"We're bringing back the Morrowind adventure style"

Post » Sun Dec 04, 2011 8:10 pm

basically morrowind was like this

*walking* marsh......marsh.....marsh....*GASP* a swamp!.....swamp.....swamp.... cliffracer WTF

I didn't like morrowind to much, I preferred oblivion because

1: Roman architechture is beast

2: Seeing a civilized medieval land made it seem....medieval!

3: there was only like one swamp.

4: The building werent made out of mud/clay or whetever.

5: roads were clearly labeled and easy to find and I never had to spend a couople of hours trying to find a way up this mountain (depsite certain daedric quests)

6: No medium armor class that no matter what wouldn;t compare to the other two which makes you wonder the point of using it. Hoestly if you didnt have the xpansions you wondered what the point of medium armor was, the best medium armor was wrost the the best heavy AND light armor in terms of defense, was missing the greaves and the helmet made guards hate you.

7: Lockpicking was fun and you could still try to pen a lock no matter what your level which actually you know MADE SENSE. Seriously if I am a thief what is stopping me from putting a lockpick into the lock besides the message *your skills is not leet enough come back later*

Sure oblivion was more *copypaste bits of wilderness between cities* but at least it wasn't always the same depressing scenery over and over. Honestly there was only two cities in morrowind I actually enjoyed xploring and all the others seemed like tedious messes of hallways leading nowhere.

Morrowind had some pros though

1: more customization for armor

2: The method of fast travel made sense.

3: Polearms......

And......I think thats it actually.

Umm did you ever even leave the starting area in Morrowind because there was a hell lot more then that, and the only Roman architecture I saw in Oblivion was the Imperial City and that wasn't even that varied, if there was more I would definitely like it better because Romans are badass.
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Amanda Leis
 
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Post » Sun Dec 04, 2011 8:26 am


1: Roman architechture is beast

2: Seeing a civilized medieval land made it seem....medieval!

3: there was only like one swamp.

4: The building werent made out of mud/clay or whetever.

5: roads were clearly labeled and easy to find and I never had to spend a couople of hours trying to find a way up this mountain (depsite certain daedric quests)

6: No medium armor class that no matter what wouldn;t compare to the other two which makes you wonder the point of using it. Hoestly if you didnt have the xpansions you wondered what the point of medium armor was, the best medium armor was wrost the the best heavy AND light armor in terms of defense, was missing the greaves and the helmet made guards hate you.

7: Lockpicking was fun and you could still try to pen a lock no matter what your level which actually you know MADE SENSE. Seriously if I am a thief what is stopping me from putting a lockpick into the lock besides the message *your skills is not leet enough come back later*

Morrowind had some pros though

1: more customization for armor

2: The method of fast travel made sense.

3: Polearms......

And......I think thats it actually.


1. Morrowind had Romanesque medieval architecture in Imperial cities. I guess it could have used more columns and statues, but it was a frontier settlement.

2. Every game does "medieval," it's boring. Morrowind had medieval, and iron age, and stone age, and stuff that never existed.

3. Okay, there were a lot of swamps, but that's because it's an island surrounded by water, AND many of the early level towns/missions are in the southern half of the map. But there were other environments.

4. I don't see the relevance of that...

5. Actually, I liked how the roads had road signs, and if I hadn't been to a city before (or had someone show it to me on my map) I'd actually have to follow the signs to get there.

6. My first character used medium armor. You're right, it wasn't fleshed out, but there were still some cool armors like Dreugh, Dragonscale, a few types of chain. And while I wish some of those had full sets, it also makes sense that not all of them wouldn't be.

7. What's stopping you is your skill, or lack thereof. Go on, try and crack the safe at some Vegas casino. Probly can't, can ya? But if I gave you a paper clip, you might be able to get into your daddy's toolshed where he keeps them pretty magazines.

Morrowind pros

4. In addition to polearms, throwing weapons, and crossbows.

5. More factions

6. More weapons/armor

7. More spells

8. Werewolves, and the ability to become one

9. Enemies didn't scale, so you felt like you got stronger instead of weaker

10. Loot didn't scale, so you could find epic weapons early, and if you saw someone wearing epic armor, they themselves were probably pretty epic
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Philip Lyon
 
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Post » Sun Dec 04, 2011 4:59 pm

I think they mean that the world's going to feel more alien again, and your hand is going to be held less this time around.

This, or so I hope.

