Info from the new US OXM

Post » Sun Mar 13, 2011 11:36 pm

Nobody is actually falling for this right?

Why wouldn't I? It doesn't sound so complex to me, especially if they almost had radiant a.I. in 2006?
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Emma
 
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Post » Sun Mar 13, 2011 9:20 pm

Yay, not everything's out to kill you any more. Now I can walk by those rats without epic battle music playing and them charging at me.
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Stacy Hope
 
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Post » Sun Mar 13, 2011 11:21 am

Nobody is actually falling for this right?

Well, I'm hopeful. Then again they might do a "we had to tone it down" thing again on release. and people will believe it all over again and say things like "get over it" :D
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JUan Martinez
 
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Post » Sun Mar 13, 2011 11:53 am

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.

Sceptical to that npc will return items to you? Npc picked up weapons in Oblivion it they had none. I previously posted that this has been in games before Morrowind, the new it the return item part.

I’m more sceptical to the sabotage to damage economy; it has to be a sort of quest, however it’s no big deal to add one quest for each location.

For using a sawmill and similar, I guess that then npc use the items they just work and usually don’t produce items, if you do it you use up raw materials and produce items you can sell or use in later crafting.

The relatives attack you will works like guards in Oblivion, if somebody see you they tell the relatives who become a hostile faction.
Also no problem to track you in real time, it was also in Oblivion, sometimes you could see quest npc move on the world map, once I was attacked by an enemy from a quest inside a sigil tower.

In short it’s nothing spectacular new who has not been seen before except the return item dialogue who I have never run into before.
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Leanne Molloy
 
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Post » Sun Mar 13, 2011 4:10 pm

Thanks for posting. Some of that info was new to me and again Skyrim is shaping up to be the game it deserves to be :)
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e.Double
 
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Post » Mon Mar 14, 2011 1:43 am

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.


Not really: Radiant AI just needs to create a random NPC, give him a random name and make it tell some BS how he just came from another province after hearing the relative has died.
In-game relatives take over probably happens only to some NPC's tough

Nobody is actually falling for this right?


Oh, I have no doubt such stuff will be there.
Will it work as good as we hope? Probably not...
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Robert Garcia
 
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Post » Sun Mar 13, 2011 5:18 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?


the village you're thinking about is very close to the city on the arch, whereas it's been stated that Riverwood is more in the mountains (and judging by estimated placement isn't very close to any cities). i'm pretty sure Riverwood is the one with the old woman leaning and the dude carrying a log.

pumped about dragon daddies. pumped about neutral wildlife. pumped by the way they described picking up shouts from walls. everything else is cool too.

also: VATS is a real-time with pause mechanic that allows you to aim at a specific body part. bullet time is just slowing down time, and only temporarily.

also: TES has always been an action RPG. stop pretending it was anything else. the fact that they're adding completely useless [censored] like WOODCUTTING completely destroys every argument that their tightening up the combat system means they're turning the game into Call of Duty with swords.

ed adding this for good measure so i can repeat it in future arguments: if you've never messed with the limits of Radiant AI in the construction set, you are not qualified to doubt or criticize Bethesda's implementation of it.
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Stefanny Cardona
 
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Post » Mon Mar 14, 2011 1:33 am

I'm loving the "not every creature is out for your blood" blurb. About time.
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Anthony Santillan
 
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Post » Mon Mar 14, 2011 3:01 am

"Also, if you think you're the only one wandering around Skyrim with the ability to turn words into magic, think again."
Now are they referring to dragons, the graybeards, or something else (and by that something worse)? I'm interested.


Veeery interesting...

[*]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.'
[/list]


That, too. Also, the potential for mods that take profit of that (and more features included) is nearly endless....omg omg OMG...:D
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Bigze Stacks
 
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Post » Sun Mar 13, 2011 11:30 pm



So I just got the new US OXM in the mail this weekend, and I just opened it tonight. Flipping through the pages, lo-and-behold I find an article on Skyrim (an article I've been waiting on for some time from them). I'll try and recite only what's new or is expressed in a new/different way. I've kept up with the news flow since the GI article dropped, so there shouldn't be many problems.

After reading the article, these are the highlights I found:
-
SNIP
-
And that's pretty much it on the 'new' info guys.




First off beautiful Avatar. Kate Beckinsale is undoubtedly the hottest woman on earth.

Secondly thanks for all this info. I'm going to add some of it to my Dragon thread right now and I'll probably go out and buy this magazine soon. Yeah i already know what it says now but I use to have a subscription to it and I enjoy the screens that go along with the articles. Plus you gotta have something for toilet material :blush2: right?


"Also, if you think you're the only one wandering around Skyrim with the ability to turn words into magic, think again."
Now are they referring to dragons, the graybeards, or something else (and by that something worse)? I'm interested.

