GI did "Ask Todd Howard About Skyrim" (03/02)

Post » Sat Feb 19, 2011 5:16 am

Aren't they the same thing?


In OB you can fast travel to cities right away, in Fallout 3 you had to walk to the everything before you could do that.

In Fallout 3 you could also fast travel right smack into a group of enemies.
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Shiarra Curtis
 
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Post » Sat Feb 19, 2011 4:12 am

Can someone tweet reiner and ask why the picture on the podcast page was changed? It was the tavern girl in front of some mountains but they replaced it with one of the wallpapers they released.
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Petr Jordy Zugar
 
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Post » Sat Feb 19, 2011 7:32 am

Can someone tweet reiner and ask why the picture on the podcast page was changed? It was the tavern girl in front of some mountains but they replaced it with one of the wallpapers they released.


http://static.zenimax.com/bethblog/upload/2011/02/skyrimpodcast.jpg

Listed on the Bethblog site now. You may notice that the mountain range in the back is the confirmed in-game screen from Page 48.
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James Shaw
 
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Post » Fri Feb 18, 2011 5:55 pm

My comments regarding the Podcast:



The "Spreadsheet" Factor of Spellmaking - I love the idea of the perk system and specializations within each category, and what Todd said about the different types of fire magic... but I would not make the assumption that the "spreadsheet aspect" of spellmaking is bad... In fact, its one of the things I like the most about TES... the ability to "do the math" and still create very specific spells... and have that type of customization. I think you should still be able to play with the numbers and make your own spells, but then the perks can just add-on to that "spreadsheet based" spell construction.


Companions - Don't really care for them much... unless its done like Dragon Age where you really control the group and each companion's strategy and growth. Otherwise, I feel like it takes away from the experience of "being in control of your fights"... and they often just get in the way of the fights... I avoided keeping companions as much as possible in Fallout.


The Map - Include indicators or color reference on which dungeons/locations have been completed (explored at least 50% maybe) and which dungeons haven't been completed... so later in the game, you can easily see which dungeons/quests have still not been explored.


Creature Size Variations - I think it would be very cool (and relatively easy to implement) to really vary the sizes of each creature type more in Skyrim, in association with the Hit Points associated with the creature... So when you're fighting a Troll, you may run into one that's relatively short at 6ft tall (a young troll) or an overgrown 12ft tall one (a oversized advlt troll) ... and the smaller one might only have 1200 HP, and the oversized advlt troll might have 3000 HP... but they could still use the same model and textures... just use more sizing/visual cues for each type of creature and its associated Hit Points... so it feels like you're running into more unique creatures... If you see a 6ft Troll, you may think... "okay, I can kill this guy, he's not too big"... if you see a 9ft Troll you may think "whoa, another one of these guys, they're tough, I've been killed by one before"... and if you see a 12ft tall Troll, you may think "oh crap, this thing is a mutant monster Troll.... I better just run away until I'm more experienced or have better weapons"




New Magic Types - I'd love to see these new magic types:

Conjuration > Virus - a (touch/target) spell that eats away at the skin/body/blood of the enemy... very effective against organic creatures only.

Conjuration > Swarm - a (touch/target) spell that creates a swarm of locusts/bugs that attacks the enemy... very effective against humanoid and organic characters, not against undead.

Destruction > Void Destabilization- a (touch/target) spell that creates an energetic buzzing around the enemy and does major damage to ethereal enemies (Nether Lichs, Ghosts, etc...)... also does massive damage to conjured creatures.

Destruction > Gas Cloud - a (touch/target) spell that creates a cloud of very destructive poison gas over a period of time (maybe the effect damage increases each second until the enemy is in it)... very effective against certain types of organic creatures, especially if you can corner the enemy or paralyze them in it.

Destruction > Earth/Matter - a (touch/target) spell where you can shoot rocks, dirt or meteors from the sky to rain down. Another elemental category like Fire/Frost/Shock.

Destruction > Wind/Vortex - a (touch/target) spell where you can summon the winds to attack an enemy... either in a direction or in a spinning vortex/tornado. Another elemental...

