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Skyrim is worse than Oblivion in every way

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It is, in a way. While it's relatively easy to get rich via stealing everything that is not nailed down, it's way easier to just hunt bandits.

Honestly a lot of what Bethesda have done since Morrowind seems flavored by the idea that Morrowind was insanely easy to exploit and metagame (which it was) and that this needed to be solved (which is arguable). They seem to ignore the idea that one reason Morrowind was great is because it was fun to break and fuck around in.

Kinda. One commom complaint about MW is that you have this wonderful world to explore, but there's not much motivation for it since you're already a superhero by level 15.
 

Commissar Draco

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Insert Title Here Strap Yourselves In Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Divinity: Original Sin 2
There was alternative path which let you complete warrior guild quest and be on good terms with imperial criminal scum network (I don't mean House Hlaalu ;) ) Morrowind was a game less on the rails compared to both Oblibion and Skyrim.
 

Lunac

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Looking at the geoscape...
In the Morrowind thread you told me that Balmora NPCs tell you to use the silt strider service in order to prevent your newbie character against the countryside. I found it was unnecessary because the Bitter Coast is an easy place to explore - at worst you'll be unable to kill a couple of Ancestral Ghosts depending on character building, but hardly the terror I expected. Obviously, I wouldn't be as brave if I went to a more dangerous area. As such I find that your statement makes no sense. Bar big exploits, an everyman or average character can't really finish the game.

This is all part of the storytelling. In Morrowind you aren't the chosen one. You aren't blessed with a unique ability that singles you from the rest of the world. You're working towards fulfilling a prophecy and becoming powerful is only a small portion of it. Should you succeed, you were always predestined, should you fail, you never were. The Cavern of the Incarnate show precisely that. If any of those others had not their respective weaknesses, then all you and the actual Nerevarine would share is the birthday.

This is a huge contrast with, say, Skyrim, where you're unique from almost the beginning. Not just gameplay wise but also as far as the story goes. For an example, in Skyrim you get to end the civil war and mediate peace. There your opinion is already respected. This is a far cry from scrambling for the support of each dunmer faction.

In other words, while you know that you'll be a demigod in a matter of enough playtime, its not the same as the story benting over backwards in order to accomodate the awesomeness of your character. This difference is key in shaping both the story and the mechanics.


Bethesda masturbating the console kiddies using "yoU ARe teh UNique and mast awesum dude IN THIS GAEM!!2! Draguun slayaaahh!" for increased sales? You don't say!


...
..
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Coyote

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I'm currently playing Morrowind and I'm doing the Fighter's Guild quests, now I've been tasked with destroying the Thieves Guild which will lock me out of certain content until I start a new character.
If you use taunting to get the guys you're supposed to kill to attack you first you can be in the Fighter's Guild and the Thieves' Guild simultaneously. :M Which means you can still go on killing sprees and not get the death penalty. :smug:

There's also another path you can take for the Fighters Guild final quests if you talk to the guy in Ald'ruhn instead of the guild leader. It's kind of a moot point, though, since at that point you've probably already gotten yourself barred from the Thieves Guild:

IIRC, the third or fourth quest you get in the Balmora FG involves taking a code book from the TG, and completing this quest will get you barred. There are three ways around this:

1) Avoid taking the quest. I'm pretty sure you can still become master of the FG as long as you complete most of the other guild quests.
2) Don't reach that point in the FG progression until you're nearly done with the TG. One of the guildmaster's quests involves bribing the quest-giver, and after you do so she'll no longer give you the code book quest, skipping straight to her next quest.
3) If you're already in the TG but not far enough long for #2, I think you can still pickpocket the book from the person who has it, and as long as you're not caught you'll remain in the guild.
 

RK47

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OK, took out enemy indicator on compass seems to help a lot in using sound cues.
Funny how it works. My eyes used to be glued on that red dot and not really using my ears much. Unless I'm outside combat.
Now it's all ears, all the time.

Was wondering if I should remove stealth indicator as well, but that might make casual thieving slightly tricky. I subconsciously use it as a threat-check after combat ends as well.
 

RK47

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The fundamental problem with Skyrim and the perk system, is that while they help you to focus your character (which I do like), the world doesn't open and close doors based upon said character choices.