Veeery interesting...

I went a little bit into this in my dragon thread. They are definitely talking about the graybeards here. If you want to read more it's under my Dragonshout section in my thread. Link below. \/
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rebecca moody
 
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Post » Mon Mar 14, 2011 12:46 am

This sounds awesome :D
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MISS KEEP UR
 
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Post » Sun Mar 13, 2011 3:43 pm

Well, there go our hopes for an optional, complex dragon-slaying system. If you wait too long, they hunt you down and force you to engage. So they've gone from an awesome, optional main quest storyline (MW) to a crappy, yet optional MQ (OB), to a yet to be assessed MQ (probably crappy though), which is NOT OPTIONAL. Not to mention this kinda kills those sneaky thief-players' immersion. No sneaking into its lair for sneaky stabby death.
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Sweet Blighty
 
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Post » Sun Mar 13, 2011 10:54 pm

[*]Just because a dragon flies by doesn't mean automatic death to you. When Todd compared them to big daddies, he wasn't kidding. This one quote says:
"In theory, you can engage a dragon whenever you see one simply by pelting it as it flies past, but make sure you're ready for the fight."
Basically that states that the dragons (not all of them, anyways) won't attack you immediately on sight. This also comes up again in a later point.

Cool - Dragons will be a part of the landscape, a real and scary part of the world. Dangerous and to be avoided unless you are ready.

[*]Telekinesis spell confirmed. I don't remember if it was just speculated or not, but it's confirmed to be in the spell list. Specifically, OXM said there were 80 spells, but for those of you keeping up with the news, there's certainly a lot more versatility in the spells now.

I know that people are upset about the potential lack of spell making, but assuming that each spell is indeed different, 80 is far more than previous games.

[*]It also mentions the Unrelenting Force dragonshout, which is of course the 'knockback' shout, and also briefly mentions there's a cooldown period after each shout you do. Then it says:
"Also, if you think you're the only one wandering around Skyrim with the ability to turn words into magic, think again."
Now are they referring to dragons, the graybeards, or something else (and by that something worse)? I'm interested.

If Dragonshouts will be so powerful, I am going to work on my Silence Spell

[*]The mag talks about how you actually feel like you're hitting the person with metal to flesh with each hit of the weapon. Nothing otherwise 'new.'

Truthfully, I thought Oblivion fights were good. To me it felt like a back and forth battle. Obviously some issues, but if this is much better, I will indeed be pleased.

[*]"Skyrim is going to be a slightly less dangerous landscape to negotiate this time around. Rather than initiating a zany chase every time you wander near the local wildlife, many of the creatures (including giants) will simply ignore you unless you give them a reason to attack. Certain breeds are permanently pissed off, though, so don't go trying to shake hands with a frost spider."

I really, really like this. Frankly I got tired of dragging a chain of wolves behind me everytime I felt like riding between cities. And then if I got off to fight, they would attack my horse. Glad to hear that it will be more like real world, where most wildlife will leave you alone provided you do the same. (unless of course you give them a reason).

[*]The article retouches on the fact that everything is being designed by hand, from the world itself to the dungeons. For the dungeons mainly, they also reiterate what we've heard in that none will be exactly alike. They then mention 'burbling underground rivers, tree roots punching their ways through walls, and odd glimpses of light from the world above' in the 'ancient Nord catacombs.'

[*]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.'

This is also great. I love Indiana Jones and envision exploring a dungeon the same way (slow, always on a lookout for traps and hazards.)

[*]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.'

In previous articles we hear that Dragons can attack towns and cities. I suppose they too can ruin a town's economy as well.

[*]Also, OXM isn't even mentioning the hints Bethesda kept dropping during the interview. Apparently there's a lot more they want to talk about but can't yet. For example:
"We're expecting something very special from the faction system, which the team seemed to be itching to talk about."
And that isn't referring to the Dark Brotherhood as they mention that later. I don't know what stops Bethesda's pulling on the faction system, but I'm eager to find out.


Of course they are waiting. We still have 8 months until release, and they need to release information slowy in order to keep up excitement, (and keep us fanatics slobbering at every iota if information that is released). Also, Beth learned a hard lesson about releasing information on something before they are sure it is done. They probably get tired of people accusing them of "lying" (which means intentially deceving), when they find that something just doesn't work to the quality they hoped for so it has been changed at release.

Thanks for sharing, This was great.

Storm
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(G-yen)
 
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Post » Sun Mar 13, 2011 2:32 pm

*You are over-encumbered*

"Hmm, let me just drop this armor"

*NPC walks up and picks it up*
"Here's your armor back sir.

