I kind of lost my heart for ASP - too much adds 15% of damage if the target is struck by lightning damage after being sat on by atronach as long as it happened between 5 and 10 s after casting unless the spell has already been cast twice this day shit.
Well, there is Requiem.There's no other choice though
Well, most dungeons in Morrowind weren't that impressive, to be honest.SkyRe and other assorted mods do sound like they might make the character/item hunt aspect of the game some fun, but I wish there was something that could be done about the god awful dungeon design. As much of a Morrowind fanboy I am, I have to admit that the later games do improve on certain aspects - namely combat and the lack of Wikipedia dialogue. But the shit linear dungeons are a disgrace. Supposedly the Dragonborn DLC ups the quality of the dungeon design so that should be nice, but I quickly got sick of the dungeons that unwind like a ball of yarn.
I thought that was actually a good thing. It made sense that tombs and bandit caves were mostly rather small and compact, and that also made the longer dungeons stand out more. As a result the game had really good pacing between smaller quests and epic multi-leveled dungeon crawls. Even the smallest caves usually had some little unique detail in them that made them a bit different from the rest, and in general the dungeons looked like they served some purpose in the game world instead of just being there to give you tons of monsters to kill. Oblivion of course fucked this up completely by having bandits holed up in some completely random, pitch-black cave complexes that all looked the same and were about as big as your average Ayleid ruin, so you could just throw all logic out of the window right away. Skyrim is notably better than that, and it actually has dungeons that feel interesting and unique, but the linearity is a big minus and the same elements are used way too often.Well, most dungeons in Morrowind weren't that impressive, to be honest.
Some were superb, admittedly, but there were tons of tiny tombs, small caves and ruins collapsed so badly that only a room or two remained.
You know what? I agree.I thought that was actually a good thing. It made sense that tombs and bandit caves were mostly rather small and compact, and that also made the longer dungeons stand out more. As a result the game had really good pacing between smaller quests and epic multi-leveled dungeon crawls. Even the smallest caves usually had some little unique detail in them that made them a bit different from the rest, and in general the dungeons looked like they served some purpose in the game world instead of just being there to give you tons of monsters to kill. Oblivion of course fucked this up completely by having bandits holed up in some completely random, pitch-black cave complexes that all looked the same and were about as big as your average Ayleid ruin, so you could just throw all logic out of the window right away. Skyrim is notably better than that, and it actually has dungeons that feel interesting and unique, but the linearity is a big minus and the same elements are used way too often.
I kind of lost my heart for ASP - too much adds 15% of damage if the target is struck by lightning damage after being sat on by atronach as long as it happened between 5 and 10 s after casting unless the spell has already been cast twice this day shit.
I'd rather have wiki-style dialogue than the dumb/dull/infuriating "improvement" as implemented in Oblivion. Don't know about Skyrim but I doubt it's much better.As much of a Morrowind fanboy I am, I have to admit that the later games do improve on certain aspects - namely combat and the lack of Wikipedia dialogue.
I'd rather have wiki-style dialogue than the dumb/dull/infuriating "improvement" as implemented in Oblivion. Don't know about Skyrim but I doubt it's much better.As much of a Morrowind fanboy I am, I have to admit that the later games do improve on certain aspects - namely combat and the lack of Wikipedia dialogue.
The weird thing is, would it really have taken that much more design time to create somewhat non-linear dungeons? Even dead ends with a treasure chest or shit like that would have been good enough. Seriously, the dungeons are the breaking point for the game for me because you can predict the layout of almost every one: just google a diagram of the large intestine.
Yeah, it's almost as if their new dungeon designer, while knowing how to do a nice looking dungeon with some backstory, knows only how to design completely linear dungeons.
Bethesda being Bethesda I expect TES VI to have dungeons with multiple paths (because fans found Skyrim's too linear) only to be lacking in another feature, like they will only have one or two tilesets/type of enemies.
Skyrim is much better than Oblivious, as it at least resembles natural dialogue somewhat.I'd rather have wiki-style dialogue than the dumb/dull/infuriating "improvement" as implemented in Oblivion. Don't know about Skyrim but I doubt it's much better.
Question: I know it's possible for both Altmer and Dunmer with really good genes or a metric ton of magical power to live centuries or even millenia, but what about Bosmer?
Have there been any examples of long lived Wood Elves?
Bosmer live just as long as the Dunmer and Altmer, and have interesting aspects about them that possibly makes them live longer in the long run(They cannibalize their own kind to absorb memories) other long lived races are Orcs, Orsimer in technical terms, because they are also elves. Breton live for hundreds of years up IIRC.Question: I know it's possible for both Altmer and Dunmer with really good genes or a metric ton of magical power to live centuries or even millenia, but what about Bosmer?
Have there been any examples of long lived Wood Elves?