Confirmed Features

Post » Wed Mar 30, 2011 10:18 am

Good point. That would svck, because I like to explore right off the bat. I hope they've thought this through. I don't really understand the reason why they have to alter the enemy levels at all. Sounds like trying to solve a problem that doesn't exist.


I would rather they just had some places that are more dangerous than others for the duration of the game, and what they could do with this dynamic quests thing is not assign you one that requires you to travel into a very dangerous location if you're not at a high level. I mean, Fangorn forest didn't suddenly get easy because Hobbits were walking through it...
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jennie xhx
 
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Post » Wed Mar 30, 2011 2:39 am

Good job on the collection of confirmed features! This should be a sticky.
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Leonie Connor
 
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Post » Wed Mar 30, 2011 12:02 am

It'll take some work, but with a thread like this, you should link to threads that posted information. If not to categorize and show where you got said pieces of evidence.

On another forum I've held up with nearly every bit of information there is to keep with (worth knowing anyways) since the gameinformer article dropped. If you'd like some help, just PM me.
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Lyd
 
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Post » Wed Mar 30, 2011 8:11 am

Great thread, thanks :)
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Prohibited
 
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Post » Wed Mar 30, 2011 7:51 am

I am not sure that Skyrim will have dynamic snow. According to the printed Game Informer sources, Bethesda worked to make snow appear to accumulate naturally on surfaces. It does not sound like they use physics to do it. As I read it, snow accumulates on surfaces in amounts pre-determined by the designers. Bethesda uses "dynamic" to describe lighting in Skyrim, but I have not seen them use the same word for snow.

Maybe snow will not be dynamic, despite promises given by members of the forum.
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Tania Bunic
 
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Post » Wed Mar 30, 2011 4:45 am


[*] character creation gives you a set a choice of your features from a prebuilt set, then you can modify attributes

[/list]

What is this true?? Will we have attributes? And what is that prebuilt set?
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George PUluse
 
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Post » Wed Mar 30, 2011 12:57 pm

What is this true?? Will we have attributes? And what is that prebuilt set?

The attributes referred to are things such as eyes, noses, and lips, not things such as intelligence and strength.
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Alexandra walker
 
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Post » Wed Mar 30, 2011 4:50 am

Hmmm, seems lots of information is released in various places making it hard to get a good coherent list together, still... So far I think I am most disappointed by the changes to blocking but most happy about the inclusion of perks.

Don't get me wrong, block was slightly broken in Oblivion since you could get into a long time slug match, I just hate time based blocks or counters what I find annoying, unlike the broken blocking that wasn't that annoying. This having to time your blocks sounds a bit annoying, tho I guess it depends how long you can hold your block for. If you can hold it for say 5 seconds before the bash kicks in then that wouldn't be too bad since it stops the potential infinite blocking as seen in oblivion. Where as if you had to do it for only a second that would break blocking worse then in oblivion in my opinion... have to wait and see tho. Honestly tho, if you are in a sword and shield fight, would you not hold your shield in the way of the incoming sword most of the time? that is after all the reason and benefit of a shield.... you don't hold a shield to shield bash, you hold a shield to protect you, so I hope this change doesn't push things too far the other way.

if I were to suggest an alternative, it would be having it so that while blocking you have a chance to block what is the percentage of remaining stamina you have left, with each block draining stamina and holding the block stunting stamina regeneration, the longer you block the less effective it becomes, also adds a bit more importance on to stamina. As for Shield/2H-Weapon bashes could still have been implemented by having to hold up a block, release and then taping block within a second of originally blocking. In fact I am sure there was a game where light shields were flung around and heavy shields were just held in the way and massive reduced damaged taken, might have been Demon's Souls. So perhaps light and heavy shields could act differently to each other in Skyrim.

Perks sound good, I mean adding more abilities and skills as you go along does sound like a nice benefit. Since I don't think many perks are confirmed yet we can't really rate them, I hope they don't have the skill perks like they had in FO3 where you could get say +5 Medicine&Science... those kinda svcked. But perks like faster attacks, faster movement speed, more attack damage and bigger AoEs(on explosives) were nice. I'd prefer perks that do things rather then perks that just raise a few simple stats. The biggest overall disappointment to me is that you can't get all the perks, I know there is specialization in play, but in Oblivion you could essentially work towards perfection where you mastered every part of fighting but takes effort, it wasn't a quick simple process, it toke time and effort to get that kind of perfection, having 100 in every attribute and capping all skills. 50 is the currently declared soft cap and you get 1 perk per level, and there is 120 perks, now you can go above 50 but it's soft cap, I suspect that's to allow for future expansions (else why not hard cap?) which would likely add even more perks... but for 50+ so unless you get out the console and cheat, you'll never be able to get all the perks.

