Just started Morrowind - things I've noticed Skyrim doesn't

Post » Sun Nov 27, 2011 8:38 pm

I just thought of something I miss from Morrowind-I like knowing what kinda soul I have in my soul gem. If it's a really awesome one I would put it on display in my house. I keep wondering if skyrim knows this but doesn't say. Notice how they stack separately? Like I will have 20 filled lesser soul gems and they are in inconsistent groupings, even though they all have lesser souls in them. It makes me wonder if they are separated by what is in them but doesn't tell.

This is a little feature but it makes things interesting because it becomes more important to me to get that named boss I hate in the gem so I can display it proudly later.


"Azura's Star: Vivec" :evil:
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Izzy Coleman
 
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Post » Mon Nov 28, 2011 12:06 am

yah ever since level scaling came into effect i havent had that same "unsafe" feeling of fear and excitement when i go out of town or see a new enemy i havent b4. spears, medium armor types and man many many options with magic have dwindled away
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Emma Copeland
 
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Post » Mon Nov 28, 2011 2:22 am

I think it's nostagia talking. Back when it was released...for the first year, it was dubbed the worst in the series. People finally warmed up to it AFTER mods. But if you have to mod something to make it good...was it good to begin with? I think MW was amazing, but back then people hated it forever...basically calling it Daggerfalls B****...on a good day (yes the fourms were that bad...skyrims reception is tame compared to MWs reception).


When Morrowind was released I was only 12, and that game blew my mind. Nostalgia for Daggerfall, apparently, was just as strong then as nostalgia for Morrowind is now. Over time we remember only the best and worst...
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Breautiful
 
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Post » Mon Nov 28, 2011 5:44 am

this is tame?



But yeah, I've played Morrowind for months just before Skyrim's release and I honestly can't see the difference.

1. i don't know what was so "unsafe" in Morrowind. Certainly not the monsters as the variety and their strenght were pretty similar. Not the fast travel as you had to walk everywhere to fast travel there. Not the health regen, because it doesn't help, at all... So unless you find cliffracers scarier than bears this doesn't make much sense.
2. Oh believe me, there's quite a lot of hand-holding in Morrowind. You get several thousand gold just to start out the main quest, you get directions to all blade trainers that(not only train you at a lower price, they also give you free, expensive items.
Most of this "hand holding" seems to be about features that add conviniance, like the "steal" thing. Yes, it would be nice to know what item I can pick up, what bed can I sleep in and where can I enter without problem (oh, that's basically everywhere)
3. More like the combat svcks. You have no input how the combat will roll, it's all about luck. No, this isn't about "character skill" either, you still need a feasible amount of player skill to actually get close to the enemy and hit them, even worse with ranged combat.
This isn't about "feeling achievement" thing either, you shouldn't suffer dozens of hours so in the end combat will be finally fun!


Very tame compared to when Morrowind was released. Everyone was expect a full on 3D Daggerfall with better graphics. What they got instead was Morrowind with half the skills missing from Daggerfall...The forums Imploded and exploded at the same time. Let me tell you...insanity. So yes, this is tame compared to when MW was released (I assume you were here?).
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Anthony Diaz
 
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Post » Mon Nov 28, 2011 5:05 am

"Azura's Star: Vivec" :evil:


i kept almalexia in mine, i like vivec and killing him ruines the fact that he left there and started traveling tamriel as vehk
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lexy
 
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Post » Sun Nov 27, 2011 6:58 pm

MW doesn't lead you by the nose either, you need to find your own way around :) Oblivion changed that of course, with it's built-in walkthrough, apparently in response to gamers complaining they didn't know what to do or where to go. And thus missing the core of the game. So rather than retain that core they tossed it and gathered in the lost players.

I dunno. Getting lost and bewildered wasn't a barrier to gameplay, it WAS gameplay. When you achieved something, got somewhere, found someone, it felt like you did it. Now, you don't need to do anything more than follow the ingame instructions to play the game.

Yes. A few months ago I played all the way through MW and the 3 expansions with 250+ mods, and it was amazing. I miss the fear of the dark, and even the trudging around searching for a certain cave, asking myself, "when they said to turn left on the path after the 2nd large rock that looks like a rock, did they mean this one, or is it the next one?" I'm not even kidding (much) on the second point. There was a real sense of discovery there that added something to the game and atmosphere, though I often cursed it, too.

