You could do this in Oblivion, by the way.
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thank you stannie, this was not known to me. - however i still believe it should be available directly, without using the console commands. Unfortunately though, due to how the achievements are controlled though, opening the console will disable achievements (personally i feel that this is a strange convention. in a singleplay environment there's not really such a thing as 'cheating' per say, as you're not hurting anyone else to play the game in the way which you prefer). - i'm not personally too worried about achievements, but at the same time it's annoying (and a bad design decision) that to get the functionality you want you have to knowing disable functionality that shouldn't be related to it at all.
of course i've never had exposure to "gamerscore" type systems so i don't know how important it is for people to know that comparing their gamerscore to another persons is accurately showing the effort both people needed to achieve their achievements.
1. icons to tell when your buffs run out instead of having to go to your effects page.
2. a way to tell how many charges are left on your weapon and a way to tell how many charges a soul gem has.
I admit that I've not actually gotten far enough into the game yet to encounter these issues, but such information should be clearly available on screen (e.g. a temporary flashing icon when an effect is due to expire). I've heard that there are similar problems with debuffs/diseases too (which i recall in oblivion I would have trouble identifying why a skill was drained)
- i'd strongly suggest that icons be used in the lower right of the screen (colour coded so red = debuff and light blue = buff). - basically reusing the morrowind system.
i tried this, but when using a 2-handed weapon or a shield+weapon, you end up with an inverted control schema to what fallout3 and oblivion set as precedent.
unfortunately it's a case of left-mouse= main hand and right-mouse = offhand - the problem is that when a given item can be used in either hand, this schema breaks down somewhat
the solution for me has been to basically ignore dual wielding entirely, so that i don't end up having to re-wire my brain pathways everytime i switch from dual wielding to shield+other or 2-handed items.
Thanks for the comprehensive list- all of which I have experienced. Would be great if Beth put in the time to improve this, but, as boggling as it may seem, precedent suggests this is unlikely, at least as far as design concept.
at the end of the day they're a company. what this means is that primarily they are trying to please the share holders and/or publisher, and time=money.
they'll make a mint on this in its current form, even on the PC alone. - think about spore, despite all the negative reviews and warnings from reviewers immediately prior to release people still ignored them and bought the game only to be let down by it. sometimes you need to see it for yourself to dispell the rose-tinted glasses that are built up off of the trickles of press release info.
my personal opinion is that games were a lot stronger when people didn't worry about making PAX / E3 demos and PCgamer / other special press release media (to name a few)
off the top of my head i'd case in point reference the likes of valve: you rarely see what they're working on until they're ready to show you it.