Oblivion = homoginized stereotypical western RPG style
Morrowind = very alien, weird, unique style

Also, the terrain of Oblivion was a joke compared to that of Morrowinds. Just random landscapes of mass valleys, sparse trees and random wolves. Morrowinds landscape felt truly real and unique, very odd and eery yet familiar at the same time. I loved it.
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Dalley hussain
 
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Post » Sun Dec 04, 2011 7:36 am

Besides the level scaling, which basically ruined Oblivion once I realised what was happening, I find it much easier to get immersed in Oblivion to Morrowind. Morrowind did have a lot of pros, but it also had some cons. The world feel was one of the cons for me.

I resent the idea that Morrowind is far more varied than Oblivion, because I'm afraid I can't agree. Oblivion environments had snowy mountains, rocky mountains, dry grasslands, flowery fields, temperate forest, marshy forest. Morrowind had swamp, ashlands (worst environment ever), rocky hills with some lava, grasslands, and... yeah. Oblivion had 9 main building styles, Morrowind had 5, despite being somewhat more diverse (not that you could really say Anvil looks like Chorrol or Leyawiin looks like Bruma or Bravil looks like Cheydinhal or the Imperial City looks like Skingrad).
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Alexandra Ryan
 
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Post » Sun Dec 04, 2011 1:02 pm

Now I want to play Morrowind again.
The song of the Silt Striders is calling me :)
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Laura Simmonds
 
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Post » Sun Dec 04, 2011 7:49 am

1. Morrowind had Romanesque medieval architecture in Imperial cities. I guess it could have used more columns and statues, but it was a frontier settlement.

2. Every game does "medieval," it's boring. Morrowind had medieval, and iron age, and stone age, and stuff that never existed.

3. Okay, there were a lot of swamps, but that's because it's an island surrounded by water, AND many of the early level towns/missions are in the southern half of the map. But there were other environments.

4. I don't see the relevance of that...

5. Actually, I liked how the roads had road signs, and if I hadn't been to a city before (or had someone show it to me on my map) I'd actually have to follow the signs to get there.

6. My first character used medium armor. You're right, it wasn't fleshed out, but there were still some cool armors like Dreugh, Dragonscale, a few types of chain. And while I wish some of those had full sets, it also makes sense that not all of them wouldn't be.

7. What's stopping you is your skill, or lack thereof. Go on, try and crack the safe at some Vegas casino. Probly can't, can ya? But if I gave you a paper clip, you might be able to get into your daddy's toolshed where he keeps them pretty magazines.

Morrowind pros

4. In addition to polearms, throwing weapons, and crossbows.

5. More factions

6. More weapons/armor

7. More spells

8. Werewolves, and the ability to become one

9. Enemies didn't scale, so you felt like you got stronger instead of weaker

10. Loot didn't scale, so you could find epic weapons early, and if you saw someone wearing epic armor, they themselves were probably pretty epic

I was half-way through a very similar post, when i figured "what's the point" and i closed out. Some people are just ignorant.
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Danielle Brown
 
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Post » Sun Dec 04, 2011 9:19 am

This is an unjustified complaint made by people who probably have not spent a lot of time outdoor, so I'll simplify it for you. The amount of variation in landscapes (baring the cities) was entirely reasonable for a region of Cyrodiil's size, only in a couple of regions (on Earth) will you find a lot of different landscapes in a small area. It isn't very common and I always found it unnatural to see it in a majority of games (including, but not limited to, Morrowind).

You don't find dragons on Earth either. What's your point?
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Bitter End
 
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Post » Sun Dec 04, 2011 12:58 pm

Am I the only one who explored east of Leyawin? There was a rather large marsh out there. I think the large reason why people complain about lack of variation and size isn't because variation or size of the land but how much you could see at a time. Morrowind's view distance was something I appreciated as it helped to limit how much of the eye-gouging, depressing, dreary, colorless environment I had to see at a time. Thank the nine for view distances :happy:


I've never been motivated enough to explore Cyrodiil as much as I did Morrowind. There was no real point to it, every cave/ruin looked very similar, and there was no hope of finding anything special because of the level scaling. Best you could hope for was a generic weapon/armor of "insert random element here". Not fun. Of course mods like OOO have changed that, but I still don't have an urge to explore, because of how similar everything is.

