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Elder Scrolls Topic

Started by Elemental_Elf, December 12, 2010, 02:36:10 AM

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LordVreeg

I feel like I am missing out, but I am fleeing from this time-sinkhole as fast as possible.
(for now)
VerkonenVreeg, The Nice.Celtricia, World of Factions

Steel Island Online gaming thread
The Collegium Arcana Online Game
Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg

Xathan

Vreeg, if anyone should be playing this game it's you - the entire system is built upon the same concept as Guildschool, in that you level up the skills you use, so no getting better at lock picking by blasting zombies with fire. It's like the video game was made for you.
AnIndex of My Work

Quote from: Sparkletwist
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[/spoiler]


Nomadic

Quote from: Xathan Of Many Worlds
Vreeg, if anyone should be playing this game it's you - the entire system is built upon the same concept as Guildschool, in that you level up the skills you use, so no getting better at lock picking by blasting zombies with fire. It's like the video game was made for you.

Yep, Skyrim is classless :D

Ninja D!

I still think the Magicka / Health / Stamina thing is lame. In previous versions, there has been a lot more fine tuning possible so you could make exactly the character you wanted.

Mysticism was my favorite school in Morrowind. Then it was gimped to crap in Oblivion...now it doesn't even exist.

I love the game but I think Vreeg is the wisest among us.

Elemental_Elf

My only real complaint is the Magicka/Health/Stamina stats rather than the traditional RPG style stats. I liked the fact that I could, in Morrowind and Oblivion, increase my health, carrying capacity AND magicka every time I leveled.

Also, I still miss Mark/Recall and Levitation spells.

Superfluous Crow

(I have yet to play the game)
Well, if the system forces you to pick one of the three instead of levelling all three simultaneously then it's forcing you to consider what kind of character you actually want and prioritize more than you otherwise would.

This sounds like a small gripe to be honest. Unless the ability scores have a non-combat effect (think Fallout 3 where they opened up speech options) it doesn't really matter that much how they model it.
I'd almost prefer if they ditched ability scores entirely and built the whole thing on perks (or perk-like things) alone.
It does make it more transparent that it's just a game though, in an odd way.

Felt Mysticism was kind of messy in Morrowind, but it did have some of the more unique spells. I can understand why they removed teleportation though.
Currently...
Writing: Broken Verge v. 207
Reading: the Black Sea: a History by Charles King
Watching: Farscape and Arrested Development

Ninja D!

If you increased those at every level it was at the expense of not increasing other things. There was just more detailed customization.

I don't understand why that sort of teleportation was removed. It was sort of replaced by the lame fast travel system, too. If you could shed some light on that, that would be cool.

Elemental_Elf

From what I remember, they removed Teleportation because they wanted people to experience the world and not "cheat" but teleporting out of a dungeon every time they exceeded their carrying capacity. Of course they could have gotten around that by saying you can't teleport when you carry more than your maximum. At the same time, people would have adapted by marking the dungeon, using a teleportation spell to take them to the nearest Temple/Fort, unloading their goods and recalling back to the dungeon to repeat the process. If they had gotten rid of the Temple/Fort spells, then people would do exactly as above but mark a location in a town, recall there, unload goods, fast travel back to the dungeon. Any ways you look at it - Teleportation would be abused to "cheat"

Of course I disagree with the designers..

Superfluous Crow

well, teleportation has a few issues:
* it's fairly easy to exploit. Most people seem to use player-controlled teleport to completely rip dungeons of anything valuable and sell whatever rags and cutlery they found, then return with a small profit and next to no hassle. This is the sandbox variant of freaking XP farming.  
* The designers had to put in all sorts of ad hoc teleportation blockers to keep the player from messing with the main quest.
* it lessens tension. You are miles deep in an unexplored dungeon full of deadly monsters, yet the nice relaxing temple is never more than a word and a spell away.

I can't really see what you gain by adding teleport spells. Fast travel is pretty lame, but it does offer the advantages of teleport without the disadvantages.  
I sort of miss that spell that lowered another person's carrying limit even though it was fucking annoying to have cast on oneself by an enemy :D

I would like to see some more unique spells admittedly, especially now that they have turned their back on the modular spell system. Looking over the list of enchantments everything seems so dull. It's just resistance to this, bonus to that. Only muffled and that weird moonflame thing you can get on weapons stand out from the crowd.
Currently...
Writing: Broken Verge v. 207
Reading: the Black Sea: a History by Charles King
Watching: Farscape and Arrested Development

Ninja D!

@E_E I hope that wasn't even that stated reason. That made people experience the world far less by adding in the stupid fast travel system in Oblivion.

LordVreeg

Quote from: Superfluous Crow
well, teleportation has a few issues:
* it's fairly easy to exploit. Most people seem to use player-controlled teleport to completely rip dungeons of anything valuable and sell whatever rags and cutlery they found, then return with a small profit and next to no hassle. This is the sandbox variant of freaking XP farming. 
* The designers had to put in all sorts of ad hoc teleportation blockers to keep the player from messing with the main quest.
* it lessens tension. You are miles deep in an unexplored dungeon full of deadly monsters, yet the nice relaxing temple is never more than a word and a spell away.

I can't really see what you gain by adding teleport spells. Fast travel is pretty lame, but it does offer the advantages of teleport without the disadvantages. 
I sort of miss that spell that lowered another person's carrying limit even though it was fucking annoying to have cast on oneself by an enemy :D

I would like to see some more unique spells admittedly, especially now that they have turned their back on the modular spell system. Looking over the list of enchantments everything seems so dull. It's just resistance to this, bonus to that. Only muffled and that weird moonflame thing you can get on weapons stand out from the crowd.
You know, now that I think about it...
GS has teleportation, but it is so hard that very few people can use it.
And a lot of the reasons are the same reasons above.  So no matter how much easier recall/mark made the game to get things done...I think I certainly have to agree it lessened the tension.  Which is one of the reasons i made it so hard in GS.
VerkonenVreeg, The Nice.Celtricia, World of Factions

Steel Island Online gaming thread
The Collegium Arcana Online Game
Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg

Superfluous Crow

(disclaimer: please do not read the paragraph below as a personal attack, it is rather aimed at the type of argument posted above in general.)
No one is forcing anyone to use fast travel. Hell, teleport has exactly the same level of convenience. The whole idea of a sandbox is that no one is forcing you to explore; that just sorta happens. So if you feel like walking then walk, if you feel like fast traveling then fast travel. The beauty of freedom. More freedom can hardly be said to make a sandbox worse even if you don't like using it yourself.
That would be like a guy playing a fighter claiming it was crap they included magic since he doesn't want to play a mage.

Currently...
Writing: Broken Verge v. 207
Reading: the Black Sea: a History by Charles King
Watching: Farscape and Arrested Development

Ninja D!

Teleport and fast travel are almost exactly the same thing. The difference is that teleport has an in-game, in-world reason. I also had no problem with silt striders in Morrowind or the carriages in Skyrim. It's just the nonsensical fast travel that I hate.

Superfluous Crow

Well, it's implied that you are actually travelling. They are not claiming that you mysteriously appear in a different city without traversing the road in between.
Currently...
Writing: Broken Verge v. 207
Reading: the Black Sea: a History by Charles King
Watching: Farscape and Arrested Development