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

Post » Mon May 07, 2012 7:12 pm

when almost anything can and will kill you.

Save often, Vvardenfell is a dangerous place.
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Lynne Hinton
 
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Post » Mon May 07, 2012 4:34 pm

I kinda liked Morrowing back when it first came out because I felt it challenged the mind more than the average game. This was no game for CoD fans. The one main gripe I did have about Morrowind was the strange alien looking enviroments and creatures. It seemed more a Sci-fi game. You had these dog looking creatures with strange tentacles coming out of their face (cant remember their name as I haven't played the game in years). Then you had this bizarre looking insect with long legs that would transport you between cities. Vampires didn't resemble vampires at all. If I remember correctly they were skeletons wearing a robe. The game lacked many of the attributes that would classify it as a fantasy game.

Arena, Daggerfall, and Oblivion had a strong fantasy look and feel to them. As far as appearances went, I was pretty disappointed with Morrowind.

That was the whole point of the game and what made it special. Oblivion was just another fantasy game among many,

And no, vampires ain't skeletons with robes, they actually look like vampires, even better so with graphic replacers.

Sure Morrowind had its flaws, still the best though :P
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xemmybx
 
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Post » Mon May 07, 2012 4:42 am

Melee combat: Skyrim > Morrowind
Magic: Morrowind > Skyrim

Now there is some nostalgia going on, I recently reinstalled Morrowind and I have to admit I had a hard time accepting the graphics.

Then I downloaded the giant overhaul mod, spent a good 30 mins getting it to work and suddenly most of those problems went away. Hell with better bodies the women look a lot better than the rather unattractive ones in Skyrim.

Both have horrible leveling systems, though Morrowinds is worse, and I'm going to have to recall which skills are 'major' so I don't gimp my mage by leveling too fast.

Basically... unmodded skyrim > morrowind
Modded morrowind > skyrim

I do hope they release a good CK for skyrim as in the end it should be far better.
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YO MAma
 
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Post » Mon May 07, 2012 1:47 pm

For all of those saying that Morrowind's magic was good, I have to strongly disagree. It was a feat of terrible design in my opinion.

- Fire/Frost/Shock were entirely inferior to Absorb Health, not just because Absorb could do more damage and heal but also because it was immune to the reflect most late game monsters had. If you use the others you were likely to get killed a lot.

- Some spells were so underwhelming that in order to make a spell where the effect was actually useful you could probably just spend half the magicka on a spell that'll just kill the enemy instead. Burden and the Disintergate spells are good examples.

- Some other magic effects were inferior to others that could do the same thing, such as Feather and Burden being worse than Fortify and Damage Strength.

- Summons could only be made next to the caster, would only attack if the player attacked first or was attacked, and some summons would accidently kill the summoner with area of effect spells. You could also abuse summons to Soul Trap Golden Saints and loot their equipment.

- Turn Undead was broken in the intial release.

- Demoralize Humanoid was placed in the wrong category of magic.

- Spellmaking, while a great concept I wish they could have kept, was badly implemented in vanilla Morrowind. For example you could have a spell with a 156396 second duration, but it couldn't have a magnitude of over 100.

- Enchanted items were unbalanced. They had no cast time and could be used in quick succession, making them better than spells. There was also a huge gaping hole between the enchanted items that were not worth using and those that were insanely powerful, with very little inbetween.

- Alchemy was highly abuseable to overpower the characters and make a ton of money. And useless you abused it making your own enchanted items was based almost entirely on luck.

- The lack of magicka regeneration was annoying from an RPing point of view.

To put it simply, if you took the magic system from vanilla Morrowind and put it in Skyrim all the people complaining about how unpolished or uncomplete Skyrim is would have their heads implode. Now, I'm not saying that magic in Skyrim is better, or that magic in Morrowind was unusable, but Morrowind's magic did have a lot of flaws. I certainly found the flaws in the magic worse than those in the melee combat.
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Lisa Robb
 
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Post » Mon May 07, 2012 2:52 pm

Morrowind kept scaling to a minimum--largely in outdoor random encounters, and in some of the last dungeons. Most of the game consisted of hundreds of caves, caverns, etc, each of which was part of its own (or a group) "mini-plot" with specifically chosen enemies of a certain level. Your character's too low to fight them? Too bad.

