» Mon Mar 22, 2010 6:56 am
- How does maksmanskill work this time around (i.e. is accuracy involved or is it just drawingspeed and damage=?
- Will there any skillbased restrictions (i.e. skillrequirements for certain weapons, armor, potions, spells etc)?
- Will the game offer the player choices which will result in severe and irreversible consequences?
- Will the guilds/factions the player can support have skill requirements, which would require the player to commit to them, and similiarly, will the guilds/factions lock each other out - at least some of them, and at least at after certain point?
- Will the economy of the game be both harsh and rewarding, or is the mercantile skill once again useless, and the player a millionaire at level 7?
- The levelscaling is said to be similiar to that of Fallout 3. Is it exact or tuned to be less obvious (i.e. more retaining both challenge and sense of progression -- in fallout 3 both were pretty much absent after the first few levels)?
- Will the difficultycurve at default difficultysetting be more steep (more over, will the difficultyslider be more sophisticated than just creating damagesponges)?
- How will the races be different from each other (i.e. is there more to them than just aesthetics and a 1-2 racial traits)?
- With all the weapontypes under one skill (onehanded for example), are the weapons themselves differentiated from each other by functionality that would make a real difference in what one uses (attack speed, base damage, armor piercing effects, etc)?
- Why, instead of adding to the attributes and making them more than what they were, were they cut down?
- With a the hundreds of perks, how will you balance their effects to make them differ from each other - and with the faster leveling and perk per level, how will you keep the perks actually rewarding instead of commodities to be taken for granted?
- Why is the leveling made faster -- it was already a complain on both Oblivion and Fallout 3 that the characterprogression was too fast -- could there be any measures to affect that (like the difficultyslider)?
- Will there be any real benefits from speechcraft this time around?
- How will you handle the minigames so that they really do take the characterskill into accout and are not obtrusive and overly easy as before?
- Will there be compassmarkers pointing to the exact location of the "quest item"? If yes, could there be some measures to be done to let the player switch it to simple general mapmarkers and better directions from NPC's, so that the handholding could be cut down somewhat?
- On that note: How much does the game guide and assist the player (i.e. pulling from the nose to the right direction and leave little to at the player responsibility)?
- In the trailer, there was head bobbing presented. Will that be a feature (at least a toggleable one) in the game, or will movement be presented as a floating camera again?
That's it for now.