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The addition of perks is good. That doesn't make the removal of attributes and skills, instead of fixing them, good. Besides the leveling system still sucks.
The are reasons for Skybored being more shit than oblishit, though that's like distinguishing between two pieces of crap. If you want to play TES, play Morrowind or Daggerfall. If you want to play an actually good game with similar gameplay play Gothic 2.
I purged them all 15 mins ago.
I think I've seen enough rape over 50 hours.
I just installed requiem and a stray arrow during tutorial killed my nord.
I'm not sure if I can melee anymore. It's on normal difficulty.
Off top of my head -
Loverslab Framework is required for all the animations they're gonna use.
Also, Zaz Animation Pack prolly.
Now, for 'gameplay' mods:
LoversLab Defeat: Basically creates % HP threshold for rape to take place between player vs npc and companion vs npc. Both companion and the player can also be raped in turn. Allows non-killing disabling move by tying up the hostile + robbing them of all their stuff.
LoversLab Submit: A somewhat different take on Defeat, Submit gives the player a shout to tell the opponent to surrender. Once the opponent submits, you can rape, take their stuff, kill them, and if they are criminals, turn them in for bounties. You can also surrender or set % HP threshold for auto submission for your character. Doing so will let them rob you completely then rape you. You will then break the ropes (always happens) and have a 2nd chance ... albeit naked, to flee or fight back. This mod also allows you to use Speechcraft to have consensual sex with any NPC. Creative assassins can now use that to lure an unsuspecting target to a secluded alley for hot dagger sex.
Prison Overhaul: Probably one of the least interactive of them all, Prison Overhaul changes the punishment system by putting the player on a pillory should he commit serious crimes. Public whipping, rape, molest by passerby will ensue over the day, night time you will be returned to the cell. Don't expect a lot of gameplay, this is basically a visual - nearly non-interactive mod.
Sanguine's Debauchery: This one is interesting, though it's rough. You can be enslaved by most humanoid NPC that beat you. Once you are beaten, you will play a mini-quest to free yourself. You can either perform sexual service to your master over and over. Or attempt to sneak away. Or pickpocket the key from him. He took all your shit too, so yeah - you gotta kill him to get them back anyway. Note: you don't have to be the one who kill your master. I was freed from enslavement when the bandit camp was raided by a trio of hired thugs who killed the leather-clad bandits with no problem. But it leads to...
If the NPCs that enslaved you are hired thugs - they will have a different take. Instead of staying in one place, they will rape you first, take your stuff, leaving your clothes on, bound you and take you to a slaver camp to be sold off. You will have to walk with them till they reach the destination. Fail to stay close with the group will lead to punishments. You may also be stripped, gagged, anal bead-inserted in your anus or blindfolded (complete darkness) - making escape very hard (honestly, I tried) There are three pair of eyes watching your move - and wilderness can't match the three thugs well, unless if it's a dragon etc.
Once they reach the slaver's keep, you are sold and they walk off with your shit. You must try to escape your new master and track the thugs down for payback. It took me an hour to walk with those bastards, another half to escape the slaver's keep... and another 15 minutes to track those three yahoos down - killing them and taking my stuff. I thought I was done with the mod's content - until I meet a spriggan.
Tree rape ensues. You can't wear armor anymore, the spriggan becomes your 2nd skin. But, this has a strange upside - namely having 150 mana and stamina doesn't hurt. You lose all your body armor slots tho. It's not permanent - you can remove it by performing a quest.
And that's it. I finished all the content, so I felt I'm done. Sanguine's Debauchery also featured 'Coveted' a silly feature that increase chances of you being raped if you stay naked too long in front of NPC - and 'Gold for the Wicked' a dance for gold action - pitiful pay off - but if you do it naked you will have NPC queuing a fuck on you. Yes, try going to a public execution and dance naked there.
I purged them all 15 mins ago.
I think I've seen enough rape over 50 hours.
I just installed requiem and a stray arrow during tutorial killed my nord.
I'm not sure if I can melee anymore. It's on normal difficulty.
Requiem disables the functionality of the difficulty slider. Don't know if that's how it's supposed to work, but for me it came with the equivalent of "Legendary" difficulty by default (you cause 25% damage, enemies cause 300%), which is okay for vanilla but way too much for Requiem.
You'll want to use SkyTweak to change the difficulty to something reasonable (you should install it anyway, it's pretty useful). I changed it to Normal (Adept) difficulty. Arrows are still pretty dangerous but not guaranteed insta-kills.
- The dungeons were far more interesting to explore because they weren't a linear corridor with warp teleport exit
- Released DLC's were better in every way i.e. horse armor
- Overall upon release the game had fewer bugs and ran more smoothly/stably on a larger variety of pc specs
- Level scaling wasn't as bad, although admittedly item scaling was horrible
- Larger landmass to explore with more variety in environments
- Perk system in Skyrim is just a dumbed down version of physical statistics from previous Elder Scrolls iterations
- Oblivion gates made for a more lore viable storyline and in general were more intresting
- Several far more interesting guild storyline even if they did ruin the 'King of Worms', you weren't a superhero every 5 minutes
- There was a far bigger variety of unique items available thus making it more palatable to explore
Morrowind had more faction dynamics and esp. hard requirements that somewhat effectively prevented the "do everything with the same char" effect.