I do agree that a novice perk is necessary to add a huge bonus - which defines what your character is trying to be.
Any non-perked weapon user does actually lose out 25% of damage.

Opening and closing door statement is probably subjected towards their encounter design.
They're really shy about mobbing you with more than 3 enemies at once.
The only time this happens is when you're doing a scripted barrow chamber and had to contend with over a dozen awakening undead.

That is not the case with level scaling.

Well that's the main problem isn't it? Take off the level scaling and suddenly you have a static idea of which area is your level and you can pursue whatever skill you wants, invest on any perk without gimping yourself due to scaled mobs. That's certainly how I played it with mods that removed level scaling (i.e Requiem). I took Speechcraft perk to sell my items at better prices and ignore goods type restrictions, and improved alchemy before I even hit 50 points on any combat skill. With those two skills combined, I made a lot of money from crafting and selling potions. I translated those to better gear upgrades. Amulet with +70 HP for 2,000 gold? No problem. Rings of +50 HP? I got that too. I didn't even have to step into danger much, focusing on dark brotherhood/thieves guild quest line to gear up.
 
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You could just turn off all music, but at low volume the change from a calm ambient tune to silence is far less of an alarm system than what happens with the combat theme.

turururururu...
> tururururuuuuDUN DUN DUN DUUUUUUN DUN DUN DUN DUUUUUUN
 

RK47

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Is there any way to turn off glow effect for self enchanting spells?
I hate it in morrowind and cannot believe it made a come-back in Skyrim.
It's like my character is being wrapped in plastic.
 
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Yeah, I don't think I've ever seen a single positive comment about the saran wrap, no idea why they insist on it. Maybe one dev at Beth has a fetish, who knows.

I found this.

skyrim.nexusmods.com/mods/34981/

Script free, simple for install, simple for use. Removes most of the common glows from the player, npcs, animals, etc.

- Will not remove the glowing from enchanted weapons (For this, check McM Menu version).

- Will not remove the glowing from spells added by other mods (For this, check McM Menu version).

BTW I like how it tells you to check the readme for details on the MCM version and then there's no readme at all. :M
 
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skyrim.nexusmods.com/mods/34981/
Script free, simple for install, simple for use. Removes most of the common glows from the player, npcs, animals, etc.

- Will not remove the glowing from enchanted weapons (For this, check McM Menu version).

- Will not remove the glowing from spells added by other mods (For this, check McM Menu version).
Thinking we need to merge the two Skyrim threads into one "Skyrim is worse than Recommended Mods thread in every way" or something. They've been spilling over for a while, and I would've missed this nice graphicswhoring gem if I hadn't missclicked a thread. :M

JarlFrank?
 

JarlFrank

I like Thief THIS much
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Steve gets a Kidney but I don't even get a tag.
skyrim.nexusmods.com/mods/34981/
Script free, simple for install, simple for use. Removes most of the common glows from the player, npcs, animals, etc.

- Will not remove the glowing from enchanted weapons (For this, check McM Menu version).

- Will not remove the glowing from spells added by other mods (For this, check McM Menu version).
Thinking we need to merge the two Skyrim threads into one "Skyrim is worse than Recommended Mods thread in every way" or something. They've been spilling over for a while, and I would've missed this nice graphicswhoring gem if I hadn't missclicked a thread. :M

JarlFrank?

Nah, let them coexist and bring confusion upon newfags and oldfags alike! Mwahahahaha!
 

Jick Magger

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PC RPG Website of the Year, 2015 Serpent in the Staglands Shadorwun: Hong Kong Divinity: Original Sin 2 Bubbles In Memoria
It's not as though we spend time in either threads talking about how great Skyrim is, anyway. One's explicitly about how awful it is, and the other is made of Codexers trying to find out ways to make it more bearable.
 

RK47

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Killed 2nd dragon in Requiem
Considering how hard it is to earn their souls, which shouts do you actually recommend to invest soul into?
I'm actually thinking of Etherial Shout to avoid getting breath-killed.
 

RK47

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Wanted: Dwemer Fist-bot.
With mechanical dildo.
 

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