Info from the new US OXM

Post » Sun Mar 13, 2011 11:58 am

Thanks for posting, it's always a nice read :icecream:
My favourite part is:
bring them spiders to me and I'll show them :chaos:


Woops, sorry. New to this quoteing thing. It's about wildlife that don't bother you.

This is also my favourite part. Maybe we will be a part of the world this time. It always bothers me how in Oblivion a simple farmer could walk safely across the world, while the player (no matter how strong) had a hard time going two steps.
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nath
 
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Post » Sun Mar 13, 2011 6:31 pm

Excellent, thanks for posting!


I'm worried that this radiant thing may prove to be more annoying than immersive. Who drops a sword "by accident"? And if I drop a sword by accident, why would someone dare to approach and pick it up while I'm still there?

I was concerned by this initially, as well, but I bet there are some sanity-preserving conditions built in:
1) PC must have left the cell
2) Only some NPCs will take a dropped item
3) Only occurs in populated/civilised areas
4) ???

I think it'll be a great way to create pseudo- or player-driven quests, without there even being a quest. Imagine leaving your newly looted Giantslayer 2000 sword by a village gate while you run back into the mountains to finish looting that last dungeon, only to return and find Bob Blacksmith's wandered by and grabbed it. Are you going to feel annoyed, or will seeking out and interacting with the blacksmith NPC suddenly be given new dynamism, colour and meaning? I think the latter, assuming that it doesn't happen constantly.
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Laura Simmonds
 
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Post » Sun Mar 13, 2011 8:00 pm

Excellent, thanks for posting!



I was concerned by this initially, as well, but I bet there are some sanity-preserving conditions built in:
1) PC must have left the cell


Doubt it. They have to return it to you sometimes, and if they do it while your gone, it may as well have not happened. You're not going to notice people fighting over it or whatever from outside.Just walk a little away and someone will come up a bit behind and try to sneak off with it, or say "Hey, you dropped this!" or get intoa brawl over it or whatever, I doubt they'd all be civil about it.
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Eric Hayes
 
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Post » Sun Mar 13, 2011 9:38 am

First off thanks for reading throufg the article ad providing the highlights cheers.
Second I like a lot of stuff they talked about, some seemed very good.
You have quick menus for each hand. The example they give is say, you switch your left hand immediately from a shield to a fire spell while retaining the sword in the other. Apparently you can switch from the gritty, up-close melee to magic in almost no time spent.

So basically they changed the old system that allowed you to do it all with any character type in a power game style.
Then made it the same in function but with more options to hotkey powerful abilities that switch almost instantly.
If they had said the switch out was longer or lengthened based on what the character had equiped it would have given me more hope.
ATM this seems to me and just me I have to say, that the game may require gamers to build generic and power built characters that have to do everything.
Rather than can choose do everything or just one thing well and not forced to go against this.
I like fighter mages but I don't want to play as one all the time.

Supposedly Bethesda has also focused more on pacing and variety to ensure that you don't 'just find a dark corner to curl up in for a snooze.' The dungeon which they explored was Bleak Falls Barrow from the demo, and this time around there are 'far more traps and puzzles' in dungeons, which gave Bleak Falls section 'a distinctively Indiana Jones and the Last Crusade vibe.'

Hmmm I don't know how to take this, traps and puzzles could meen "ways to kill the PC only" or ramped up the difficulty.
It could also mean this is more Action, fantasy FPS with story and open world.
I hope it means inventive ways to twist the situation in your favour with some thought.
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Emma louise Wendelk
 
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Post » Sun Mar 13, 2011 10:17 pm

Sounds good so far :) cant wait to play it.
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Eilidh Brian
 
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Post » Sun Mar 13, 2011 5:52 pm

The first thing I'm gonna do in Skyrim is drop a sword in a city and see if Todd is full of poop or what.
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Jack Walker
 
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Post » Sun Mar 13, 2011 2:37 pm

The first thing I'm gonna do in Skyrim is drop a sword in a city and see if Todd is full of poop or what.