Another thing I did like in FO3 in regards to perks was that not all perks came from leveling, you could get perks from quests, like ant sight/might as one example for those that have played FO3, I am hoping that perks similar to that will again be implemented, since it gives a reason to go for certain quests, perhaps put them towards the end of major quest lines, like climbing guilds or what not.

I know these aren't new facts, rather opinions, but where else to talk about opinions of the things given =P?

Go play Condemned, I'm hoping that the new blocking will be like that as far as timed blocking. When I played that game (before Obliv came out lol) I was kind of disappointed when Beth did it the way they did.
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Jacob Phillips
 
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Post » Wed Mar 30, 2011 11:08 am

i didnt know about the challenge part and the hostile npc dialogue part. is this really confirmed? if so, way cool :)
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His Bella
 
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Post » Wed Mar 30, 2011 4:15 am

Go play Condemned, I'm hoping that the new blocking will be like that as far as timed blocking. When I played that game (before Obliv came out lol) I was kind of disappointed when Beth did it the way they did.


I actually like the Gruefest in Oblivion, because it stops every person you coming across being just another notch on the belt, even average people were some what challenging. Sure by the end you could still dominate everybody, but I get the horrid feeling that Bethesda has played a bit too much assassin's creed. Last thing I want to see is another game where you spend half your time to looking for your enemy to telegraph their move and then timing yourself to that. In a real fight you'd never do that to block, you'd hold your shield up and then move it in respect to where the other people's weapon(s) are at all points. Time based blocking just isn't at all realistic and doesn't even make sense in a fantasy.... you hold a shield to protect you... that's it's job. You would only shield bash when your enemy dropped their guard to it, what in a normal fight is not that often.
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sally R
 
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Post » Wed Mar 30, 2011 2:55 pm

Confirmed: PC version will have improved graphics by default. The game has been primarily developed on the PC.


Seriously... we need to turn a helpful thread into another bicker-fest about PC and console? Give it a rest.

I don't have a lot to add, but I didn't see it mentioned in the list that you start the game as a prisoner again.
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IsAiah AkA figgy
 
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Post » Tue Mar 29, 2011 10:52 pm

If you are going to document your confirmations, think twice about using threads as reference sources. After time, some of those seem to "go away."
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Kelly John
 
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Post » Wed Mar 30, 2011 3:29 am

You right, most of the work are done on pc, not only the creation kit but also texturing and 3d modelling, also far faster for the developer to just start the game and see if something look right.

Xbox is the primary platform as it's generates most sale and is also most limited, had been pretty stupid to design the game for pc and then find that it don't run well on xbox.

Higher texture quality makes sense as they probably get many from the designers in higher quality than they use.


seriously you guys, can you save the Xbox/PC argument for a diffirent thread, this is supposed to be what features are confrimed for Skyrim !
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Andy durkan
 
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Post » Wed Mar 30, 2011 1:09 am

Seriously... we need to turn a helpful thread into another bicker-fest about PC and console? Give it a rest.

I don't have a lot to add, but I didn't see it mentioned in the list that you start the game as a prisoner again.

Thankyou, could not agree more
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dav
 
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Post » Wed Mar 30, 2011 5:58 am

seriously you guys, can you save the Xbox/PC argument for a diffirent thread, this is supposed to be what features are confrimed for Skyrim !


