Anyone disappointed by the info so far?

Post » Sun Aug 08, 2010 8:32 am

- Level scaling: I can't believe they brought it back. The most interesting aspect of being in a brand new world (so to speak) is immersion and suspension of disbelief. Example: if I venture just outside a city nothing bad should happen to me, but if I go deep into the woods at night all bets are off. Your level should represent how confident you are while exploring unknown places. If you're a seasoned warrior/wizard you obviously stand better chances, otherwise you may find yourself in a situation where you must run for your life. It's not cool to be able to go wherever you want from level 1.

- Radiant Story: choices don't really work in RPG. The better a game is done story and gameplay wise, the more you want to see of it. You generally don't want to be forced to choose A and lose B forever. Sure, you could revisit all the B choices with a second character, but this is far from optimal because the game will still force you to go through the main story (and most of the sidequests) so at best you're left with 70% dull repetition and 30% new gameplay. You might as well see what happens when you choose differently by watching it on youtube.

I understand it's unrealistic not to have any impact on the world, but I think branching paths/missable sidequests should be reduced to a minimum.
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Amie Mccubbing
 
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Post » Sun Aug 08, 2010 5:33 pm

Were people not complaining about how there were no consequences for your actions in Oblivion? And that you could do any quest, join any faction, with any character? So Bethesda discards that ability, and...people still complain... :confused: Hmmm...
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Kirsty Collins
 
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Post » Sun Aug 08, 2010 6:52 pm

I haven't been able to read the article yet, but I'm a little worried about the supposed lack of HUD and what the menu will look like. If it's anything like Fable 3 I'll be saddened. Everything else looks fine.
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Cassie Boyle
 
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Post » Sun Aug 08, 2010 2:00 pm

- Level scaling: I can't believe they brought it back. The most interesting aspect of being in a brand new world (so to speak) is immersion and suspension of disbelief. Example: if I venture just outside a city nothing bad should happen to me, but if I go deep into the woods at night all bets are off. Your level should represent how confident you are while exploring unknown places. If you're a seasoned warrior/wizard you obviously stand better chances, otherwise you may find yourself in a situation where you must run for your life. It's not cool to be able to go wherever you want from level 1.

- Radiant Story: choices don't really work in RPG. The better a game is done story and gameplay wise, the more you want to see of it. You generally don't want to be forced to choose A and lose B forever. Sure, you could revisit all the B choices with a second character, but this is far from optimal because the game will still force you to go through the main story (and most of the sidequests) so at best you're left with 70% dull repetition and 30% new gameplay. You might as well see what happens when you choose differently by watching it on youtube.

I understand it's unrealistic not to have any impact on the world, but I think branching paths/missable sidequests should be reduced to a minimum.


Jesus Christ, people need to read.

Since people are asking, wanted to briefly touch on level scaling. All our games have had some amount of randomness/levelling based on player level. Skyrim's is similar to Fallout 3's, not Oblivion's.

Hope that addresses some concerns, and we hope you're enjoying the GI cover story.

Have a great night

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Frank Firefly
 
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Post » Sun Aug 08, 2010 12:54 pm

I'm really arachnophobic to points of ridiculousness, so I'm not keen on giant spiders.

I'm uncertain about the level-up system, but I like the idea of perks.

I'm uncertain with how the level scaling will work



Also I haven't heard about levitation and whether the quest arrow can be toggled on/off.
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Louise Dennis
 
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Post » Sun Aug 08, 2010 5:06 pm

- Radiant Story: choices don't really work in RPG. The better a game is done story and gameplay wise, the more you want to see of it. You generally don't want to be forced to choose A and lose B forever. Sure, you could revisit all the B choices with a second character, but this is far from optimal because the game will still force you to go through the main story (and most of the sidequests) so at best you're left with 70% dull repetition and 30% new gameplay. You might as well see what happens when you choose differently by watching it on youtube.


Yes, I do generally want to be forced to choose A over B. I love choices in RPGs. To have more of that in TES will be awesome.
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Nick Tyler
 
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Post » Sun Aug 08, 2010 7:51 pm

Were people not complaining about how there were no consequences for your actions in Oblivion? And that you could do any quest, join any faction, with any character? So Bethesda discards that ability, and...people still complain... :confused: Hmmm...


In order of importance this was probably the smallest problem Oblivion had.
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Eoh
 
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Post » Sun Aug 08, 2010 10:08 pm

....uh, wow.


wow what the article was poor
or wow the game will be great even if were disappointed by the info?
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lisa nuttall
 
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Post » Sun Aug 08, 2010 6:51 pm

I don't understand why everyone is getting their panties in a knot over level-scaling. New Vegas was level-scaled, yet it didn't feel like it between all the Deathclaws and Cazadors.

Yes, I realize that'll probably fuel more of the "Fallout 3 with swords" foolishness, but the fact of the matter is TES could learn alot from Fallout. How to properly level-scale a game is one of them.
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Jodie Bardgett
 
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Post » Sun Aug 08, 2010 9:54 am

Jesus Christ, people need to read.


Yes well Fallout 3 level-scaling was still very bad, the game was too easy, and the hardest monsters were not hard at all, they were just bullet sponges.

Do you want a 15 minutes fight with a lvl 50 skeleton that wouldn't kill you in a 1000 years but takes forever to die? I sure don't.
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Lily Evans
 
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Post » Sun Aug 08, 2010 10:25 pm

The game is clearly dumbed down. They removed Attributes.

Here is an example of an Attribute that affects a Base attribute as well as particular skills:-

http://www.uesp.net/wiki/Oblivion:Intelligence

Now...people playing Skyrim will need to think LESS before/after they level-up their character. There are less dependencies in terms of variables - and thus, it is dumbed down.

