I'm still going strong. I love this game and can't imagine getting bored any time soon. And I'm eagerly awaiting DLC, mods, expansions... oh so much fun yet to come!
Horses-- Absolute garbage. They are hardly faster than sprinting, hard to steer at times, and have terrible AI. Seriously, why is my horse leading the battle charge into Ancient Dragon battles? I finally had to sink Malog Bal's mace to Shadowmere's neck when he kept attacking things, preventing me from fast traveling. Also, why can't we attack from horses? I feel like this would be a VERY cool feature.
*One thing to note for newbs: Horses are effective mountain climbers, and I mean ridiculously effective. For whatever reason, horses can scale any cliff with relative ease.
Eh, I have found it ok for what it is, but true, it isn't great. Mount and Blade (and it's Byrtenwalda Mod and a couple of others) handles horse riding and horse combat really well - Horse death, horses becoming lame, horses being more maneuverable, faster, and more damaging on the charge as you improve you horse riding ability etc. If they can do it Bethesda, I know you can.
But even with good mounts I imagine I'd prefer foot travel mostly, anyway...
Well, ok, one of my "I'm not holding my breath but it would be cool if we get DLC/mods that" is for (good AI) mount variety. I want to ride a mammoth. And I want to have greater positive interaction with giants (becoming a friend of the giants, giant related quests etc), perhaps tying in with my mammoth mount.
Sorry, off on a tangent.
Vendors-- Specifically in the early game. If you aren't in with the Thieves guild, selling dragon bones / scales / pricey armors becomes a pain extremely quickly. I had to map myself out a fast-travel route where I could sell all my equipment, as Vendors only typically have ~750 gold. Why does vendor gold scale with level like everything else? This should be implemented. Having to leave lucrative items on a corpse because you are filled with crap vendors cannot afford is infuriating.
To be honest (role player here) I'd rather balance and a realistic flavor. I don't want them to have a "convenient" amount of gold. During a time of civil war and dragon attacks I wouldn't expect a vendor to have enough gold to be forever buying whatever shiny things I want to sell as I pass through (and I liked the traders in Morrowind that were a particular type of trader so wouldn't buy items outside their field - "I sell clothes, what would I do with all those steel daggers?").
Plus, I'm a professional adventure. Sometimes I accept I just wont get as much as something is truly worth, so I take the hit. I'm sure in my travels I can get another and try selling it again and if I don't, well, I'll find something better.
Misc Quest- I've done 100+ of these. I would venture to say well over 70% are uninspired and unoriginal. These quest are primarily scavenger or bounty quests, rarely resulting in any significant compensation -- you'll find the occasional word wall which is nice. But honestly, for a company that prides themselves in engrossing and immerse questing, this was a major disappointment. I think -most- of the main faction quest lines were well done (with the exception of thieves guild, and the companion quest like which was entirely too short).
All ES games have had fetch quests or "go there, kill that", but never to overwhelming I found. When they shine, like they usually do in guild quests or story quests, they are great, when it is just some misc NPC with something to do it is usual still good (not every quest can be on the same level). Length could be increase for some quest lines though (or all of them) - I would have loved to do so much more with the mage collage.
And complexity, and clashing guild quest lines - yeah some guilds are neutral and everyone could climb the ranks, but others, like illegal guilds, should make it harder to get to the top if you are a member of another guild (ok, so you are high in the legion eh? Sure, join our thieves guild/dark brotherhood). And maybe more than one questline related to any guild (at a basic level "tear the guild down" and a "rise through the ranks and build it up" options).
Sorry, tangent again.
Bugs-- I actually had a good experience to some of the horror stories I've been reading on here. However, there is nothing like hitting f5 to save and having my game instantly crash. When doing an abundance of alchemy/enchanting/smithing at once, my game was prone to freeze once I exited the tool tip. Which leads me to my next point . . .
I haven't had to much in the way of issues, and compared to the crashing I encountered with Morrowind this is tremendously stable.
Money needs more uses -- I have 150k in the bank and literally have nothing to spend it on. I think expensive armor dyes would be a very cool idea for upcoming DLC.
Yes! I have a character (my first in fact) who I call "my good but eccentric philanthropist character" - he has too much money and nothing to do with it all. Armor dyes, home customization, expansion, decoration etc all good.
I'd like there to be more city improvement (or de-improvements) options available for say a place you were in charge of or have a house. Invest in the city. My biggest preference would be becoming a patron of the orphanage. Sink my money into it, improve it, get better staff etc (yes there are only four kids there, but in light of all the parents getting killed by dragons there must be alot of immortal children out there and I'd rather they didn't go all Falmer in some cave system somewhere). Or patron of a theater or a zoo (I will catch the things myself!).
Or sponsoring some explorers guild or naturalists - pay more money they get better guides and equipment, their chances of not dying are greater and the better rare alchemical ingredients they might return with - maybe even a quest, they don't come back so I have to go out an rescue them from bandits or something. Perhaps even send them on quests yourself, with varying levels of danger - Go find this artifact, go catch me this.
Loot system is bad -- It just isn't good. You don't find enough random good items. Almost all the best items (which tend to be artifacts or craftables) are scripted items given through specific sequence. I think the thing that made the Diablo series so fantastic was the ability for an amazing piece of loot to be on any enemy. It was appealing, and kept gamers checking every corpse. Now that I have so much gold, I don't even bother checking corpses that aren't apart of a major quest line, or the boss/final encounter in a dungeon.
Eh, I don't really want to go in that direction. Role player here (again), it would feel really off to find something really awesome on a really generic lowlife bandit - maybe if they were set up in some ancient ruin or abandoned wizards tower were there would at least be a bit of an explanation (they explored and found something great), but just any random? Nah, not for me (and depending on what I am role playing my Altmer archmagus probably doesn't want to explore under the dead bandits smelly fur armor in the hopes of randomly getting the Royal Pendant of Uzdat or something).
What I prefer is quest related stuff, items of interest on people they could be expected to be on, or giving me the incentive to explore and find ancient and powerful things in suitable locations (like in the afore mentioned ruin or abandoned wizards tower).
Some of the skill trees are useless when compared to the alternative -- see lock picking, pick pocketing, speech, and alchemy. I know some, if not most, won't agree.
[b]
Depends on how you play the game. They have their uses I've found.
TL;DR -- I took an arrow in the knee . . .
Here, have a sweetroll. :biggrin: