Anyone else wish that some things from Daggerfall would retu

Post » Sat May 14, 2011 11:17 am

I couldn't get into the game overall (got a quest where the NPC refused to give me specific directions, spent a long time searching house by house, finished quest, said screw it), but there were some things that I really liked about it. The level up system making things feel more like natural progression than leveling up, the Imperial Cult feeling more cult-like (especially with all of the naked people all over the place) and being split into separate colorful temples for each of the nine divines, the world feeling like an entire region (this lead to crappy randomly generated towns, but they could probably make that work much better now), the sprites having more personality than randomly generated faces on the same body, the feel of the dungeons, etc.

Really, when I think about it, a modernized version of Daggerfall might almost be ideal.

(just for the record, the only other big thing that bugged me were the flat graphics in a 3D world; kinda petty since its not directly related to gameplay, I know, but the water just being blue colored ground was obnoxious; I'm 23 before anyone starts yelling UNDERAGE B7, BTW)
User avatar
Mrs Pooh
 
Posts: 3340
Joined: Wed Oct 24, 2007 7:30 pm

Post » Fri May 13, 2011 9:03 pm

I couldn't get into the game overall (got a quest where the NPC refused to give me specific directions, spent a long time searching house by house, finished quest, said screw it),

Eh, did ya try asking around (any npcs that can talk to ya) for direction to a said place?

Really, when I think about it, a modernized version of Daggerfall might almost be ideal.

Recreating Daggerfall? Naw. Using some element, Maybe.

Has it been suggested before? Many times:
http://www.gamesas.com/index.php?/topic/1102208-tes-v-ideas-and-suggestions-170/
http://www.gamesas.com/index.php?/topic/1101728-forget-tes-v-remake-daggerfall
User avatar
Philip Rua
 
Posts: 3348
Joined: Sun May 06, 2007 11:53 am

Post » Sat May 14, 2011 11:01 am

Eh, did ya try asking around (any npcs that can talk to ya) for direction to a said place?


Extensively.

I think that the house that I ended up finding him in didn't really fit the directions that I got.
User avatar
flora
 
Posts: 3479
Joined: Fri Jun 23, 2006 1:48 am

Post » Fri May 13, 2011 8:28 pm

Extensively.

I think that the house that I ended up finding him in didn't really fit the directions that I got.

Well, if ya ask (or annoyed) a certain number of NPCs long enough, someone would mark the location on ya map.
User avatar
Dalia
 
Posts: 3488
Joined: Mon Oct 23, 2006 12:29 pm

Post » Sat May 14, 2011 4:54 am

Well, if ya ask (or annoyed) a certain number of NPCs long enough, someone would mark the location on ya map.


Think I was getting very unlucky.
User avatar
Isaac Saetern
 
Posts: 3432
Joined: Mon Jun 25, 2007 6:46 pm

Post » Fri May 13, 2011 8:16 pm

I loved how eerie the dungeons were. I think they should definitely have caverns or crypts that are genuinely frightening.
User avatar
remi lasisi
 
Posts: 3307
Joined: Sun Jul 02, 2006 2:26 pm

Post » Sat May 14, 2011 5:26 am

I do wish that more non-cliche storylines like Daggerfall's would be used in future TES games.
User avatar
Steve Bates
 
Posts: 3447
Joined: Sun Aug 26, 2007 2:51 pm

Post » Sat May 14, 2011 8:57 am

Im not sure their willing to do a randomly generated town now, its not very mass market. I would love them to make a map the size of Oblivions, but one to one, so maybe half the map is a single city with the surrounding landscape.
User avatar
Ricky Meehan
 
Posts: 3364
Joined: Wed Jun 27, 2007 5:42 pm

Post » Sat May 14, 2011 8:26 am

I think Oblivion did an excellent job of re-creating spooky dungeons. Only real difference is Daggerfall's were bigger. Bigger in every sense, meaning there were some "rooms" that were just huge, with places to levitate up to (or down to) and such. As much as I like Morrowind, and trust me I do.. I think Oblivion did the dark, spooky dungeon better. The reason why Oblivion's dungeons weren't scary, despite the spookyness, is because everything is just so leveled with you. So, you never feel like you're about to do something really dangerous. That's my take on it, anyway.