But Skyrim has finally added some of the things that used to require mods, like more random encounters on the road and in the wild, and the occasional hunter or traveler. And I still get the urge to go running off toward some interesting landmark, or to see what's over a hill. And that is freaking awesome. It just needs a little FCOM-style spice to add a little edgy anticipation at lower levels.
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Emilie Joseph
 
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Post » Mon Nov 28, 2011 12:46 am

Gothic 2 kicks Morrowinds ass :obliviongate: :celebration: :flamethrower:
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chirsty aggas
 
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Post » Mon Nov 28, 2011 7:43 am

Switch difficulty to master
And start playing mage
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Melissa De Thomasis
 
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Post » Mon Nov 28, 2011 9:07 am

i kept almalexia in mine, i like vivick and killing him ruines the fact that he left there and started traveling tamriel as vehk


that just goes to show how inaccurate written deliveries are.

he was killed by a Dunmer Bounty Hunter called Elendil and his soul was used to make the Daedric Dai-Katana of life svcking doom.
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m Gardner
 
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Post » Sun Nov 27, 2011 11:57 pm

Just got the TES bug after buying Skyrim so I blew the dust off a very old copy of Morrowind, added the MGO mod pack and I'm blown away. Some things have lept out at me in the first couple of hours mucking about in Seda Neen -

(1) In MW I feel very "unsafe"....the atmosphere and sounds seem very oppressive and everything feels very alien...stepping outside a town just feels so risky...
(2) No handholding - nothing to say "STEAL" when you mouse over an item
(3) Feels very hardcoe...I really do feel like a complete child struggling to kill mudcrabs
(4)

So far so amazing...gonna play them both in parallel but I would def. say that Skyrim is missing "something" that sets MW apart.


(1) I played an Altmer mage with Apprentice birthsign (translation: no character is harder to play as) and didn't feel unsafe when I played it six years ago for the first time. Guess the effect is different from person to person as I feel Skyrim is more unsafe, at least due to possibility of a dragon attacking a settlement and killing someone you know... like what happened yesterday. I spent good amount of time giving the a respectful position and promising to jump at dragon head on next time in fear of losing someone else I respect or love (thus making not just me feel unsafe everywhere, but also fear for people I know). in Morrowind, it is impossible someone ever dies by anything but you or a quest
(2) Doesn't matter if you see the red label as it is easy to know what you can or can't take. In SR it is useful because friend let you take some of stuff from their homes (representing the "Can I take this?" question to them), something that only happens in one of two extremes in MW
(3) "Horrible creatures those mudcrabs" ~Oblivion XD
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Alan Cutler
 
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Post » Mon Nov 28, 2011 12:36 am

I remember when Oblivion was released it didn't run on my crappy old nootebook. I had to wait for oldBlivion xD So I started my :tes: adventures with Morrowind.. :wub:
It's 100times more immersive than Oblivion although now it runs on ultra high + I've installed a dozen of mods to make it more Morrowind-Skyrim-like.
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Gen Daley
 
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Post » Mon Nov 28, 2011 2:06 am

Am I the only one who gets that "unsafe" feeling in Skyrim then?
And can't you get rid of the quest markers and whatnot if you want to?
And they even put back in the carriage-style fast travel from MW - presumably just to appease fans who thought the normal fast travelling was not good enough. And, of course, you're never forced to use it.

Seems to me that in many ways the options are there to make this game how you want it - more so than other games.
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Ownie Zuliana
 
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Post » Mon Nov 28, 2011 9:31 am

MGO modpack? Or did you mean MGE ?

Morrowind is brilliant, but I feel exploration has been improved greatly with each game since then and not just because they look prettier.
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Lizbeth Ruiz
 
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Post » Mon Nov 28, 2011 6:01 am

Am I the only one who gets that "unsafe" feeling in Skyrim then?
And can't you get rid of the quest markers and whatnot if you want to?
And they even put back in the carriage-style fast travel from MW - presumably just to appease fans who thought the normal fast travelling was not good enough. And, of course, you're never forced to use it.

Seems to me that in many ways the options are there to make this game how you want it - more so than other games.


