DragoFireheart
all caps, rainbow colors, SOMETHING.
- Joined
- Jun 16, 2007
- Messages
- 23,731
DraQ said:MetalCraze said:Skyway is deteriorating.
- Either you're being sarcastic or your sarcasm meter is broken. Need some help calibrating it?
DraQ said:MetalCraze said:Skyway is deteriorating.
It's weird, isn't it? How a 15 or more year old game can be more immerse than a modern one with graphics and all that. You won't believe it until you try it.YourConscience said:150 dungeons, more or less? Are they serious? Oh I'm weeping, alright. Especially when I compare it to the amount of dungeons in Daggerfall. How many were there? 150.000? And I'm sure I visited more than 150 in Daggerfall. And despite their randomness, they were much more immersive than those of Morrowwind or Oblivion. Oh those wraiths...
Well, 'most' might be stretching it since 'most' dungeons were just tiny caves and tombs scattered around the world, and while some (usually quest related) were pretty awesome, they could use some scale and confusion of their Daggerfall predecessors (then again, many dungeons in Daggerfall were cemeteries with single two room tombs).Carrion said:I really liked most of the dungeons in Morrowind, even though way too many quests sent you into one. Bandits were usually hiding in small caves wtih access to water and decent lighting, vampires were mostly in dark caves or tombs and so on. Even the smallest dungeons usually had some little detail that made them stand out from the others. Most importantly, it usually made sense and followed a certain logic.
This. To add insult to injury even those potentially interesting quests were butchered in oblivious, by failure to include any reasonable security to be bypassed and failure to add alternative routes (which is lame, as merely making windows alternative entry points, adding balconies and allowing player to do some rooftop hopping would help immensely - oh right, walled-in cities in separate cells.What I don't get is this: If you've got a huge, open game world, why does every quest have to take place in a linear dungeon? I might actually be interested if the game had 15 large, unique dungeons and a bunch of smaller caves, with most quests taking place outdoors or inside cities. A simple "get item X to NPC Y" quest becomes much more interesting if you have to go to a well-guarded house in the center of a city instead of some random imp cave somewhere, because the former immediately offers more choice (stealth, violence, maybe even diplomacy) even if the quest itself was simple as shit. That's why some of the Thieves Guild and Dark Brotherhood quests in Oblivion were actually pretty fun compared to the shitfest that was the rest of the game.
DraQ said:This. To add insult to injury even those potentially interesting quests were butchered in oblivious, by failure to include any reasonable security to be bypassed and failure to add alternative routes (which is lame, as merely making windows alternative entry points, adding balconies and allowing player to do some rooftop hopping would help immensely - oh right, walled-in cities in separate cells.
Luzur said:DraQ said:This. To add insult to injury even those potentially interesting quests were butchered in oblivious, by failure to include any reasonable security to be bypassed and failure to add alternative routes (which is lame, as merely making windows alternative entry points, adding balconies and allowing player to do some rooftop hopping would help immensely - oh right, walled-in cities in separate cells.
but..but that would force people to think!!! think of the consollers!!
sgc_meltdown said:Luzur said:DraQ said:This. To add insult to injury even those potentially interesting quests were butchered in oblivious, by failure to include any reasonable security to be bypassed and failure to add alternative routes (which is lame, as merely making windows alternative entry points, adding balconies and allowing player to do some rooftop hopping would help immensely - oh right, walled-in cities in separate cells.
but..but that would force people to think!!! think of the consollers!!
bullshit there is a lot of thinking involved with hardcore oblivion roleplayers
"look at our unique dungeon corridor with an exit right at the objective that you can't use to enter because that would be like skipping content and that is bad."FaChoi said:
that looked somewhat ok for a next-gen open world shooter with health regen.
SuicideBunny said:look at our unique dungeon corridor with an exit right at the objective that you can't use to enter because that would be like skipping content and that is bad
Clockwork Knight said:tbh I'm not a big fan of trekking my way back through empty dungeons, and as FO3 demonstrated, being able to choose between skipping stuff and doing stuff doesn't do much for gameplay at all.
there are ways to do it right, like the repairable elevator in vault 22, which also happened not to be one longass corridor. not to mention that more than half that corridor will have respawned and not be empty by the time you reach the end.Clockwork Knight said:tbh I'm not a big fan of trekking my way back through empty dungeons, and as FO3 demonstrated, being able to choose between skipping stuff and doing stuff doesn't do much for gameplay at all.
Furries? I guess this is what Bethesda meant by giving console players the "mod experience".Coyote said:
I haven't been following Skyrim news. Is this picture new? I'm no graphics whore, but it seems like it's of much lower quality than the screens I've seen.
There was about that many endings if you count "but there's a nigger guy instead of latino woman on the final art" or "Ron Perlman says you had a positive karma, not a negative one" as different endings. Following this logic, TES5 will have 150 dungeons, but only if you count any interior area, including houses in towns, as dungeons.Black said:They also revealed FO3 had over 200 endings. Bethesda cannot into maths.*There are at least 150 dungeons, Bethesda's Pete Hines has revealed.