There shouldn't even be a Xbox v PC argument. It doesn't matter what platform people choose to play it on. Its ALL personal choice and preference. Not one is better than the other because it all comes down to opinion.
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Marie
 
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Post » Wed Mar 30, 2011 6:58 am

Since tree branches move with the wind, can you imply that as our arrows travel from point A to point B they will be affected by the wind?
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Sophie Louise Edge
 
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Post » Wed Mar 30, 2011 1:33 am

Since tree branches move with the wind, can you imply that as our arrows travel from point A to point B they will be affected by the wind?


that may be possible but the tree-branch thing is due to the new creation method for the tree object, previously trees were made by a 3rd party engine, now they're made by bethesda for bethesda, that's why they can do so much more with the physics, if that does affect the archery I would be a very happy man indeed on 11/11/11. Granted, i'll be a very happy man on 11/11/11 regardless...

yeah, i removed the confirmation on graphics after the whole debate started, this isn't a debate forum, it's where the facts are found, discussed and possibilities are speculated upon, if someone disputes the facts they can take that up with me.

finally: I don't use threads as sources, only interviews and magazines, transcribing the basics to avoid confusion. and thanks to Liu Bei for the new bit about caravans.
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Emilie Joseph
 
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Post » Wed Mar 30, 2011 12:07 pm

Can a mod please sticky this so people know what is confirmed?
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Kate Norris
 
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Post » Wed Mar 30, 2011 2:44 am

I think this should be stickied
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Cameron Wood
 
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Post » Wed Mar 30, 2011 12:27 pm

oh, things to add:

Confirmed Creatures:
Wolves - Travel in packs and normally don't attack unless threatened.
Giants - Both Mountain and Frost
Dragons - Obviously
Skeletons
Zombies
Horses - I think
Elk
Spiders
Mammoths
Sabretoothed Tigers
Dwemer Centurions - Seen in GI's Sounds of Skyrim Hub Update
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Chris Duncan
 
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Post » Wed Mar 30, 2011 5:21 am

Something to add, from Xbox magazine: Dungeons will not only be more detailed and unique due to a larger dedicated team of level designers, they will feature more traps and environmental puzzles.

I can't tell you how thrilled I am about this - most Oblivion dungeons were kind of a chore for me, but I got a small rush of pride every time I recognized a trap without stepping in it. With more traps and some actual puzzles, though, they will be a lot of fun to navigate! Promises of more unique dungeons, also, make the explorer inside me wriggle with glee.
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Luis Reyma
 
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Post » Wed Mar 30, 2011 3:49 am

Something to add, from Xbox magazine: Dungeons will not only be more detailed and unique due to a larger dedicated team of level designers, they will feature more traps and environmental puzzles.

I can't tell you how thrilled I am about this - most Oblivion dungeons were kind of a chore for me, but I got a small rush of pride every time I recognized a trap without stepping in it. With more traps and some actual puzzles, though, they will be a lot of fun to navigate! Promises of more unique dungeons, also, make the explorer inside me wriggle with glee.


I completely agree with the awesomeness of it, but how did these dungeons get traps and puzzles? I mean, I don't expect a pack of wolves to rig their cave with booby traps... Don't care too much, I'm just happy that we're another day closer to riding the world of dragons.
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flora
 
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Post » Wed Mar 30, 2011 5:14 am

I completely agree with the awesomeness of it, but how did these dungeons get traps and puzzles? I mean, I don't expect a pack of wolves to rig their cave with booby traps... Don't care too much, I'm just happy that we're another day closer to riding the world of dragons.


I think it's more for bandit-inhabited caves or dungeons. Then you have the dwemer ruins that are possibly booby-trapped, and any vampire cavern.
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Samantha Wood
 
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Post » Tue Mar 29, 2011 10:41 pm

I think it's more for bandit-inhabited caves or dungeons. Then you have the dwemer ruins that are possibly booby-trapped, and any vampire cavern.


yeah, that's sort of what I imagined, but so many caverns that were just there in oblivion.
I'm excited for the return of the dwemer though, It would be awesome if we could forge machinations from rare plans within a few select dwemer ruins, I would like that, I would like that a lot.
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Laura Simmonds
 
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Post » Wed Mar 30, 2011 2:53 pm


and..
smithing is confirmed as a skill in SS of the skill menu, on the official site. on the right side of the picture.
http://cdn.zenimax.com/akqacms/files/tes/screenshots/SkillsMenu_wLegal.jpg

so that's alchemy, smithing, 1h weapons, destruction, restoration, conjuration, alteration, illusion, enchanting, marksman

leaves 8 skills left :D kind of looks like the end of "speechcraft" at the left of that SS, and i'm assuming 2h weapons is a skill. so that leaves 6?


Good sleuthing Sherlock!
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Justin
 
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