Supposedly, some people here need hand-holding so they don't jump and use the features use the features... kinda ironic, isn't it?
Not talking about anyone here necessarily, but I have seen many MW fans here and around the net who constantly make me facepalm... I miss the pre-Oblivion days when most of MW's fans were actually reasonable...
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kevin ball
 
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Post » Mon Nov 28, 2011 7:55 am

Just got the TES bug after buying Skyrim so I blew the dust off a very old copy of Morrowind, added the MGO mod pack and I'm blown away. Some things have lept out at me in the first couple of hours mucking about in Seda Neen -

(1) In MW I feel very "unsafe"....the atmosphere and sounds seem very oppressive and everything feels very alien...stepping outside a town just feels so risky...
(2) No handholding - nothing to say "STEAL" when you mouse over an item
(3) Feels very hardcoe...I really do feel like a complete child struggling to kill mudcrabs
(4)

So far so amazing...gonna play them both in parallel but I would def. say that Skyrim is missing "something" that sets MW apart.



I miss the detailed dialogue/directions given to help you find quests....like

"head south out of town through the swamp...when you reach the stone pillar that looks like blah blah turn to your west...go straight until you find the camp...if you pass by this bridge you have gone too far"

and also the tons and tons of other dialogue.

And the no hand holding, no quest arrows/markers, no compass.

All gave it a much better feel imo.
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Jade MacSpade
 
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Post » Mon Nov 28, 2011 12:14 am

MW doesn't lead you by the nose either, you need to find your own way around :) Oblivion changed that of course, with it's built-in walkthrough, apparently in response to gamers complaining they didn't know what to do or where to go. And thus missing the core of the game. So rather than retain that core they tossed it and gathered in the lost players.

I dunno. Getting lost and bewildered wasn't a barrier to gameplay, it WAS gameplay. When you achieved something, got somewhere, found someone, it felt like you did it. Now, you don't need to do anything more than follow the ingame instructions to play the game.

At least I now know how to disable a lot of that handholding stuff though.

The reality was that no one complained. Bethesda just took a step in a direction it thought it needed to go, a direction that I'd argue killed 85% of the atmosphere, immersion and challenge in the game. Turning off the handholding works to a degree, but I'd love some directions to follow.
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m Gardner
 
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Post » Mon Nov 28, 2011 4:47 am

reading this will make me reinstall MW later. Whats the MGO mod pack the OP refers too pls
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Kristian Perez
 
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Post » Sun Nov 27, 2011 8:42 pm

The reality was that no one complained. Bethesda just took a step in a direction it thought it needed to go, a direction that I'd argue killed 85% of the atmosphere, immersion and challenge in the game. Turning off the handholding works to a degree, but I'd love some directions to follow.


So turn off quest markers and follow the road signs in Skyrim... DUH
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Emerald Dreams
 
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Post » Mon Nov 28, 2011 7:48 am

It was, is and probably always will be the best single player game of all time.
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Jeneene Hunte
 
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Post » Mon Nov 28, 2011 3:06 am

That's the second time in two days I've heard somebody say that alchemy in Morrowind was difficult. I do not understand this complaint at all. You get a mortar and pestle, you use mortar and pestle, you get alchemy screen and put in ingredients. It's vastly more immersive and logical than finding alchemy tables set up in the most unlikely of places, and vastly more convenient than having to leave the dungeon to make a potion which you already have all the ingredients for.
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Dragonz Dancer
 
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Post » Mon Nov 28, 2011 4:54 am

I miss the fear of the dark, and even the trudging around searching for a certain cave, asking myself, "when they said to turn left on the path after the 2nd large rock that looks like a rock, did they mean this one, or is it the next one?"


This is EXACTLY what I miss about Morrowind. Turning quest markers off doesn't help in Skyrim/Oblivion, because they are not designed to play without them - people don't give you detailled instructions.

The lack of a STEAL marker led to the scariest ten minutes of gameplay in my life in Morrowind. I was in the city Vivec for the first time, and I was just discovering how much fun alchemy was, so I was in the habit of plucking every plant I saw in my travels. Well I picked a plant in a garden bed outside a shop, and everyone drew their weapons and started chasing me. I didn't know Vivec and I had never gotten in trouble with the law before, I didn't know how to yield and accept jail time - I ran and ran desperately healing myself, going round in circles searching for the exit with hordes of angry Vivec residents and guards chasing me.

If there had been a STEAL marker there that would never have happened, and I would have missed out on that fun experience (in hindsight, at the time I was terrified).
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Tracey Duncan
 
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Post » Mon Nov 28, 2011 5:09 am

I think it's nostagia talking. Back when it was released...for the first year, it was dubbed the worst in the series. People finally warmed up to it AFTER mods. But if you have to mod something to make it good...was it good to begin with? I think MW was amazing, but back then people hated it forever...basically calling it Daggerfalls B****...on a good day (yes the fourms were that bad...skyrims reception is tame compared to MWs reception).

