HarveyBirdman
Liturgist
- Joined
- Jan 5, 2019
- Messages
- 1,048
Good points, but I still think their removal was a mistake. Just because a skill was useless or a guild was largely identical to its sister guilds doesn't mean they couldn't have been improved upon in the future.The reduction in the number of skills from Daggerfall to Morrowind is almost entirely accounted for by Daggerfall's language skills that were nearly useless and weren't missed. As for the number of factions/guilds that can be joined and that offer a large number of quests, this actually increased to 10 in Morrowind (House Redoran, House Telvanni, House Hlaalu, Fighters Guild, Mages Guild, Thieves Guild, Imperial Legion, Imperial Cult, Tribunal Temple, Morag Tong) from just 6 in Daggerfall (fighters guild, mages guild, thieves guild, knightly order, temple, dark brotherhood), unless you're counting each knightly order and temple as a separate faction.
Not my favorite design choice, but Morrowind got way too easy way too fast. This was their solution to that problem at the time. Not the best solution (I would have reworked the entire way way skills work and damage is calculated), but a solution that didn't bother me while I played it.Comprehensive creature-leveling such that all monsters and NPCs are set at the same level as the PC, with weaker types of monsters disappearing after the character gains enough levels, and stronger types of monsters not appearing when the character is low-level
Same as above. In Morrowind, it was way, way, way too easy to get high level equipment right away. So once again, this was a solution to an old problem that should have been done better, but I see it as an improvement.Comprehensive item-leveling whereby a high-level PC will not only encounter similarly high-level bandits but said bandits will have random pieces of extremely expensive armor and weapons, while a low-level PC will never find weapons/armor of such powerful material; or a weapon on display in a glass case in a castle will be a worthless replica if the PC is low-level but the real thing after the PC gains enough levels.
Meh. I didn't think it was very tough and found the design charming. Also, listing things by alphabet, price, weight, etc. is a lot easier than scrolling through 50 identical looking potions for the right one.A clunky interface, which was clearly designed for consoles, in sharp contrast to Morrowind's sleek menus.
Agreed. And the guilds themselves were worsened in some ways (not being able to choose different sub-factions within the guild). But the quests were leagues better.Reduction in the number of joinable guilds/factions offering many quests from 10 in Morrowind to 4 in Oblivion, keeping the more generic ones (Fighters/Mages/Thieves guilds)
Again, removing the sub-factions wasn't cool, but they were generally well-written. DB and Thieves Guild were great. Mages Guild was awesome up until the terrible ending; also should have allowed you to be a necromancer. Fighters Guild ended up kind of half-baked, but hey, its the most boring guild anyway. At their worst, the guild quests were on par with Morrowind's typically stupid guild quests.Factions now centered around quest lines, with 2 of the 4 (Fighters Guild and Mages Guild) being poorly written and boring
False. The wikipedia style dialogue in Morrowind gave the illusion of depth. Unique dialogue remained more or less the same between the two games. Skyrim marks the point where dialogue actually diminished.Full voice-acting for dialogue, which necessitated a drastic reduction in the amount of dialogue per NPC, most of whom have one comment about themselves or their city to offer and nothing else
Books, yeah probably. Dialogue, nah. See above.Poor writing in general, with dialogue and books less interesting than in Morrowind
I enjoy the lockpicking minigame. Best lockpicking minigame I've seen. Only could have been (should have been) improved by making it real time, i.e. you can get caught in the act.Minigames for speechcraft and lockpicking
Speechcraft minigame didn't bother me. No better or worse than spamming or save-scumming admire.
And besides, minigames are so minor that this is almost a pointless criticism.
Agreed.Elimination of certain kinds of items, such as thrown weapons, crossbows, and spears
Agreed.Reduction in the number of skills to the point where axes are considered blunt weapons
What logisitcs? You mean waiting? They reduced a 5-second long step. This is a pro re: health regen, not a con. And on top of that, it makes being a mage much more fun, dynamic, and also lore-friendly (how is it that sleeping restores magicka, but illegally waiting or just sitting around doesn't? And magicka comes from passively absorbing the stuff from Aetherius, so of course it's going to regenerate passively.)Regenerating magicka, which effectively means that all health can be easily regained after each combat, thus removing much of the logistics that existed previously
Only fags larp as furries, so who cares?Elimination of different physiques (and animations) for Argonians and Khajiits
Patently false on the in-game map. Don't give a shit about physical maps.Both in-game and out-of-game world maps that offer far less information than their Morrowind equivalents
Massive pro, not a con. Mark/Recall and then taking a train of silt striders or boats is nothing but tedium. Offers nothing time investment.Automatic fast-travel to any location that's already been visited
Agreed.A quest compass that points to your next destination, the use of which is made necessary by the combination of uninformative journal entries and an inability to ask directions
Yeah, should've been a jungle. But the towns are best in the series, and you can't pretend there weren't distinct biomes. Overblown criticism, but agreed.A lack of aesthetics, especially compared to Morrowind's brilliant art direction
Repetitive of the above.A generic, medieval fantasy grab-bag setting, without even the coherence offered by Daggerfall's Iliac Bay region much less the spectacular sui generis setting of Morrowind
The main quest is good, and mankar camoran is an excellent villain. And of course all the gates lead to the same plane... only one lord was invading. The only problem was repetitive gate-shutting.A dull, poorly-plotted main quest, with the only plane of Oblivion featured in the base game (except at the very end) being a generic hellscape with little variation
Bethesda has never gotten combat right. Oblivion's is objectively better than Morrowind's from a playability perspective. In no universe, though, does it require player skill -- the combat is easier than your mother, Trebeck.A half-baked action-oriented combat system so that success in combat depends greatly on the player's physical skill, yet is boring and tedious
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