I too prefered morrowind's view distance. It was so fitting for the envirement, and it made it feel bigger. It kind of bothered me in Oblivion that you could see the White Tower from mountains near Chorrol, which is supposed to be hundreds of miles away. Now, I don't want reduced view distance in Skyrim, but I hope you won't be able to see all of skyrim from some high mountain (it would be awesome if high mountains were surrounded by clouds.
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Harinder Ghag
 
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Post » Sun Dec 04, 2011 7:23 am

From what we've read and seen ,we know skyrim as it's own flavour. But we'll see things/or the better things from oblivion and morrowind. To me the graphics/art looks a hell of alot like morrowind in style. It doesn't look as oil-painty ( if that makes sense ). It look more real,serious,gritty,rustic....you get the idea. :)

Open towns,fishing villages on the shores etc...oblivion lacked that,even in anvil. I'm really liking what i've seen of skyrim so far,and i think it will only get better. It seems both morrowind and oblivion fans will be happy. Oblivion was..sorry...stil is a good game. It doesn't deserve the bashing it gets. Some things are understandable,but remember i think they did what they did for many reasons. One reason that stands out to me is "interest" in the elder scrolls world. Bethesda reached a wider audience because of oblivion,it put them well and truly on the map. Now they have achieved this,they can now do go back ( to what some people say ) to the classic morrowind feel etc. They have now got the audience,the interest in skyrim shows that...infact it more than shows it,it slaps you in the face. Skyrim will be huge,and i'm really exited about it. We don't even know a quarter of whats in the game yet,and it still looks pleasing. Every bit of new info gets better for me...as good as some other games are,and how strong this year is game-wise,i really can't see a game come close to skyrim,with everything thats in it and how much it lets you do...and we only know the tip of the ice-berg.....i'll stop now,i'm dribbling on my keyboard. :thumbsup:

I'm with you 100%

Whenever the "how do you feel about Skyrim" topic comes up, I'll just quote you. :)

English is not my first language, (big suprise) so I can't put it down like that.

(But you really should hit space once in a while and cut down on the ... ;) )
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Loane
 
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Post » Sun Dec 04, 2011 6:17 am

Morrowind had phenomenon that doesn't exist in real life.Not things you can see everyday at least.The Ald Ruhn manor hall,Sadrith Mora architecture,Kaarstag in Solstheim,cries of the Silt Striders...are more interesting than average medieval villages.
There may be variation on regions of Oblivion,but it's important how it feels,not how it is by numericals.Morrowind may have been smaller,but it felt much larger than Oblivion because every little corner was worth it.

In Oblivion,you'd see the locations of the ruins on your GPS before you'd see the actual thing.So,you'd go that way and ignore the other areas totally.The game did not encourage exploration at all.I'm thinking that if it was more of a compass that'd only show the direction you're heading,all of us would actually search for ruins and perhaps be able to see the unique sides of the landscape -assuming there are-

Another thing I want to point out is the view distance.Due to technological limitations,Morrowind had a fog.Now,long view distance is sweet indeed,but I'm kinda against "infinite".I don't like the infinite view distance mods made for Morrowind either.It sure looks nice from a high place,but seeing the mountains surrounding Balmora from anywhere in the city completely changed the city's atmosphere.
So,I believe a limited view distance helps feeling "depth" and enhances the exploration experience.A daedric ruin appearing slowly in the fog in front of you is much more striking than seeing its location in your radar.

I'm not suggesting a consistent fog like in Morrowind though,I think the best would be "different view distances for different areas".So a high mountain would have near infinite view distance,but fog and snow should limit your view when you're walking in a valley.Or trees and geography should block your view in a forest,forcing you to advance,or maybe look for alternative routes.
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Rob
 
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Post » Sun Dec 04, 2011 1:11 pm

I'm not suggesting a consistent fog like in Morrowind though,I think the best would be "different view distances for different areas".So a high mountain would have near infinite view distance,but fog and snow should limit your view when you're walking in a valley.Or trees and geography should block your view in a forest,forcing you to advance,or maybe look for alternative routes.

I think that will be the case, and it would be perfectly simple to do. Just have a long view distance and have fog as a seperate object, and we've seen fog in previews already, so that will work great.
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Jeneene Hunte
 
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Post » Sun Dec 04, 2011 9:48 am

Be honest was I the only person who enchanted a staff to give me pretty much endless levitate searching for dragons and the floating island?

