rusty_shackleford
Arcane
- Joined
- Jan 14, 2018
- Messages
- 50,754
Oblivion good.
Can't remember if it's possible to filter rumours by class, but that's all the issue is. Commoners either shouldn't get the rumour, or they should get a version that just says "murder of some Hlaalu noble". Of course they don't know the names of every local noble.Morrowtards let the shrooms get to their brain and forgot how awful it was.
What truly fantastic writing.
For more intelligent mobs you can mitigate this by having them spawn and then flee when overmatched. A bandit who sees you coming and craps his pants at the thought of picking a fight with you feels like the world reacting to your character progression.(a) Boring. Annoying. Battle music starts. A small rat runs out of the forest. It bites the level 100 hero's shoe. The level 100 hero kicks the rat. It dies. The battle music cuts to the woods exploration melody. Edit. Basically cliff racers again.
animals that shouldn't have any awareness of how outmatched they are
Skyrim continued the casualization and dumbing-down, even relative to Oblivion, though it did manage to improve certain aspects so that the overall quality is about the same regardless. Among other things:Skyrim didn't improve any of the things a typical Codexer would care about but it's inarguably better than oblivion at action-RPG fundamentals: character controls/actions, level scaling, world and dungeon design, itemization and many other important building blocks. Really the only thing that continued to get worse from oblivion to skyrim was the writing, but it's hard to taste a difference between cat shit and dog shit.
Cave. Racers... >.<The way animals act in RPGs always kills my immersion. Seriously a pack of four wolves or a single bear are going to attack me and die over and over again? It made me appreciate BG1 where bears were passive 99% of the time, although wolves still had the usual problem.
You should hear the music when rats appear near me. It is pretty epic.For more intelligent mobs you can mitigate this by having them spawn and then flee when overmatched. A bandit who sees you coming and craps his pants at the thought of picking a fight with you feels like the world reacting to your character progression.(a) Boring. Annoying. Battle music starts. A small rat runs out of the forest. It bites the level 100 hero's shoe. The level 100 hero kicks the rat. It dies. The battle music cuts to the woods exploration melody. Edit. Basically cliff racers again.
That doesn't work so well with animals that shouldn't have any awareness of how outmatched they are, though.
Bears are more cowardly by nature, especially Blackbears, but it's still a dice roll. I had to put the run to a yearling that was into the garbage bins a few years ago and even though he was small, I could tell he was still weighing the odds in his head. Wolves should be hostile at all times, so long as the AI has them running in packs. If anything the AI should have them scatter/ avoid when directly attacked but continue pursuing and chipping away at your health/stamina as you try to escape or until you run out of steam. That would be pretty complex to program though.The way animals act in RPGs always kills my immersion. Seriously a pack of four wolves or a single bear are going to attack me and die over and over again? It made me appreciate BG1 where bears were passive 99% of the time, although wolves still had the usual problem.
I knew there's another reason why I hated Skyrim other than the retardness of the PC killing a fucking dragon at level 1.Among other things:
- Attributes were removed entirely from the game, and the player doesn't even select skills to specialize in for a new character; Skyrim did add a perk system inspired by Fallout, but almost all of the perks are either boring (+20% to attack/defense/whatever) or useless
- The user interface is a joke, far beyond the console-directed UI of Oblivion, almost as though Bethesda were attempting to see how horrible a UI could be while still being lapped up by console players, while computer gamers simply downloaded a mod to replace the UI
- Dungeons were incredibly large in volume yet in design were almost all linear corridors through which the player runs from encounter to encounter, with an occasional optional side-path swiftly deadending in treasure
- The game throws as many quests as possible at the player, who has quest entries added to the journal simply by happening to walk near NPCs related to quests, who immediately launch into introductory
dialoguemonologue, even including most Daedric quests
animals that shouldn't have any awareness of how outmatched they are
I knew there's another reason why I hated Skyrim other than the retardness of the PC killing a fucking dragon at level 1.Daedric quests
I'm just playing MM7 and it turns out for my Paladin to learn any skill to master level I need to kill a fucking dragon. My thief is already master in everything without stupid promotions. I mean WTF man.I knew there's another reason why I hated Skyrim other than the retardness of the PC killing a fucking dragon at level 1.Daedric quests
Makes me think of Might&Magic 7...
At least killing Morkarak the Pityless on Emerald Isle in MM7 is actually difficult to pull off, unlike the free wins you are handed in Skyrim against dragons due to level scaling.I knew there's another reason why I hated Skyrim other than the retardness of the PC killing a fucking dragon at level 1.Daedric quests
Makes me think of Might&Magic 7...
That's the weakness of all "hybrid" classes in MM7. They require more promotions to get any skills to a decent level, and their max is heavily limited too. In general I'd say the hybrid classes are not worth using unless you want to make use of a specific "Grandmaster" ability that only a specific class has access to (but the only example of that which I can think of that has any value is Grandmaster Archery only available on Archer - all the other hybrid classes can only grandmaster worthless garbage skills and you miss out on all the genuinely powerful bonuses from what the Knight, Sorcerer and Cleric can master). For all intents and purposes, Clerics are just better Paladins in MM7. By far and large, even, since they have full access to grand-mastering even Dark and Light magic later.I'm just playing MM7 and it turns out for my Paladin to learn any skill to master level I need to kill a fucking dragon. My thief is already master in everything without stupid promotions. I mean WTF man.I knew there's another reason why I hated Skyrim other than the retardness of the PC killing a fucking dragon at level 1.Daedric quests
Makes me think of Might&Magic 7...
Wow, I disagree with nearly all of this:
- Attributes were removed entirely from the game, and the player doesn't even select skills to specialize in for a new character; Skyrim did add a perk system inspired by Fallout, but almost all of the perks are either boring (+20% to attack/defense/whatever) or useless
- The user interface is a joke, far beyond the console-directed UI of Oblivion, almost as though Bethesda were attempting to see how horrible a UI could be while still being lapped up by console players, while computer gamers simply downloaded a mod to replace the UI
- Dungeons were incredibly large in volume yet in design were almost all linear corridors through which the player runs from encounter to encounter, with an occasional optional side-path swiftly deadending in treasure
- The game throws as many quests as possible at the player, who has quest entries added to the journal simply by happening to walk near NPCs related to quests, who immediately launch into introductory
dialoguemonologue, even including most Daedric quests- The game was rushed to release and in consequence a large amount of content was removed, which involved inter alia severe truncation and simplification of the Civil War questline, reduced to little more than a series of boring battles, nearly identical for either side