But removing those restrictions has been a conscious design decision by Bethesda.
They want to cater to the crowd of completionists, casuals and 15yo with fantasies of power that demand to be able to join every guild/faction without consequences. It's a wonder they even had the balls to make stormcloaks and imperials mutually exclusive (and I'm sure that caused quite some butthurt with some fans).
Yeah, Bethesda needs to learn from New Vegas. That kind of faction system and dynamic world that responds to your actions is what makes these open world games feel alive. They have been progressively improving since Oblivion, so I hope this is one of the next big steps they take. The Empire/Stormcloak thing might have been a test-bed for consumer acceptance.
While Skyrim's perk system is indeed a step in the right direction, you can definitely become a master of all in Skyrim and it's hard not to, since you're probably gonna put points in powerful perks when you get the chance.
I'm not sure I agree that's true, a lot of middle-to-end perks are really needed to master a skill enough for high-level enemies. Even if it was true though the system encourages true roleplaying and character definition, which is a huge step in the right direction.
OTOH, while Bethesda with every iteration promises to provide that great AI that will finally get rid of essential NPCs or make them react somewhat plausible to the player screwing up stuff, it in the end never happens.
Well, they do make some strides in that direction - NPCs do react to a lot more stuff in Skyrim, there are some provisions for NPCs deaths and so on.
What is the real, baffling problem is that quest design is extremely unconductive of this sort of emergent gameplay. The baffling part comes from the fact that Morrowind could adopt much more flexible quest design without all the radiant thingies AND mostly by leaving unimportant shit (extra quest stages, checks, scripting) out rather than including more of it.
The quests in Morrowind work as ways to show samples of NPCs simulated behaviours so to the players have the illusion of a funtional society, through them the players have a taste of how the NPCs do business and relate with each other in the simulated world. If the factions were something you only hear about but don't really participate and rise through their ranks, the factions become too abstracted and disconnected from the player experience. In Morrowind , your ascencion is slow, while in Skyrim there are only two ranks: Beginner and master of the faction, with very few quests between. The civil war feel the same because it is rescuing legendary crown, lost ages ago that happens to be nearby Witherun all this time in the second mission, you feel dragged along without really knowing the personalities of the factions and their inner workings because there wasn't time for that "boring stuff", and in the end it is the red shirts against the blue shirts. There are attempts at stabilishing faction personality (showing that the Stormcloacks as racists) but everything is hastely done and not properly explored.
How it is the hierarchical structure of the College of Winterhold? You don't know because each quest isn't well interconected with each other and they waste too much time with a silly super powerful macguffin that the player have to save humanity from (You saving the world from the super bad Dragon isn't enough I guess...) instead on focusing how the College survives and interact with its enviroment (something that is hastly explained without any detail) they choose the epic instead of simulating an organized institution with ranks, rules, ways to finance itself, with internal and external conflicts , creating the illusion of a real social space. World building is more than pretty scenery, it is necessary to simulate the relationships between the cities, factions, NPCs, NPCs inside the factions, conflicts between factions and Skyrim is better at that than Oblivion but still far away from Morrowind.The Companions, for example, they have the Silver Hand as enemies that is a non-playable faction which motivations are never explained and as abruptely they are introduced in the first mission they are defeated 5 missions later. You watch the death of the only companion with traces of personality on the mission n° 2 and participate on the cremation ceremony for another one you really don't know well enough to care, 2 missions later, then become the master of the companions and don't feel anything about it. There is an interesting potential conflict between different views about licantrophy that is never explored.
They decided with Skyrim to make all the minor quests, Radiant quests which takes them out of their context and makes them just useless busywork, if some context was given to them, they could accomplish their job of fleshing out the world. There are certain themes that Bethesda introduced in Skyrim that could be better explored and have potential, but they just don't care, because they know that people are easily distracted by graphics to pay attention to such details, most people are going: OMG dragons! Ohhh...Pretty tomb or make inane jokes about arrow in the knee to their friends and how they LARPED so hard that the lacking of a good world building was actually a good thing because they could use their imaginations and create their own story, most people don't care about world building as schizophrenic abominations like Oblivion and Fallout 3 are proof.
Actually, radiant quests seem ripe to make padding out of them, while leaving more time and resources for doing interesting ones, so I would count them as an improvement (and good idea to bring back), but otherwise, yeah.
Still, Skyrim is far, far superior to Oblivion in terms of this sort of worldbuilding, because Oblivion, quite frankly, had none.
It's not just a matter of playerbase, but fundamental world design. In Skyrim, high-level characters who've been through the MQ will often see settlements semi-depopulated due to the ridiculous spawn rate of high-lvl dragons. This was exacerbated by Dawnguard, which caused gangs of levelled vampires to spawn inside towns and attack everyone, or single "stalker" vampires assassinating named characters. All of this was happening despite large numbers of Essential-tagged NPCs. Disabling these tags would eventually result in all settlements becoming ghost towns.
Yeah, archery is win button. I have played two characters, an archer and a spellsword, and the archer had a ten times easier path through the game. Completely unbalanced.
Radiant quests. A remarkable technical achievement in the field of gamedesign lazyness.
Todd Howard is truly a pioneer in his field. Never before has making content been so easy and shallow.
Game design laziness is a good thing if it leads to better tools and automation. Time not spent on implementing several instances of otherwise identical "kill bandit leader hiding at X, return for reward" is time well spent by default.
You can't script meaningful amount of content by hand and bethesda has been avoiding that since fucking beginning of the series. The purpose of all game systems is not having to pre-make shit by hand - does it matter if we're speaking of mechanical or generative ones?
Also, @DragoFireheart - sorry but anyone claiming that Skyrim is inferior to Oblivion is a moron by default.
There indeed were some nice touches in Skyrim. E.g. this one women in Whiterun that wants a mammoth tusk died in one game (don't even know why) and I got a letter stating that she left me some money or something. I then went to Whiterun to check how far Bethesda had fleshed that out and there indeed even was her coffin in the halls of the dead.
I guess I'm a bit butthurt about the Toddspeak we get before release about such stuff that then turns out to be 80% bullshit.
Radiant quests. A remarkable technical achievement in the field of gamedesign lazyness.
Todd Howard is truly a pioneer in his field. Never before has making content been so easy and shallow.
While nothing special in terms of depth, they do provide a good way to deliver some filler. It's not that the whole game consists of radiant quests.
But e.g. faction quests benefit from it - standard thiefing stuff in the Thieves guild or the Kill/rough up NPC in the Companions questline. Why not?
I think there are also hybrid quests, i.e. normal quests with some radiant component that can lead to some randomization. Haven't replayed it often enough to notice, however (still less than 7 times...).
The problem there is more that many normal quests aren't that great either.
Of course one could argue that you usually don't play TES games for the great quests. They are nice games for hiking, dungeon delving and such stuff (at least with some mods), but not exactly deep (well, Morrowind had nice lore and a cool world design, both gave some depth at least).
There indeed were some nice touches in Skyrim. E.g. this one women in Whiterun that wants a mammoth tusk died in one game (don't even know why) and I got a letter stating that she left me some money or something. I then went to Whiterun to check how far Bethesda had fleshed that out and there indeed even was her coffin in the halls of the dead.
It applies to any NPC that "leaves" the game, though. If you let the redguard mercenaries take away the woman they were looking for, her coffin appears there.
Didn't like some part of Requiem. They removed the nord Battle cry racial ability - and also changed the Signs bonuses. I made a trip to the Tower to get that Expert lock ability - only to discover it was changed to Carry Capacity.
I better read the documentation.
Seems like the bandit inheritance thing can be trigged if you Calm the hostile NPC before killing him. The game will think his dsiposition was always very high towards you. So it's not a bug, it's a feature
Like this ->
It applies to any NPC that "leaves" the game, though. If you let the redguard mercenaries take away the woman they were looking for, her coffin appears there.
The thing is, they have it in there. It has no bearing on the gameworld and could easily have been left out. Yet someone decided (rightfully so) that it is a good way to flesh it out a little.
Considering that Bethesda often relies more on make-beleve than actually doing something like that, I was pleasantly surprised.
Yeah, Bandits have feelings, too! Somewhere poor little Bandit Junior won't get his inheritance now because some evil capitalist-dovakhiin tricked the poor bandit into giving him all his money.
He will have to leave the college of Winterhold to become a bandit himself. The circle is closed. Fight capitalism!
Still its a NVN not Skyrim that stays on Commissar Disc; Skyrim might be Bethpiza best game since Morrowind; but it is same kind achievement like wining Special Olympiad... Also Boomsticks >>> Swords and Bows.
Not sure wtf is up with Requiem. Maybe it's bugged, after tweaking it to deal 1.00 damage taken and dealt - there's always a random mage with a one-hit kill fireball around or fucking Draughts that just dragonshout me to death. Literally just FUS RO DAH'ed in the face - BAM, dead.
Fuck... I might have to get this game just to follow this discussion. It will be awhile, though, since I still have two Gold Box games, Arx Fatalis, the Magic Candle Series, Jagged Alliance 2, Darklands, and Dark Heart of Uukrul to play first.
So, late 2014 maybe. By then the fan mods should have fixed a lot of glaring issues and made the game enjoyable, as they did Oblivion. Hey, I hear the Estrus Mod made it to Skyrim, so that alone is worth some lulz.
I used Estrus for laughs and to get past some of Oblivion's Arena battles, when outnumbered and the enemy had ladies on the field. I'd do an LP with that, Midas Magic Mod, and Knights of the Nine Revelation Mod for some laughs, but we already have so many damned Oblivion LPs on this site it would just tarnish our prestigious reputation.