Morrowind was Epic, probably the best game I've played by far. Oblivion looked better but was a step back in terms of actual content and quests, lore, storytelling and an actual sence of diversity in the in game world.
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Eliza Potter
 
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Post » Sun Dec 04, 2011 10:17 am

A great friend got Morrowind for me as a gift and I'm trying to play it, mostly for the lore - I thought. I see such love expressed for it but I don't feel that yet...I hope I do.


I've tried several times to get into MW but never make it out of the starter town. Standing there swinging at a mudcrab for 3 minutes with the reticule right on it and not hitting it till the mudcrab whittles away my HP and I die is always so lolworthy that I just can't continue. Maybe if the combat wasn't so laughable I would get into it.

Personally I'm not taking Todd's comments as some declaration that this is going to be MW2.0, at least I am hoping not. A lot of people love OB despite what you see on the forums and I'm sure Beth knows that. I hope they don't forgo all the things OB was great at in some attempt to appease the vocal minority around here.
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Claire Jackson
 
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Post » Sun Dec 04, 2011 12:54 pm

Does anyone have a source for the quote in the thread title?
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Kelly Osbourne Kelly
 
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Post » Sun Dec 04, 2011 4:08 pm

All of these pics would look even better with MWGE. there's no fog.

http://www.tesnexus.com/imageshare/images/57416-1292843377.jpg Also all the UESP pictures have the brightness slider way up to make it easier to see things, so the colours/lighting look plain in those shots.

Standing there swinging at a mudcrab for 3 minutes

Exaggerated as usual. Or you're doing it wrong. As long as you're using a weapon you picked in your major skills and your fatigue bar isn't empty, hitting stuff in Morrowind is not as difficult as people make it out to be.


Anyway with the 'Morrowind adventure style' I assume they mean the exploration. More varied landscapes, dungeons with unique loot and a less standard fantasy setting (though still not as alien as Morrowind). A more interesting world to explore, that also has more unique things to be found in places, instead of it all being loot scaled to your level.

Edit:

If he cares about graphics and want Morrowind to look good, this is how good it can get:
http://www.tesnexus.com/imageshare/images/57416-1300143400.jpg

Edit: Hey you linked to the same picture I just did (which is mine). I guess I'll link to another one then. :D

http://www.tesnexus.com/imageshare/images/57416-1292801066.jpg
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Fiori Pra
 
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Post » Sun Dec 04, 2011 8:34 pm

I've tried several times to get into MW but never make it out of the starter town. Standing there swinging at a mudcrab for 3 minutes with the reticule right on it and not hitting it till the mudcrab whittles away my HP and I die is always so lolworthy that I just can't continue. Maybe if the combat wasn't so laughable I would get into it.

Personally I'm not taking Todd's comments as some declaration that this is going to be MW2.0, at least I am hoping not. A lot of people love OB despite what you see on the forums and I'm sure Beth knows that. I hope they don't forgo all the things OB was great at in some attempt to appease the vocal minority around here.

Todd was not talking about bringing back the combat system. Todd was talking about "we sacrificed some of what made Morrowind special; the wonder of discovery. With Skyrim, we're trying to bring some of that back and walk the line between Morrowind and Oblivion". Morrowind had a much more interesting world to explore, but the starter town is not enough to feel it.
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Pixie
 
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Post » Sun Dec 04, 2011 7:51 am

Todd was not talking about bringing back the combat system. Todd was talking about "we sacrificed some of what made Morrowind special; the wonder of discovery. With Skyrim, we're trying to bring some of that back and walk the line between Morrowind and Oblivion". Morrowind had a much more interesting world to explore, but the starter town is not enough to feel it.

Pretty much this.
Whether you people want to believe it or not, even Bethesda admits they did a lot wrong with Oblivion. They did things wrong with Morrowind too, but not on the scale of Oblivion. Oblivion was on a new system that no one had ever made a game for before. They rushed things, they planned a lot and showcased things that they thought they could do in the game, but ended up prioritizing the game engine so horribly that they had to scrap like 75% of what they said was going to be in the game. Yes, Oblivion was pretty much a Fable case. (saying it's going to be this, that, all this content, when it really wasn't at all.)