Stuff from Daggerfall--
Overly large world that you'll only see 10% of after 10 replays.. nah. Something the size of Oblivion's with tons of odd little out of the way places and such. Yeah. Game world like Morrowind where the terrein isn't so general and is more intelligently used. Yeah. :)
A game world where half of it is a city? Certainly not. For me, that would get boring faaaast.

Randomly generated towns? Hmm. People complained about the "cookie-cutter layout" feel of towns and such in Daggerfall, hence why Bethesda didn't do it again.. and why they did everything by hand in Morrowind.

One thing I'd like to see them STOP doing is this deal with the pop-up messages. The one time I found something different when closing an Oblivion gate, is when I jumped into one of them and found the dead body of what looked like a warrior. I was like.. hey, interesting. But, then.. *sigh*.. a pop up message flashed in my face, telling me exactly what was going on. Other times, like when doing Knights of The Nine for example.. I go into a church to see it's under attack by what almost looks like dwemer centurions. Oh! But, then a pop up message flashes in my face.. telling me exactly what's going on. Oh, c'mon now. Enough of that. Don't lead me around by the hand soooo much that you ruin the mystery of things. :rolleyes:
User avatar
Nicola
 
Posts: 3365
Joined: Wed Jul 19, 2006 7:57 am

Post » Fri May 13, 2011 9:04 pm

Making the different temples factions again....I want my "School of Julianos" back...
User avatar
Ruben Bernal
 
Posts: 3364
Joined: Sun Nov 18, 2007 5:58 pm

Post » Sat May 14, 2011 9:46 am

I do wish that more non-cliche storylines like Daggerfall's would be used in future TES games.


Agree. Daggerfall wasn't the RPG with the typical plot of some big, bad foozie wanting to munch on the world.
User avatar
Jessica Raven
 
Posts: 3409
Joined: Thu Dec 21, 2006 4:33 am

Post » Sat May 14, 2011 6:27 am

Cloaks.
User avatar
GabiiE Liiziiouz
 
Posts: 3360
Joined: Mon Jan 22, 2007 3:20 am

Post » Sat May 14, 2011 5:17 am

As much as I like Morrowind, and trust me I do.. I think Oblivion did the dark, spooky dungeon better. The reason why Oblivion's dungeons weren't scary, despite the spookyness, is because everything is just so leveled with you. So, you never feel like you're about to do something really dangerous. That's my take on it, anyway.



I can agree with this. The atmosphere was spooky, but there was never that threat of death (unless you used mods) that really made it scary. That being said, the sixth house dungeons were the creepiest things I have ever seen in a TES game
User avatar
Beat freak
 
Posts: 3403
Joined: Thu Dec 14, 2006 6:04 am

Post » Fri May 13, 2011 11:31 pm

Cloaks.

this
User avatar
Stephanie Valentine
 
Posts: 3281
Joined: Wed Jun 28, 2006 2:09 pm

Post » Sat May 14, 2011 7:24 am

this


Cloaks and robes you can wear with armor. Like how you could put a robe on over your armor in Morrowind. I always did that.
User avatar
Stat Wrecker
 
Posts: 3511
Joined: Mon Sep 24, 2007 6:14 am

Post » Sat May 14, 2011 5:29 am

Cloaks and robes you can wear with armor. Like how you could put a robe on over your armor in Morrowind. I always did that.

I wish http://www.elderscrolls.com/art/popup_concepts.htm could happen.
Hmm, seems to not be working. http://www.elderscrolls.com/art/mw_conceptart.htm
User avatar
Charity Hughes
 
Posts: 3408
Joined: Sat Mar 17, 2007 3:22 pm

Post » Sat May 14, 2011 12:01 pm

Bring back the randomly generated quests so I wont get bored after finishing a faction questline
User avatar
CArla HOlbert
 
Posts: 3342
Joined: Wed Feb 21, 2007 11:35 pm

Post » Sat May 14, 2011 3:30 am

climbing
User avatar
Vivien
 
Posts: 3530
Joined: Fri Apr 13, 2007 2:47 pm

Post » Fri May 13, 2011 10:15 pm

climbing

Being able to climb rock faces and whatnot instead of having to go the long way around in order to find a more gradual slope to use would indeed be cool to have. Unfortunately, it doesn't play nicely with having cities being their own cells, so unless they change that mechanic I don't see climbing being added.