Make sure you have two. You know, just in case.
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Guy Pearce
 
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Post » Sun Mar 13, 2011 10:24 pm

Thanks for the great information! :celebration:
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DAVId MArtInez
 
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Post » Sun Mar 13, 2011 9:25 am

So is Riverwood the place in the trailer with the windmill, the npc chopping wood, and the saddled horse? I thought we concluded that the place with the watermill and the npc leaning against the railing with the player walking through town was Riverwood?
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OnlyDumazzapplyhere
 
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Post » Sun Mar 13, 2011 6:56 pm

It appears Bethesda took inspiration from the Big Daddies in Bioshock and Dead-Eye from Red Dead Redemption. Sounds great. I like the fact that there are non-hostile enemies. Should make exploring the wilderness much more enjoyable.
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Lexy Dick
 
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Post » Sun Mar 13, 2011 7:13 pm

So is Riverwood the place in the trailer with the windmill, the npc chopping wood, and the saddled horse? I thought we concluded that the place with the watermill and the npc leaning against the railing with the player walking through town was Riverwood?

What from that post gave you the idea that that was Riverwood? It doesn't look small. It has a windmill, not a sawmill. It is located on a hill, quite a bit away from the river. It doesn't appear to be surrounded by trees.

Granted, there is one guy chopping wood, but you are going to be seeing people all over the word chopping wood. They all need firewood.
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XPidgex Jefferson
 
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Post » Sun Mar 13, 2011 8:06 pm

Lots of great info here thanks! All the jobs such as woodcuttting and cooking will make the game really immersive, great for RP I can't wait!
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Courtney Foren
 
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Post » Sun Mar 13, 2011 11:09 pm

I like this bit, could mean that you have rivals in the main quest.


I think it's talking about the dragon priests whom guard the walls where we get dragon shouts. They can shout at us too. Still through, I'm hoping for a rival as well. As long as the rival changes from playthrough to playthrough depending on how you play.
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Johnny
 
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Post » Sun Mar 13, 2011 9:36 pm

It appears Bethesda took inspiration from the Big Daddies in Bioshock and Dead-Eye from Red Dead Redemption. Sounds great. I like the fact that there are non-hostile enemies. Should make exploring the wilderness much more enjoyable.


Agreed. The predator to prey ratio has been needing fixing for a while. The vast majority of creatures you run across should be prey, and run from you - not fight you. The larger prey creatures might just ignore you until you get too close, but even they should generally flee.
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OJY
 
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Post » Sun Mar 13, 2011 5:02 pm

I haven't had OXM for a few months, so having an article that I would've otherwise missed, is awesome. Thanks Prodigybeast. Appreciate it. :smile:

I had a feeling about the animals attitudes not being immediately hostile due to the Game Informer. Even in regards to the Giant because of the caption in the picture. Something like that. Having that confirmed is really the only follow up (or having experienced that in-game :wink:).

Oh, and the Dragons upon leaving a cave! Awesome. I wonder...
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Dj Matty P
 
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Post » Sun Mar 13, 2011 7:21 pm

That's another magazine I'll have to try to get my hands on, I only read a few of the points to realize there is new info in it. might be hard to find it though, took me weeks to find the PS3 magazine with the first info. :o
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Harry-James Payne
 
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Post » Sun Mar 13, 2011 1:28 pm

Thanks for posting. It's always nice to read some actual information instead of delusional speculations.
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GPMG
 
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Post » Sun Mar 13, 2011 9:21 am

I wonder if we can curse items with enchanting.....

Say we drop a gold ring fused with a fire effect self and the guy I don't like gets greedy. hehehe.........

Arcanium had this, found a glove with a damage health effect; it could be used to kill anybody in the game, very practical. You could even use it against roaming guards sometimes.
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claire ley
 
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Post » Sun Mar 13, 2011 8:25 am

Speaking on dragonshouts: "The first strain of this new magic that we're shown is the ability to slow time. As you approach the carvings, one word in particular begins to glow. Once its been examined and equipped, a tap of RB slows the entire scene down for eight seconds, allowing you to casually plant arrows in the skulls of any surrounding enemies. Learn the rest of the phrase and you'll get even longer to play at being a medieval Max Payne."


a.k.a VATS
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Ymani Hood
 
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Post » Sun Mar 13, 2011 8:38 pm

Doubt it. They have to return it to you sometimes, and if they do it while your gone, it may as well have not happened. You're not going to notice people fighting over it or whatever from outside.Just walk a little away and someone will come up a bit behind and try to sneak off with it, or say "Hey, you dropped this!" or get intoa brawl over it or whatever, I doubt they'd all be civil about it.

