
Arcane
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- May 8, 2007
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...the new Clairvoyance spell that draws a path along the ground to your next objective.
Whoa! Next-gen quest compass!
...the new Clairvoyance spell that draws a path along the ground to your next objective.
Fixed.Kaanyrvhok said:The Clairvoyance spell would be fine if it was a high-level spell and not some base cantrip that a half drunk Barbarian could cast right out the slam.
That's why I shall chose Alteration school and summon a modder to fix the game.Kaanyrvhok said:Its Conjuration and thats why its low level
At low level you summon a spiritual bloodhound
It points you in the right direction
At mid level you summon a spiritual unbalanced attack. It wins battles for you
At high level you summon a spiritual demon name Ragequit that completes the quest for you
Kaanyrvhok said:Its Conjuration and thats why its low level
At low level you summon a spiritual bloodhound
It points you in the right direction
At mid level you summon a spiritual unbalanced attack. It wins battles for you
At high level you summon a spiritual demon name Ragequit that completes the quest for you
Clockwork Knight said:I thought it was a dragon shout.
WHERE THE FUCK AM I SUPPOSED TO GO
DOHVAKIIN, DOHVAKIIN~...
Callaxes said:Does anybody have any idea why they'd go for respawnable dragons? I can see the reason behind fast travel and the quest compass, but this idea has no logic behind it whatsoever. Even reducing the factions to that archaic 3 stereotypes (warrior, mage, thief) or getting rid of attributes makes sense if you're looking for simplicity in design. Level scaling was badly implemented, but it was supposed to offer a consistent challenge, so there was logic behind it despite the incompetence.
So what's the logic behind this? What are they trying to achieve? Why is infinite dragons in their eyes better then 10 or 20 or 30 dragons?
Did Todd suddenly feel the need to contribute something to the board one morning? Was the main storyline designed by two bitter rivals and these infinite dragons are just the outcome of a good idea being sabotaged?
I know Todd has a bad perspective on game design, but this can't be the result of one man alone, even if he is the boss. No matter how many sycophants you round up in one room, the ought to have been at least some outcry at this within their ranks. I can't imagine any of the programers or animators or concept artists agreeing with this decision unless they were forced to at gun point.
And I can't really blame them for being uninterested either because unlike Oblivion, I'm actually seeing some love and enthusiasm going into this game.
In an E3 interview Todd Howard boldly said that the game is 300 (yeah, 3 hundred) hours long. They must fill it with something, alright. What's better than an infinite number of dragons which you can bash and bash and bash and bash and bash and bash and bash and bash... for 300 hours.So what's the logic behind this? What are they trying to achieve? Why is infinite dragons in their eyes better then 10 or 20 or 30 dragons?
Don't hate the guy, just pity the poor simpleton. It's way more .Callaxes said:You know, I really don't wanna hate him.
Callaxes said:You know, I really don't wanna hate him. Hate solves nothing and all that jazz...
So instead I'm just going to think of him as a skinny Jack Black. No wait, that doesn't work.
He's a geeky teenage George Bush... No.
He's the white version of Chris Tucker working in the game industry.
Yeah, this isn't working.
Kaanyrvhok said:Whats crazy is that he is a big fan of the classics but then so am I and I loved Oblivion.
More along the lines of retarded and lazy.I know you heard the pro-level scaling arguments. They are logical and general.
Jools said:sea said:Problem is, Oblivion was designed with the quest compass in mind, and Skyrim may well be too - think obscure fetch quests with tiny objects hidden in massive levels, wandering NPCs that are impossible to find, kill X of a special monster type, that sort of thing. The quest compass was as much a bad idea for gameplay as it was a design crutch, and simply turning it off doesn't fix the problem.Zed said:At least they made it a spell, a spell you don't have to use. Better than having to mod out quest compass.
To a certain extent I find myself agreeing, although, if the alternative to the quest compass is the "glittering path" (or similar retardo-proof device), the quest compass becomes by far the lesser of two evils, even if the quests have been designed around it. Goddammit, even Quake 2 didn't have anything of the sort and the levels were way less linear than those in most of today's RPG.
Honestly, I can't even remember the last time I found myself "lost" or "wandering" in frustration. Yes, we've stoopd so low that at this point I'd even welcome the frustration of not finding a quest location/item/NPC over the big massive shiny arrows pointing to it.
DraQ said:More along the lines of retarded and lazy.