*You are over-encumberd*
"crap."
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Dalley hussain
 
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Post » Sun Mar 13, 2011 5:14 pm

Great post, It's been a while since I found new info
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Lilit Ager
 
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Post » Sun Mar 13, 2011 3:49 pm

All this interesting info has to stop. I cant take it. I cant wait.
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Lily
 
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Post » Sun Mar 13, 2011 8:16 pm

Well, there go our hopes for an optional, complex dragon-slaying system. If you wait too long, they hunt you down and force you to engage. So they've gone from an awesome, optional main quest storyline (MW) to a crappy, yet optional MQ (OB), to a yet to be assessed MQ (probably crappy though), which is NOT OPTIONAL. Not to mention this kinda kills those sneaky thief-players' immersion. No sneaking into its lair for sneaky stabby death.

I hope you're kidding. The MQ is optional, though... do you actually think that Dragons will fly around the globe and some of them won't decide to attack you sometime? It's partly luck, but you have to get used to the idea that Skyrim has hostile and wild environment, in harsh conditions.
Sometimes a warrior will have the disadvantage of fighting against some creatures, sometimes the mage has the disadvantage, and sometimes the thief has the disadvantage. So, yeah, sometimes it will be hard to sneak on a Dragon, but I'm sure it's possible due to the fact that Dragons land once in a while.
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xxLindsAffec
 
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Post » Sun Mar 13, 2011 3:21 pm

Well, there go our hopes for an optional, complex dragon-slaying system. If you wait too long, they hunt you down and force you to engage. So they've gone from an awesome, optional main quest storyline (MW) to a crappy, yet optional MQ (OB), to a yet to be assessed MQ (probably crappy though), which is NOT OPTIONAL. Not to mention this kinda kills those sneaky thief-players' immersion. No sneaking into its lair for sneaky stabby death.

Dragons might not populate in the world until you do a couple quests in the main stories. Like how the Oblivion gates didn't show up right away.
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xx_Jess_xx
 
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Post » Mon Mar 14, 2011 3:41 am

  • *Spoiler here*
    It says instead, as they went to exit a cave, they found themselves to face to face with 'an enormous, dark gray dragon.' They point out that you can't escape these looming baddies. At some point or another, you're going to have to take these bad boys down, and it's not going to be easy.


    And that's pretty much it on the 'new' info guys.



Thank you for the boner lol....
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brian adkins
 
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Post » Mon Mar 14, 2011 1:37 am

Thank you. I can't wait to hear more on the dragon shouts, especially the one where your character can summon a dragon into battle.

Edit: It would be awesome if you can customize the dragon's features and equip it with armor.
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Life long Observer
 
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Post » Sun Mar 13, 2011 6:56 pm

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

I think this may be these "dragon priests" I recall hearing 'bout...
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saharen beauty
 
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Post » Mon Mar 14, 2011 1:55 am

Well, there go our hopes for an optional, complex dragon-slaying system. If you wait too long, they hunt you down and force you to engage. So they've gone from an awesome, optional main quest storyline (MW) to a crappy, yet optional MQ (OB), to a yet to be assessed MQ (probably crappy though), which is NOT OPTIONAL. Not to mention this kinda kills those sneaky thief-players' immersion. No sneaking into its lair for sneaky stabby death.

I don't think they directly start looking for you... perhaps when through some of the MQ... also dragons have to sleep sometimes (in caves)... and finally, you could wait 'till they sleep then sneak past 'em...
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Mélida Brunet
 
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Post » Sun Mar 13, 2011 11:05 pm

Great info. I like the bit about the landscape being less dangerous (meaning, not every random creature will instantly attack you)
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Rex Help
 
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Post » Mon Mar 14, 2011 4:41 am

Dragons might not populate in the world until you do a couple quests in the main stories. Like how the Oblivion gates didn't show up right away.

Depend, heard something about a dragon attacks then you are about to be executed.
However it might be the only one in the start.
Anyway dragons are boss enemies nothing more, they are levelled to you and/or the area so unless you are infiltrating a high level area you should be able to kill them.
Do not see the difference between them and hard levelled enemies in Morrowind or Oblivion.
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Lauren Dale
 
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Post » Sun Mar 13, 2011 7:19 pm

Well, there go our hopes for an optional, complex dragon-slaying system. If you wait too long, they hunt you down and force you to engage. So they've gone from an awesome, optional main quest storyline (MW) to a crappy, yet optional MQ (OB), to a yet to be assessed MQ (probably crappy though), which is NOT OPTIONAL. Not to mention this kinda kills those sneaky thief-players' immersion. No sneaking into its lair for sneaky stabby death.

Yup, its totally realistic to expect the world-eating dragons to just leave you alone for the whole game.
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Tha King o Geekz
 
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