They know this, and they realize it, and they're bringing back the uniqueness from Morrowind and the exploration of Morrowind. Some even debate whether or not Oblivion had better graphics than Morrowind. I quite agree, I love the way Morrowind looks still. Sure, polygon count went up. Who cares. That's not the only thing that matters in terms of graphics. It's art style, decor, uniqueness, variety, and yes, polygon count. Morrowind excelled in every aspect of those besides polygon count. So I'd say Morrowind had better graphics than Oblivion.
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Beulah Bell
 
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Post » Sun Dec 04, 2011 3:18 pm

BTW Fallout 3 brought some of this exploration stuff back already, in the sense of meaningful dungeons and loot and no excessive level scaling, so they're definitely learning from Oblivion's flaws.
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Jordan Fletcher
 
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Post » Sun Dec 04, 2011 8:13 am

1. Morrowind had Romanesque medieval architecture in Imperial cities. I guess it could have used more columns and statues, but it was a frontier settlement.

2. Every game does "medieval," it's boring. Morrowind had medieval, and iron age, and stone age, and stuff that never existed.

3. Okay, there were a lot of swamps, but that's because it's an island surrounded by water, AND many of the early level towns/missions are in the southern half of the map. But there were other environments.

4. I don't see the relevance of that...

5. Actually, I liked how the roads had road signs, and if I hadn't been to a city before (or had someone show it to me on my map) I'd actually have to follow the signs to get there.

6. My first character used medium armor. You're right, it wasn't fleshed out, but there were still some cool armors like Dreugh, Dragonscale, a few types of chain. And while I wish some of those had full sets, it also makes sense that not all of them wouldn't be.

7. What's stopping you is your skill, or lack thereof. Go on, try and crack the safe at some Vegas casino. Probly can't, can ya? But if I gave you a paper clip, you might be able to get into your daddy's toolshed where he keeps them pretty magazines.

Morrowind pros

4. In addition to polearms, throwing weapons, and crossbows.

5. More factions

6. More weapons/armor

7. More spells

8. Werewolves, and the ability to become one

9. Enemies didn't scale, so you felt like you got stronger instead of weaker

10. Loot didn't scale, so you could find epic weapons early, and if you saw someone wearing epic armor, they themselves were probably pretty epic


1: I guess my problem was that no city gave a 'capital vibe' something that made it seem civilozed, like a center of commerce

2: But I find it better when things seem...less...Poooor.

4: The point being that the houses being made of crap just helped contribute the overall 'this land is poor and crappy' feel I got from morrowind. I liked the game, just not as much as oblivion.

5: I like how the roads had signs too! I Just wish the roads had been more.....apparant?

6: I made that terrible mistake too friend. I ended up having the ordinatos up my ass for doing nothing ebcause I wore the indoril helm, which wearing factions armor causing certain reactions form enemies is cool and everything, but not if there isn't much other choice.

7: Oblivions system just amde more sense is all. If I was out there in imperial city and I came across a lock, would I look at it and then have a magical voice tell me that I cant do it with invisable barriers preventing me from trying? No. I like how it was just harder with lower skill and it made getting to loot easier for low level players alibet at the cost of quite a few lockpicks (or none in the case of the skeleton key or using the good ol save trick)


In response to your pros.

4: Wait... what happened to 1-3? I liked the more variety of weapons this is true.

5:More factions would be goo had it been done better

6: You already said weapons so I will remove that comment, and as for armor I think oblivion had much better armor, plus it had, GASP complete sets!

7: More different colored lights? But honetly I 100% approve of the new system in kyrim, now maybe using an ice spell will like ice instead of a blue fireball

8: I don't remember did they have that in the core game or did you need the expansion> either way I agree here

9: I agree with this but I feel like SOME enemies should scale 'slightly' maybe that town guard you had no chance of killing before and now have risen 20 levels...well it makes sense he may have gotten better too in that time, I feel that they should scale slightly below you, that way you still feel stronger but dont just laugh your way through a killing spree (which i can do anyway....100% reflect =- lol)

10: I think normal weapons should scale but not unique ones, I mean it was a pain to wat to do some quests until you were sure you can get the best weapon poissible to make the quest worth doing, I don't want my sword of infinite destruction to start only tkaking down 2% hp with each swing merely because I outgrew it. And back on the toic of scaling loot, honestly, I dont want to go through an entire dungeon to find my hard earned loot is an iron longsword.
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LuCY sCoTT
 
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Post » Sun Dec 04, 2011 8:30 pm

Standing there swinging at a mudcrab for 3 minutes with the reticule right on it and not hitting it till the mudcrab whittles away my HP and I die is always so lolworthy that I just can't continue. Maybe if the combat wasn't so laughable I would get into it.

