doorknobs changing color or hue when first used

Post » Tue Mar 08, 2011 11:58 pm

Takes a measure of creativity to come up with something like this; as to why one would need it I am sincerely baffled. Something like this would completely break immersion on many levels.
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Saul C
 
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Post » Tue Mar 08, 2011 11:50 pm

maybe it's time to give an example of a possible scenario:

1. you enter a huge cave, let's call it the dragoncave, it's added to your map...on first sight there's no problem and no need for subtle doorknob changes (or any other door system for that matter)
2. so you're deep into that cave when you realize you urgently have to attend some other business or worse; you're over-encumbered and have to get home to swap some things
3. time passes and you forget about that cave (one of the 130!!)
4. weeks and caves later you look at your map and you see that you're already been in the dragoncave cause it's on your map...except you haven't finished the cave and who knows what great things you're missing out... (and yeah...of course it's not a problem to keep track of a few huge caves...but it's something else to know exactly what happened in all 130 caves over the course of a few months! ...and that would be only for the caves...)

But it's marked on your map. Why didn't you immediately return to that cave after swapping items to not be over-encumbered, or why not save inside the cave if you have real life matters to attend to? The map marker would do the same exact thing as the doorknob changing color in that scenario.
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Big Homie
 
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Post » Wed Mar 09, 2011 12:03 am

But it's marked on your map. Why didn't you immediately return to that cave after swapping items to not be over-encumbered, or why not save inside the cave if you have real life matters to attend to? The map marker would do the same exact thing as the doorknob changing color in that scenario.


the cave is marked, the insides aren't, that's the point
it's not all about real life matters, it's also about the in-game course of how things can spell out when not playing in a linear way
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Tyrel
 
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Post » Tue Mar 08, 2011 10:01 pm

1. I hope Over encumbered just slows you down and when you reach a real limit like 50 pounds over you can't attack or pick up more items but you will never be "stuck" at a point
2. If you were at a cave fast travel back there (only real time i actually do) and explore the rest.
3. Dungeons DO become active again after a period of time so if this was implemented and you visited Dragoncave about a 2 weeks (in-game) and saw it you would think, "Hey i been in here so its empty" and move along.. when there really is active again and things to loot inside again.
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Sanctum
 
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Post » Tue Mar 08, 2011 11:29 pm

Takes a measure of creativity to come up with something like this; as to why one would need it I am sincerely baffled. Something like this would completely break immersion on many levels.


yeah thanks but it's just only about how far one will take immersion; i'm sure there must be people playing oblivion and other games without ever using crosshairs, hud's or maps...maybe you're one of them, but really the solution is to make it optional
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Hayley O'Gara
 
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Post » Wed Mar 09, 2011 1:49 am

the cave is marked, the insides aren't, that's the point
it's not all about real life matters, it's also about the in-game course of how things can spell out when not playing in a linear way

But the door handle only marks the door, NOT the insides of the cave.

I don't want magic doors to tell me whether I've been somewhere anyway. Map markers telling me that will be fine. There's no logical reason for them to change colour.
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Angelina Mayo
 
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Post » Wed Mar 09, 2011 10:45 am

Also you could just open up the map for it while inside and see where you been and have not been..
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roxxii lenaghan
 
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Post » Wed Mar 09, 2011 7:02 am

LOL no, that sounds ridiculous..
Also..it's not hard to tell if you've been somewhere before.
-It will be on your map
-The map inside the dungeon will be revealed, if you haven't been there, it wont
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Kate Norris
 
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Post » Tue Mar 08, 2011 8:22 pm

I voted no. I would rather be able to make notes on my map instead.
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luis ortiz
 
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Post » Wed Mar 09, 2011 9:31 am

the cave is marked, the insides aren't, that's the point
it's not all about real life matters, it's also about the in-game course of how things can spell out when not playing in a linear way

I still don't get it. If you return to the cave, enter it, bring up your map of the interior, then some areas will by foggy--indicating you have not explored everywhere--or it will be filled--indicating you've explored everywhere.

I just really don't see how this doorknob thing is helpful, or anything but redundant.
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Ben sutton
 
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Post » Wed Mar 09, 2011 2:11 am

I still don't get it. If you return to the cave, enter it, bring up your map of the interior, then some areas will by foggy--indicating you have not explored everywhere--or it will be filled--indicating you've explored everywhere.

I just really don't see how this doorknob thing is helpful, or anything but redundant.