The definition of nostalgia is 1. A bittersweet longing for things, persons, or situations of the past. 2. The condition of being homesick; homesickness.
What you'll notice is that those who liked elements from Morrowind aren't suffering the second, and that if they are suffering the first, then it is completely valid.
If someone changes something to make it perceptibly and definably worse (and the reasons are being presented all over the boards), and can present the exact points that make it bad, then they are justified.

Saying "it's nostalgia" and "this is better" isn't presenting an argument against the incredibly similar complaints all these people are having. As such, wouldn't it be necessary, therefore, to stop saying "nostalgia" like its some winning card and start trying to prove why making the game easier and less challenging is better (and doing so without falling into the trap of admitting you want to just hack things to death with your sword).

Similarly, people on the boards after MW was released weren't complaining about anything more than the combat third person inconsistencies. The complaints that absolutely dominated the boards after OB was released are exactly the same you're seeing here today. Fast travel and GPS. You'll notice that for these complaints to last FIVE years, they're pretty big ones.

Also, Morrowind wasn't dubbed "worst in the series" (please provide me ANY source that said this). Games that are worst in the series don't spark a huge modding community and legions of psychotically passionate fans. The mods have just given MW a playability, graphically and otherwise beyond 2002-2003. MW was an amazing game, and is an amazing game as a vanilla game, but it's also an amazing blank canvas on which mods were able to be made.

The answer is really simply to get rid of 80% of the complaints on the boards. Scrap or limit fast travel (why the hell do the carriages exist in the game beyond the first hour?), get rid of compass markers and the majority of map markers (especially for the bloody "ancient, hidden, unseen cave that is rumoured to exist, but I've marked on your map!") and you'll find a lot of happy people. And guess what, I bet that no new player would complain at all about being "forced" to actually walk across the amazingly beautiful landscape they've created, and you'd sure as hell satisfy all the old players who are sick of the default being "special school mode".
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STEVI INQUE
 
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Post » Mon Nov 28, 2011 4:56 am

Games are ultimatly just getting easier and will continue to cater to the "casual" crowd because they bring in the most money.
Eventually, like music, games will be generalized for the masses.
/Hippie rant


This.

We dont have Gansta Rap anymore (Seriously I dont give a [censored] what you say, nothing from today compares to NWA)
We dont have Proper Metal anymore (well, we have some, just not really as good at all)
We dont have Proper Electro/house/club music anymore

What we do have, is a mixture of all of them with the added touch of an untelented singer who looks good, dancing. Case and point, Snoop Dogg & Katy Perry's song. Or SouljaBoy & Travis Barker. Its all just a mash together for 'everyone' and everyone that actually appreciates music feels sick.

I Feel that gaming is going the same way...

Remember CSS
Remember BG2 & Fallout?

What do you get if you mix them together while taking out most of the challanging aspects?

Mass Effect.
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Cayal
 
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Post » Sun Nov 27, 2011 11:32 pm

- More diversity in NPC races.

-A lot more diversity in enemies.

-An actually fun, useful, utalitarian spellsystem instead of this gimped remnant of greatness we now have.
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Lauren Graves
 
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Post » Mon Nov 28, 2011 1:46 am

The answer is really simply to get rid of 80% of the complaints on the boards. Scrap or limit fast travel (why the hell do the carriages exist in the game beyond the first hour?), get rid of compass markers and the majority of map markers (especially for the bloody "ancient, hidden, unseen cave that is rumoured to exist, but I've marked on your map!") and you'll find a lot of happy people. And guess what, I bet that no new player would complain at all about being "forced" to actually walk across the amazingly beautiful landscape they've created, and you'd sure as hell satisfy all the old players who are sick of the default being "special school mode".


Bethesda, whatever you do, don't listen to that ^guy!

I loved Morrowind, but sorry, I'm not a teenager with 3 afternoons off smoking pot anymore.
I'm an advlt, I have a career, I have a girlfriend and I have mates, I also have interests away from the PC. I'm lucky if I get and hour or 2 of game time in the evening. when I play a PC game I don't want to be forced into an incredibly slow paced style of play, running back and forth, despretaly trying to remember/find the quest giver, just because some elitist whiney mongtard without a decent social life has too much time on his hands and can't restrain himself from clicking fast travel.

you may think everybody else is dumb, but you're incredibly immature. and of course Nostalgia is clouding your judgement.
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Ebou Suso
 
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