I'm not particularly fond of the combat system either, but Morrowind is one of my favorite time sinks. Top tip would be to pick Dunmer (long blade and destruction bonus), then make a spellsword or custom class with Strength and Willpower as primary attributes (boost to Long Blade and Destruction), then take Long Blade and Destruction as major skills, alongside whatever else you want. You should be consistently hitting whatever you're fighting with. I've found that the effect rolls exponentially as well: the more you hit, the faster you advance. The higher you advance, the more your hit, etc.

I've still never seen the appeal of Marksman though. I've never been able to justify using it, just because Morrowind deals with it in such a spectacularly crap manner. Oblivion is so much better in that regard. Either way, with Destruction or Long Blade done up like that, you'll be pretty much constantly hitting / instakilling mudcrabs and the like so long as your fatigue is good. (If you pick Alchemy as a major skill, you can churn out restore fatigue potions extremely quickly, just because the ingredients for them are everywhere. Unlike in Oblivion, these potions are actually very useful.)

Funnily enough, I've played Morrowind for years and only just gone way out east to fully explore the Grasslands and Telvanni territories properly. I've been consistently amused by the difference from my old stomping grounds. Usually I stick around in the west in the swamps and Ascadian region, so it's nice to be re-exploring the rest of the world.

I never been to either Denmark nor Spain, so I can't answer that except to say that it can't be entirely dissimilar.

I think that was a rhetorical question / straw man argument he was using there, considering Spain is a baking hot Mediterranean country most of the year around, while Denmark is further to the north and usually buried under snow and ice. Well, in the winter anyway. It's next-door neighbors with Switzerland, if that helps.

I was half-way through a very similar post, when i figured "what's the point" and i closed out. Some people are just ignorant.

I can't believe you called the guy 'ignorant' because he disagreed with your opinion on a game. :biggrin:
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tannis
 
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Post » Sun Dec 04, 2011 7:53 am

So I'd say Morrowind had better graphics than Oblivion.


:facepalm:

I'm not particularly fond of the combat system either, but Morrowind is one of my favorite time sinks.


I was thinking about it the other day, any good combat mods out there for MW? Might be easier to just console my blade skill up to 100 right from the start. :tongue: I do want to play through MW at least once before Skyrim comes out, everything just seems so bland at the start I can't find the will to force myself past it.
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Harry Leon
 
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Post » Sun Dec 04, 2011 4:37 pm

The OP's mysterious quote from an unknown source seems almost like bait for a regenerating D&D creature. Problem is, even if true, it could mean any of a dozen things:

By "adventure style", it could mean a return to finding things by actually seeing them, instead of relying on a magic compass that points out anything within a couple miles of you. MW used "fog" to hide things just beyond plain view, and it was claustrophobic and oppressive at times. OB took away the fog completely and made it possible to see across the entire continent and notice how tiny the world really was. Personally, I use a graphics extender with Morrowind, and push the fog distance out to about 5-6 "cells", which is enough to see "moderately far", but "hazes out" by the next town. Some mystery is good; hiding everything more than a stone's throw away under "normal" conditions is bad.

It could refer to having unique or hand-placed "static" loot and treasure guardians, instead of everything being "levelled" or "scaled" to your current stats and therefore nothing better or different than you can find anywhere else. MW had it half-right, but forgot to put suitable static defenders to guard many of those static items, so any starting character could get them once the player knew they were there. OB "solved" the problem by making everything levelled and/or scaled and throwing out the whole purpose behind exploration.

It could be an indication that other travel methods and services will be available as in Morrowind, in addtion to FT, instead of a "magic map" that you click on and a total absence in the game world of hirable boats, carts, wagons, or carriages. There are players who can't play wouthout FT, and others who can barely stand to play when there are no usable RP-friendly alternatives (no, it is NOT optional if there's no viable alternative), so both FT and alternate transportation methods are badly needed.

It could even mean that they're planning on making more varied ecologies, instead of 16 different minor variations on "Forest" (light woods, heavy woods, forest clearing, swampy forest, etc.), plus a few mountainous areas. I have to admit, there was some impressive outdoor scenery in OB, such as waterfalls, small glens, and scenic overlooks, but the majority of the map was repetitive and uninspiring.