Destruction > Energy Tapping - a (touch/target) spell that causes matter to rip apart into raw energy and does a minimum of 30ft explosion damage... very bright and loud... Think miniaturized atomic explosions that have a chance to knock the enemy down, but also knock yourself down and do damage to you if too close... (only really useful in ranged situations)... this may be a spell category that is not available until very high level (>75 destruction)... It would be cool to have some magic types that you don't even know about until you progress to later in the game... maybe a quest that appears once your reach lv. 75 destruction, with a rouge mage scholar that is experimenting with a new type of energy magic.

Alteration > Magic Mirror - a (self) spell similar to the spell reflection spell, but directional/forward only... something that if you time it right and cast it just as a spell (or projectile) is about to hit you, it shoots it back at the enemy and does extra damage. It when you cast it, you'd see a visual cue of the magic mirror shield area in front of you and if the incoming spell or projectile hits it, its gets returned to sender and does extra damage. I'm thinking something like Darth Vader deflecting blaster shots. The emphasis on the "timing" of casting the spell and making sure the spell hits the magic mirror. The spell cost would increase exponentially with the time its active. And the intensity would range from 1 (just adding 1% more to the reflected spell) to 100 (adding an additional 100% to the reflected spell)
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Robyn Lena
 
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Post » Sat Feb 19, 2011 12:19 am

This was probably my favorite update. All good answers by Todd, I'm still very pleased with what I'm hearing. Spears didn't sound like they were in, but from the way Todd said it, I'm betting there will be polearms(halberds and combat staffs) when he said "there's not spears in the classic spears sense"

I facepalmed when I heard them ask the "guy that didn't like Oblivion but loved Fallout's" question. But I liked Todd's answer. He didn't want to throw the guy off, but let him know that if he didn't like Oblivion he might not like Skyrim :)
The only disappointment of the podcast was the last question... That was not the question we were wanting asked haha. I'm not holding it against them, but I'm sure the real question should have been about "level scaling" not level cap.

But that's that was one question so I'll let it slide. I'm very pleased with all the others. They really brought light to some of the aspects that a lot of the people here are worried about. Some of the answers might not be what they wanted to hear, but Bethesda sounds like they're doing stuff that will definitely work. New, different, but still works.
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Sarah Bishop
 
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Post » Sat Feb 19, 2011 5:22 am

http://static.zenimax.com/bethblog/upload/2011/02/skyrimpodcast.jpg

Listed on the Bethblog site now. You may notice that the mountain range in the back is the confirmed in-game screen from Page 48.

Why was it changed? Is that a body of water there as well?
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Luna Lovegood
 
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Post » Fri Feb 18, 2011 8:04 pm

Why was it changed? Is that a body of water there as well?


I wish I could say but I'm not too sure, I never asked. I assume it was a design or aesthetic choice.


EDIT: I don't think it's water, looks like cloud to me. Looks good though!
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Carlos Vazquez
 
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Post » Sat Feb 19, 2011 1:04 am

Why was it changed? Is that a body of water there as well?

Nope, those are clouds. This must be the view from the Throat of The World.
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Phillip Hamilton
 
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Post » Sat Feb 19, 2011 7:20 am

Todd Howard. :bowdown:
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Maria Garcia
 
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Post » Fri Feb 18, 2011 5:31 pm

I wish I could say but I'm not too sure, I never asked. I assume it was a design or aesthetic choice.

I meant why did gi swap that for the wallpaper pic. Unless you meant they may have changed it for aesthetic choice?

That looks like water to me as well.
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Natalie Taylor
 
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Post » Fri Feb 18, 2011 8:35 pm

I was hoping for a spear that could be used with a shield or as a two handed melee weapon.

He may have been implying that those might be in the game when he said that they don't have spears in the "classic spear sense".
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Austin Suggs
 
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Post » Fri Feb 18, 2011 7:12 pm

This is a 13+ forums. Sultry barmaids are inappropriate.
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CArlos BArrera
 
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Post » Sat Feb 19, 2011 9:40 am

Nope, those are clouds. This must be the view from the Throat of The World.