Yes, the map actually gives more detail than the doorknob idea.
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Gill Mackin
 
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Post » Wed Mar 09, 2011 5:06 am

thats why the first thing i do is clear the entire map and find everything. then and only then do i go through everything systematically. One cave at a time. I mark it out on a map with pins. I start in the upper most left corner and work my way down following the straightest line I can. I enter each cave/dungeon/whatever and kill everything inside and remove every piece of goods available, I leave nothing, valueable or not. If i can pick it up then its gone. this is the second way i know if i have been somewhere. it will have no junk laying around. junk doesnt respawn.

but to each his own.

skyrim will probably be easier cause they have 8 guys working on the dungeons so they shouldnt all look alike.
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Grace Francis
 
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Post » Wed Mar 09, 2011 7:20 am

I just really don't see how this doorknob thing is helpful, or anything but redundant.

this
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Emmi Coolahan
 
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Post » Wed Mar 09, 2011 6:17 am

Also, you have to take into account that not all doors have door knobs (are there even any doors in Oblivion with an actual door knob??).
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gemma king
 
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Post » Wed Mar 09, 2011 7:40 am

Also, you have to take into account that not all doors have door knobs (are there even any doors in Oblivion with an actual door knob??).


Ha ha ha... skyrim on hold till march of 2012 to put doorknobs on all the doors.
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C.L.U.T.C.H
 
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Post » Wed Mar 09, 2011 8:54 am

I voted no. I would rather be able to make notes on my map instead.

This, it would be much better to have to mark it yourself instead of the game telling you. I can usually remember most of the places I have gone, and If I can't I'll pop my head in and check the automap. It's the same thing, without irritating colored doorknobs.

Besides, like Gizmo said, it is a lot harder to get lost if this is in. I like to get lost on occasion.
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Emily Shackleton
 
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Post » Tue Mar 08, 2011 11:02 pm

OH NO!!!! This is Elder Scrolls,not some INTERNET BROWSER!?!?!!!

I'm terrified by the number of people who actually like this.In a RPG,you are supposed to pay a little attention,now,isn't it? And than people get mad when we say TES goes M@insteee eeeeaaaa aaaaamm!...
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Andrea Pratt
 
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Post » Wed Mar 09, 2011 8:47 am

What mechanism changes the colour of the doorknob? Some kind of ancient Dwemer machinery? Does it look different for everybody, or does it reset if somebody else opens the door?

For me, this is the difference between what ES games should strive to be, and... I don't know... Bulletstorm or something. Don't put in random stuff that makes no sense just to help out forgetful players. The huge red hand for owned objects in Oblivion was bad enough (seriously, people can't work out that this guy will get angry if you steal his lunch?), but at least that was part of your HUD, not part of the world.
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Tyrel
 
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Post » Wed Mar 09, 2011 10:34 am

change the wording of your poll to where it doesnt sound biased even if you yourself are

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Charlotte Henderson
 
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Post » Wed Mar 09, 2011 1:46 am

I like the idea of the game notifying you at least in some way that you have already been somewhere or entered an area.

Same goes with containers. In FO3 they fixed this issue by showing containers that you had already searched as (Empty).
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Shelby McDonald
 
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Post » Wed Mar 09, 2011 4:47 am

I like the idea of the game notifying you at least in some way that you have already been somewhere or entered an area.

Same goes with containers. In FO3 they fixed this issue by showing containers that you had already searched as (Empty).


They already do this with the local map fog.

And I would prefer they show it with containers by having something like the Harvest containers mod.
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CORY
 
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Post » Wed Mar 09, 2011 12:21 am

They already do this with the local map fog.

And I would prefer they show it with containers by having something like the Harvest containers mod.


The idea is for something to show on screen so that you dont have to pull up the local map.

I dont care how they do it with the containers. Just do it.
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The Time Car
 
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Post » Wed Mar 09, 2011 10:51 am

What I'd like to see in this regard is having the ability to make your own custom notes on map tiles. In Morrowind I would leave one outside of a dungeon if I cleared it, or if I had to skip over it but wanted to come back later. That and just all the little things you could note to help you out.

I think that would be the best option really. it worked great in all the pre-oblivion games I think, and it was totally and completely optional.
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(G-yen)
 
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Post » Wed Mar 09, 2011 12:21 am

no to this. Yes to custom notes.
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Dawn Farrell
 
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Post » Wed Mar 09, 2011 7:56 am

I dont like the idea of it changing to any colour like red or blue or green, but it might be neat if it chagne to a different metal, like iron to brass etc.
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JD bernal
 
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