The key is w for me. Could someone please explain the fast travel system? What's this about reckless and cautiously? This also brings up another question. Why was this complex fast-travel system lost? I see that many things were taken out of TES series, but for reasons that I can't understand.
The complex fast travel was lost because Morrowind did away with manual fast travel and instead brought us silt striders and travel boats. Then when Oblivion brought back fast travel they just started from scratch instead of reinstating Daggerfall's system. However, to be honest Daggefall's complex fast travel wouldn't work nearly as well in the later games due to reduced landmass. Traveling from one end of the DF map to the other supposedly takes a week of real time. I've never tried to do it myself, but it seems plausible. You can travel from one side of Vvardenfell to the other in about an hour and there probably won't be any inns along the way either.
To put it a little differently, Daggerfalls fast travel requires a humongous gameworld to realize it's full potential.
I can now fast travel to Daggerfall city, but I noticed that the gates are locked at night. Perhaps waiting before I travel there is the best solution. This game is definitely very different from Oblivion, and Morrowind.
Here's a trick: after you've traveled recklesly to reach a city you fast travel again to that same city cautiously. Since the distance is zero this will simply move you forward in time to daybreak and restore your health to full.
Yes, it is an abuse of the system, but you can imagine it as traveling recklessly at first, then slowing down and traveling more cautiously when you aproach your target with plenty of time to spare.
What happened to the original ideas of TES series? People are trying to tell me it's the graphics, but I doubt it. Graphics don't make a game bad and they don't simplify games. What is it then? What happened to the style of the first two Elder Scrolls games? Is it honestly consoles for Oblivion? I know Morrowind was made with PCs in mind, but it is still dumbed down, even if not due to consoles. Oblivion is more dumbed down, but can that actually be attributed to consoles? I really hope it isn't because I couldn't even play Morrowind or Oblivion if they didn't come out for consoles, but is it due to consoles? Consoles make gaming more affordable(I would buy a decent computer if I could, but I can't), but are they dumbing down the games that I want to be more complex? It is quite unfair then. I can only play on consoles, but they may be limiting the very series I want more complex. Is that what I am trading just to be able to play the game series, variety and depth for the ability to just play the games?
I think the dumbing down as you call it is the result of several factors. They're trying to appeal to a wider auidence with each game and the more money they make and the bigger the company gets, the less they can afford to risk. 3 guys in a garage can try to do pretty much anything and if it doesn't work out it just doesn't work out and life goes on. But if a large company risks too much and fails tens or maybe even hundred of people (depending on the size of the company and the magnitude of the failure) may no longer be able to put food on their table.
So after each game as gamesas become bigger and bigger they have to play it increasingly more safely and business takes ever more precedent before art. And business means spending as little time and money as possible on something that as many people as possible will want to buy. So things like shiny graphics, voiced dialog, and Patric Stewart become more important than political intrigue between various factions. Business also means that people buying the game is more important than people playing the game. Sure, people playing the game creates promotion for the game and it is important for the long term success of the series, but in the short term it's people buying the game that creates the profit.
To be honest Bethesda isn't quite as hardcoe business as it might have been and they still care about the art, but business is still becoming more important with every isntallment.
Oblivion didn't do any of that. It continued Morrowind's path of skill and gameplay cuts, but nothing of worthy value was given back in return. We got some oversensitive physics, hideous FaceGen technology, traps, and Patrick Stewart. It wasn't worth it the way it was when Morrowind was released. That's the problem.
We did get a better stealth system and greatly improved animations. Though I agree it's a rather poor tradeoff.
Also, is there a way for the game to have Morrowind's music playing instead of Daggerfall's? If there are any mods, could any help with the draw distance and soundtrack problem? I don't like Daggerfall's soundtrack.
No, but there is a way to listen to Morrowind's music while playing Daggerfall. Simply set the music volume in DF to zero and play the MW music with a music player. It won't be situation specific though and it's best to stick to the exploration music.
But honestly, a lot of the Daggerfall skills were worthless... The languages and Medical come to mind immediately. The "Enchant" skill from Morrowind was also likewise worthless as a skill, and the loss of Unarmored Damage Reduction isn't really a bad thing either (Though a "Dodge" skill would have been much appreciated!). Honestly, the merging of Axe and Blunt skills weren't off-base either... Daggerfall's "Critical Striking" was too good, supposed to allow weaker classes to occasionally spike their damage with sub-par weaponry, but it also allowed Fighter-types to augment their already-high damage. Daggerfall's Perk/Drawback system, while certainly nice, was also very abusable.
The Enchant skill in Morrowind is far from useless. It is true that it's less useful than it could have been (because of the messed up NPC enchanters), but it still reduces the charge used by enchantments and makes recharging with soulgems more effective. If the NPC enchanters would have only been able to use the spell effect that they know instead of spell effects that you know and were somehow limited by their skill, then the Enchant skill would have been one of the best skills in the game, right along with Alchemy.
And while it is true that DF features many skill that are essentially worthless when compared to the others, there exist several different types of balance. You can read an excellent essay about them http://www.thealexandrian.net/creations/misc/balance-types.html.
When most people talk about balance these days they mean concept balance and it is true that multiplayer games should be balanced that way. But TES games are not multiplayer games (and many people pray they never will be). Daggerfall strives for character options and naturalistic balance. If you want to play a scholarly linguist you should be able to do so, but it isn't realistic that a scholarly linguist would be as good at dungeoncrawling as a barbarian.
So I wouldn't really hold these additional options against it. You're always free not to use them.
Sadly, those thing disappeared, and it started with Morrowind. People can deny it, but Morrowind is more simplified. It wouldn't have been too hard to keep more skills, have advantages and disadvantages for your class, have alternate paths in factions, have holidays, and have seasons.
I agree that it would be great to have all that, but but I have doubts whether it would really be so easy to implement them all. For example, in order to faithfully simulate seasons you'd have to invent a way that would swap the textures of the landscape and exterior objects. While it's certainly doable I have my doubts on whether it would have been worth the trouble. Especially if you consider how hard it was already to run MW as is on the average PC of 2002.
Morrowind's graphics do take away from its gameplay. According to a post in this thread, Morrowind doesn't have many things that were present in Daggerfall in return for a nicer game world, a more pleasant-looking gameworld. That is new, I've never heard that before, but if it is true, than gameplay did suffer a result of better graphics in Morrowind's case, but all of a sudden, we get to Oblivion and there are some people who criticize Oblivion for doing the same thing that Morrowind did. :confused:
The graphic in Morrowind did take away from some elements of gameplay, but contributed to others. Traveling between cities is made much more enjoyable for one. And one thing about Morrowind is that a lot of people are saying how it's a true RPG, unlike Oblivion. I disagree. Morrowind is a better RPG than Oblivion (at least according to my own personal standards of what makes a good RPG), but I find it's focus to be more on exploration and lore than on actual rolepalying. The TES series always had strong adventure game lements (arguably so does every RPG), but I dare say that ever since Redguard TES games these elements have taken over to the point where the games became more adventure games than RPGs. One major difference between MW and OB is on the focus of the adventure and exploration, with Morrowind being more focused on exploring for the sake of learning about the game world and Oblivion being more focused on exploring for the sake of finding shiny loot and some asses to kick.