Perhaps it means that they're making more unique dungeons by hand-crafting at least parts of them from individual pieces as in MW, instead of reusing the same large "cookie-cutter" sections over and over, with the same broken step on every starcase, the same flagstone floor tile in every stretch of hallway cracked in the same spot, etc. Ideally, a MIX of pre-made sections and individual customization pieces would allow a lot more variation and occasional "unique" arrangements, while retaining most of the ease and speed of placement of the large modules.

Then again, maybe it means that the character will start out at a snails' pace like in MW, and it'll take 3 or 4 levels before the walking or running speed becomes even remotely acceptable. Again, OB "solved" the problem by not only picking up the pace considerably, but going totally overboard and allowing you to regenerate fatigue while running, instead of losing it.

If it means that they're bringing back some of the "good points" of MW, then I hope the comment is real. If it means that they're bringing back the exact same systems with all of their flaws, then I'm not impressed, and besides, it'll never happen.
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Steve Fallon
 
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Post » Sun Dec 04, 2011 6:52 pm

:facepalm:

I think he means the art style. Or Morrowind modded to the point it doesn't even closely resemble what it was. I hope that's what he means anyway. :P

I was thinking about it the other day, any good combat mods out there for MW? Might be easier to just console my blade skill up to 100 right from the start. :tongue: I do want to play through MW at least once before Skyrim comes out, everything just seems so bland at the start I can't find the will to force myself past it.

A tip to getting into things quickly is leveling as fast as humanly possible in the beginning. If you do this by just wandering the landscape like you would in Oblivion, that's going to go slowly. Just like you will be if you didn't take Athletics as a major skill. Instead, mercilessly take advantage of the faction system in every way you can - for a pro-Imperial fighter character for example, join the Fighters Guild, Imperial Legion and Imperial Cult, as a starting point. Doing missions for the first two at least will sink you into a lot of beginner friendly missions that will get your level up relatively quickly and earn you a fair amount of cash to boot.

The Legion missions are more interesting at first, plus you're rewarded with Legion Armour which is cool. The Fighters Guild livens up a little way in. The Cult I haven't really done much with, but I guess that would be more of a RP thing than anything else. Mix up faction missions with exploration and things should stay fresh. Another good thing, is that whenever you accept a mission, complete a mission or get promoted, all members of the faction will receive a disposition boost towards you. It doesn't take long to max disposition if you have a high personality to start with, which can result in big, cheap training sprees to make you all-round more proficient in stuff. This doesn't even touch on Houses, which have the potential for greatness. In particular, see the amount of love the Telvanni have received, with numerous huge mods massively expanding them.

After that, get stuck into the storyline, and things'll go much smoother. There are combat mods (I believe), but I don't use any. There are mods that allow you to regenerate magicka like in Oblivion though, just as there are Marksman overhauls Usually I just grin and bear it, staying faithful to the original system. I sure as hell make sure to play with most of my graphics mods enabled though. :P
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Stephanie Kemp
 
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Post » Sun Dec 04, 2011 7:45 am

http://www.tesnexus.com/imageshare/images/57416-1292843377.jpg Also all the UESP pictures have the brightness slider way up to make it easier to see things, so the colours/lighting look plain in those shots.


Exaggerated as usual. Or you're doing it wrong. As long as you're using a weapon you picked in your major skills and your fatigue bar isn't empty, hitting stuff in Morrowind is not as difficult as people make it out to be.


Anyway with the 'Morrowind adventure style' I assume they mean the exploration. More varied landscapes, dungeons with unique loot and a less standard fantasy setting (though still not as alien as Morrowind). A more interesting world to explore, that also has more unique things to be found in places, instead of it all being loot scaled to your level.

Edit:


Edit: Hey you linked to the same picture I just did (which is mine). I guess I'll link to another one then. :D

http://www.tesnexus.com/imageshare/images/57416-1292801066.jpg


If that picture is from yours... I have to ask, how can I make my Morrowind look so awesome?
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Mario Alcantar
 
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Post » Sun Dec 04, 2011 4:45 pm

1: I guess my problem was that no city gave a 'capital vibe' something that made it seem civilozed, like a center of commerce


Vivec did that for me the first time I entered it. "Holy crap this place is huge"

Merchants hang out at the Foreigners quarter. The great houses have their own, Some housing quarters, an arena, the main tribunal temple of Vvardenfall, Vivec's palace.
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Mari martnez Martinez
 
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