That must be a really zoomed out view then.
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Jeffrey Lawson
 
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Post » Sat Feb 19, 2011 1:58 am

This is a 13+ forums. Sultry barmaids are inappropriate.

Do you mean 13-? 13+ implies 13 and up which that would be suitable for.
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Inol Wakhid
 
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Post » Sat Feb 19, 2011 9:05 am

This is a 13+ forums. Sultry barmaids are inappropriate.

At least they are not seeing most mods :rolleyes:, it's not that bad.
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Sun of Sammy
 
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Post » Sat Feb 19, 2011 9:39 am

Not so much new info, but was still interesting to listen. :)
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ladyflames
 
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Post » Sat Feb 19, 2011 7:19 am

Do you mean 13-? 13+ implies 13 and up which that would be suitable for.

Implying barmaids are content inappropriate for 13 year olds... :vaultboy:
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Kelvin Diaz
 
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Post » Fri Feb 18, 2011 9:24 pm

Creature Size Variations - I think it would be very cool (and relatively easy to implement) to really vary the sizes of each creature type more in Skyrim, in association with the Hit Points associated with the creature... So when you're fighting a Troll, you may run into one that's relatively short at 6ft tall (a young troll) or an overgrown 12ft tall one (a oversized advlt troll) ... and the smaller one might only have 1200 HP, and the oversized advlt troll might have 3000 HP... but they could still use the same model and textures... just use more sizing/visual cues for each type of creature and its associated Hit Points... so it feels like you're running into more unique creatures... If you see a 6ft Troll, you may think... "okay, I can kill this guy, he's not too big"... if you see a 9ft Troll you may think "whoa, another one of these guys, they're tough, I've been killed by one before"... and if you see a 12ft tall Troll, you may think "oh crap, this thing is a mutant monster Troll.... I better just run away until I'm more experienced or have better weapons"


That would be such an awesome idea, but have you ever notice how hard it is to get the right perspective on size in games like Oblivion? stand next to a tree, even though the trees always looked kinda small-ish, the trees are actually much bigger than any tree i've ever seen.

Edit: they should add variations also, either color, or larger teeth/horns/mane as indicator, since the whole size / distance thing in always kinda hard to judge.
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Arrogant SId
 
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Post » Sat Feb 19, 2011 12:13 am

This is a 13+ forums. Sultry barmaids are inappropriate.

How are the forums 13 and up when we aren't allowed to discuss certain things and there's an auto censor. If anything the forums are 13-...
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Austin England
 
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Post » Fri Feb 18, 2011 6:24 pm

How are the forums 13 and up when we aren't allowed to discuss certain things and there's an auto censor. If anything the forums are 13-...

Your thinks are straining...
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jessica robson
 
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Post » Sat Feb 19, 2011 12:17 am

Wait...we can have a really powerful one handed weapon and a really powerful spell at the same time but a person with a two handed weapon can't cast spells? Will that be unbalanced?
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Manuela Ribeiro Pereira
 
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Post » Fri Feb 18, 2011 8:29 pm

High rez textures for PCs is at least good. Werewolves are a maybe which is OK. Podcast was reassuring for spellcasting, I'd say it was pretty good!
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Monika Fiolek
 
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Post » Sat Feb 19, 2011 3:20 am

Wait...we can have a really powerful one handed weapon and a really powerful spell at the same time but a person with a two handed weapon can't cast spells? Will that be unbalanced?


I never understood the need for "balance" in a single player game. I am fairly certain the NPCs won't complain what you hit them with lol...
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FoReVeR_Me_N
 
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Post » Fri Feb 18, 2011 11:28 pm

Big thing for me was the refusal to comment on potential multiple endings to quests. I get it it's not a yes, but I get it also it's not a definite no. God, if they're even merely considering it, right now, that's enough. ^_^
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Darren
 
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Post » Sat Feb 19, 2011 5:13 am

so i take it there is no co-op play?
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carley moss
 
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