Probably a distance and time before they pick it up, might be a nice way to arm npc in a hostile area.
Can also be used for fun, you see somebody ugly and drop a full helmet.
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Jessie Butterfield
 
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Post » Sun Mar 13, 2011 2:12 pm

"OXM then mentions how unlike in Oblivion, people will actually have proper jobs and schedules now. Like how, in the small town of Riverwood, it will feature such things as chopping wood, cooking, and running a sawmill. You can perform these jobs now too, 'so if you want your hero's story to include eight-hour days cutting up hundreds of logs, the option is there.' Each settlement has its own economy, and apparently you can, for example, 'ruin Riverwood's financial state by choosing to sabotage that sawmill.'

That whole 'drop a sword in the middle of a town' deal has more weight to it, too. If the NPC that picks up the sword and likes you, they might offer it back to you in case you dropped it by accident. A neutral-feeling NPC might ask if they can have it, and one who dislikes you 'might simply nab the weapon and take off.'
Then, if you choose to kill that person, the radiant story will then search for his/her relatives 'and may even send one of them in pursuit of you to avenge the murder.'"

Nobody is actually falling for this right?
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Wayland Neace
 
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Post » Sun Mar 13, 2011 3:44 pm

a.k.a VATS

Sounds more like bullet time than VAT who is a turn based combat interface. Bullet time is also far easier to implement, basically you slow down the in game clock but let your character operate at standard time or faster.
Remember a old star wars game who had it, I managed to run faster than my missiles with the tragic result that I reached the target just before the missile .)
Fun to see many you can poison while the effect last and you cast invisibility on self.
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Chrissie Pillinger
 
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Post » Sun Mar 13, 2011 10:01 am

"OXM then mentions how unlike in Oblivion, people will actually have proper jobs and schedules now. Like how, in the small town of Riverwood, it will feature such things as chopping wood, cooking, and running a sawmill. You can perform these jobs now too, 'so if you want your hero's story to include eight-hour days cutting up hundreds of logs, the option is there.' Each settlement has its own economy, and apparently you can, for example, 'ruin Riverwood's financial state by choosing to sabotage that sawmill.'

That whole 'drop a sword in the middle of a town' deal has more weight to it, too. If the NPC that picks up the sword and likes you, they might offer it back to you in case you dropped it by accident. A neutral-feeling NPC might ask if they can have it, and one who dislikes you 'might simply nab the weapon and take off.'
Then, if you choose to kill that person, the radiant story will then search for his/her relatives 'and may even send one of them in pursuit of you to avenge the murder.'"

Nobody is actually falling for this right?

The Riverwood example sounds like it could be a quest (sabotage the sawmill for money) with a few dialogue lines reflecting the 'ruined economy' afterwards, but I'm still not buying that AI example with the dropped sword. The thing with the relatives taking over shops or hunting you down for revenge also sounds like something that is only applied to a couple of very specific NPCs.
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ashleigh bryden
 
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Post » Sun Mar 13, 2011 11:47 pm

Awesome. I wonder...

What do you wonder?
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Mike Plumley
 
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Post » Mon Mar 14, 2011 12:54 am

Sounds more like bullet time than VAT who is a turn based combat interface. Bullet time is also far easier to implement, basically you slow down the in game clock but let your character operate at standard time or faster.
Remember a old star wars game who had it, I managed to run faster than my missiles with the tragic result that I reached the target just before the missile .)
Fun to see many you can poison while the effect last and you cast invisibility on self.


Yeah, good point. It's more like a dose of Turbo, or the force powers in the Jedi Knight games. Still not particularly original. But then again, what is?
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Vivien
 
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