As for perks, yes that is a positive and will help to make your character feel more unique. However, perks depend on skill increases - and the number of skills (and attributes that affect them) have been cut. Why?

I've heard people arguing that "simpler is better"? Really...well go and play Bioshock then.
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x_JeNnY_x
 
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Post » Sun Aug 08, 2010 7:56 am

FO3 level scaling?
So I can keep attacking a Giant Spider for 10 minutes until it dies? :tongue:
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Imy Davies
 
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Post » Sun Aug 08, 2010 9:41 am

FO3 level scaling?
So I can keep attacking a Giant Spider for 10 minutes until it dies? :tongue:


If the combat feels good, then 10 minutes of that could still be enjoyable.
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Grace Francis
 
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Post » Sun Aug 08, 2010 12:35 pm

a lot of games have level scaling, but not to the point of oblivion. even morrowind had level scaling.
imo, level scaling is a natural progression for the game to prevent areas becoming boring.
plus, it doesnt always have to be scaled to your level.
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Elizabeth Lysons
 
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Post » Sun Aug 08, 2010 9:51 am

Yes, I do generally want to be forced to choose A over B. I love choices in RPGs. To have more of that in TES will be awesome.


imho BGII was a game that did it right. You had to make choices, but for the most part you could complete 95% of the game regardless of race, class, etc etc. This radiant story stuff sounds like you will only get to experience half the game with each character.
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louise hamilton
 
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Post » Sun Aug 08, 2010 7:42 pm

Okay, basically skills are numbers calculating how good you are at doing certain things. Why not have a system that lets you do what you want your character to do e.i roleplaying if you want your character to become good at something then you start training it, you shouldnt be limited by a set of numbers.

Roleplaying is freedom to do what your character wishes isnt it? Freedom for the player to do what he wishes?

Actualy no. It's not freedom it is to take a role and stick to it like a Paladin :thumbsup: to do only good, to defend the ones who need protection and so.
And the numbers of skills give you more creativity for RP like travelling trader, spear hunter and so.
I will not discuss the numbers after all this is a RPG game.
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Rachyroo
 
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Post » Sun Aug 08, 2010 6:45 pm

No, I am not. Some people are bound to be, but do we really need another generation of Elder Scrolls disappointment and complaints? Look at past games. Look at the massive amount of changes between each one. If you don't like change, then please get the message that Bethesda is a company that does like change. Either you will have to get used to that, or, well, stop playing Bethesda games if they're that much of a disappointment. :shrug:
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Jinx Sykes
 
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Post » Sun Aug 08, 2010 8:30 am

- Radiant Story: choices don't really work in RPG. The better a game is done story and gameplay wise, the more you want to see of it. You generally don't want to be forced to choose A and lose B forever. Sure, you could revisit all the B choices with a second character, but this is far from optimal because the game will still force you to go through the main story (and most of the sidequests) so at best you're left with 70% dull repetition and 30% new gameplay. You might as well see what happens when you choose differently by watching it on youtube.


If you believe that, RPG aren't games for you, simple as that. Role Playing Game have always been about making choices and replayability.


People who want everything in the first playthrough want a linear adventure game, not a RPG.
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Adriana Lenzo
 
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Post » Sun Aug 08, 2010 3:33 pm

imho BGII was a game that did it right. You had to make choices, but for the most part you could complete 95% of the game regardless of race, class, etc etc. This radiant story stuff sounds like you will only get to experience half the game with each character.

I haven't played BG2, but I loved how DA: Origins did it. That was awesome (and the same company as well, so not too surprising).
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Alexandra walker
 
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Post » Sun Aug 08, 2010 8:06 am

If you believe that, RPG aren't games for you, simple as that. Role Playing Game have always been about making choices and replayability.


People who want everything in the first playthrough want a linear adventure game, not a RPG.


So you would replay an identical game for 50 hours to get the 5-8 hours of exclusive gameplay you lost in the first playthrough? Why sir you are my hero.

What I'm saying is: you can make choices count and still not screw the experience. You either do it how BG2 did or you make it so that playing the good or the bad guy means an almost completely different playthrough. Then it's worth it.
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Daniel Lozano
 
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Post » Sun Aug 08, 2010 12:43 pm

I'm not disapoointed at all. I think i all looks GREAT and very different too.. which is good too.
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Bethany Short
 
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Post » Sun Aug 08, 2010 2:19 pm

The only thing I'm slightly ceptic about are the menus...but I can't really judge them until I use them :shrug:

As for the rest I'm super hyped...everything is awesome so far IMO :drool:
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Miranda Taylor
 
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Post » Sun Aug 08, 2010 10:14 pm

Actualy no. It's not freedom it is to take a role and stick to it like a Paladin :thumbsup: to do only good, to defend the ones who need protection and so.
And the numbers of skills give you more creativity for RP like travelling trader, spear hunter and so.
I will not discuss the numbers after all this is a RPG game.


Isnt that limiting yourself? You can still be a paladin as in a do gooder, save the kidnapped girl, kill the bandids who threaten the village etc. But for example a paladin would never use a bow. What if you want to be a paladin and use a bow, what if i want to be a paladin who sneaks. Not happening sir, because you have no archery skill as the "class" is limiting you to use what you want.
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Manuel rivera
 
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Post » Sun Aug 08, 2010 10:12 pm

Actually no, nothing I heard disappointed me...it's what I haven't heard...I need VAMPIRES :( i want my Edward lol
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Annick Charron
 
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Post » Sun Aug 08, 2010 8:15 am

I think its awesome how dinamic the NPC's will be. Albeit it does sound a bit frustrating when depending on your actions, you might not get to do a certain sidequest that if you were a diff. profession would be available to you.
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Tiffany Carter
 
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