Edited to elaborate:

While one can see the tops of buildings inside a city when at sufficient altitudes, what is being seen isn't actually the buildings themselves but low-res duplicates used as 'filler' to give the appearance of the city as seen from 'inside' the city cell itself. In some cases you're not even seeing all the buildings that are actually in the city- in Kvatch the castle is missing, for one.

As a result, allowing players to climb over the walls of the 'filler' city maps would lead to a raft of complaints; it's a pretty safe bet that Bethesda doesn't need the headaches and thus will not allow it as long as they continue to use the 'closed' city model. This is also why Levitation was removed.
User avatar
Nicola
 
Posts: 3365
Joined: Wed Jul 19, 2006 7:57 am

Post » Sat May 14, 2011 6:06 am

climbing


This
User avatar
Jennifer May
 
Posts: 3376
Joined: Thu Aug 16, 2007 3:51 pm

Post » Sat May 14, 2011 11:57 am

I can think of two ways to reintroduce climbing in a reasonable way..

1) once you climb over the city wall and jump down, a loading screen will pop up as per using the gates and you will appear in the town.. same for getting back out.

2) simply make city walls unclimbable, a small loss if we could atleast climb rock faces and climb into castle windows for stealth/assasin types.

It always seemed silly doing thief quests using the front door of a castle.

Also a grappling hook would be awesome.
User avatar
Tanika O'Connell
 
Posts: 3412
Joined: Fri Jan 26, 2007 1:34 am

Post » Sat May 14, 2011 9:03 am

Bring back the randomly generated quests so I wont get bored after finishing a faction questline

Agreed. Daggerfall's quests could get repetitive, but at least they kept you occupied and allowed for some additional roleplaying capabilities. In addition to some of the more unique quests we've had in Morrowind and Oblivion, I'd like the guilds to send the player off on lesser errands from time to time, such as delivering items and making contact with other members of the guild. There's more to guilds than epic unfolding plotlines a la Oblivion - at their core, they're still syndicates of tradespersons who gather due to common profession and interest in commerce. It never feels that way though, because once you complete the quests there's absolutely nothing left to do and the busy nature of these "guilds" comes to a standstill. More of the mundane, please!

Being able to climb rock faces and whatnot instead of having to go the long way around in order to find a more gradual slope to use would indeed be cool to have. Unfortunately, it doesn't play nicely with having cities being their own cells, so unless they change that mechanic I don't see climbing being added.

Simple. Get rid of that moronic closed-city cell feature. Bring back open cities. Get some occlusion culling and you won't even notice.
User avatar
Taylor Bakos
 
Posts: 3408
Joined: Mon Jan 15, 2007 12:05 am

Post » Fri May 13, 2011 10:56 pm

I can think of two ways to reintroduce climbing in a reasonable way..

1) once you climb over the city wall and jump down, a loading screen will pop up as per using the gates and you will appear in the town.. same for getting back out.

2) simply make city walls unclimbable, a small loss if we could atleast climb rock faces and climb into castle windows for stealth/assasin types.

It always seemed silly doing thief quests using the front door of a castle.

Also a grappling hook would be awesome.

They could still have city wall climbing by just having a load screen as soon as you get on top of the wall and then have another when your leaving as soon as your off the wall.
User avatar
Rhiannon Jones
 
Posts: 3423
Joined: Thu Sep 21, 2006 3:18 pm

Post » Sat May 14, 2011 8:12 am

Climbing!

The ability to be pointed in the general direction.
User avatar
Sandeep Khatkar
 
Posts: 3364
Joined: Wed Jul 18, 2007 11:02 am

Post » Sat May 14, 2011 5:04 am

Pretty much the entire character creation process, minus all the butt-ugly faces.

Random guild quests would be nice, too, in addition to scripted, more plot-oriented ones.
User avatar
Flutterby
 
Posts: 3379
Joined: Mon Sep 25, 2006 11:28 am

Next

Return to The Elder Scrolls Series Discussion