That is one of my favorite parts of the game. I remember going into a cave with a young character and getting my clock cleaned. There was no way to turn down the difficulty (that I remember) and the monsters weren't handicapped for you. I had no choice but to make a note of where I wanted to come back and explore...and then just put it off until I got better. I would wait a while and go back. Still not good enough, I would prep more. Finally my character grew enough and I felt a major sense of accomplishment.
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Dean
 
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Post » Mon May 07, 2012 1:53 pm

That's one of Morrowinds charms, or pitfalls, depending upon who you ask. The game doesn't hold it's punches, and the hardest time you'll ever have is trying to establish your character in the first dozen hours - when almost anything can and will kill you. It's a very fun game, and my all time favorite in the series. However, that doesn't mean that Morrowind did everything right. The combat was atrocious, and sometimes the 'no hand holding' aspect could be taken too far. I still don't know how to craft a potion in Morrowind, in spite of owning the guide and several manuals for the game.
Good points here I say. Not even Morrowind did everything right.

Save often, Vvardenfell is a dangerous place.
If you think Vvardenfell is tough, try Solstheim :toughninja:
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CArlos BArrera
 
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Post » Mon May 07, 2012 6:55 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.

you must have played a different game

(1)
morrowind always felt safe, except maube the volcanic areas, but in the ascadian islands and grassland, verry little risk there, its up north in the wasteland, and west in molag amur that its a bit more scary, but in the end the risk wasnt verry big

as for sounds, hard to fell threatened with such an enchanting music

(2)
this is not handholding, it was requested by morrowind players, because there were factions, and unless you looked inside the editor like everyone did, you didnt knew what they were giving you freely

I love in skyrim how they tell you their willingness to help by unflaging items, if you help peoples in skyrim, they reward you with cheese and the cheese on the table will respawn a month latter or so, showing they are life long friends. if you steal, you know you are doing it, just like in real life.

in real life if you say I m hungry, and your friend point the bag of chip, the cops wont show up

also the quest pointers are less invasive in skyrim because the world is so hugue and risky and knowing the dungeon is there doesnt help much

(3)

disagree completly, mudcrabs were joke , and tasty, at level one. if you want hardcoe, try dagger fall, diablo I or .... skyrim at master level, now that s real pain

-----------------------------

my take on morrowind advantages, and why I hope for a remake - at least of the province

(1) absolutely enchanting
-the music
-the telvani towers
-the mushroom forests
-all the little islands, swimming forever between them

(2)
-telvani, enought said
-skyrim need telvani intervention to beat off the thalmor

(3)
ok I was not a big redoran and hlalu fan, or morag tong fan
but they had their moments, and they had interesting culture,
I would rate redoran next to telvani

(4)
chitin armors and weapons

(5)
daedric ruins galore !!!
IMO morrowind had the best treatment of daedra
I just wish the ruins were larger and scarrier, and filled with daedra, not dumb bandits clones with specific yet useless names
(because they immediately die)

(6) fighting vivec

(7) mounhold and its undercity filled with goblins and dark brotherhood

(8) dwemer and more dwemer than you can shake a propylon tube at

(9)
dunmer stronghold
there was a big unused oportunity for open warfare there
I hope some of those old ways dunmer survived the cataclysm

(10)
the journal
skyrim journal is absolutely crappy and frustrating

(11)

HOUSE DECORATION & player interface + doll view

decorating house in skyrim is a pain
each time I try to place an object it fall in an irrational position
come on, how hard is it to place dwemer boots on the ground
or to place a basket facing correctly

in morrowind it was a breeze. setup an alchemy lab...
I just captured that bif dunmer stronghold, hlormaren
with a big room filled with 4 tables
I setup dished and put ingredients on them
and on the fireplace I put the potions

no dumb physic system will mess my setup
and I dont need to go down to a crawl to avoid bumping

even for the furnishing, in morrowind someone made a mod
that let you purchase furniture and place it
I wish skyrim had a more serious furnishing system
or maybe even options
like room number one got 5 possible configuritions...
you got a visual rendering of what they would look like before you decide

the physic thing isnt a bad idea, sometime its fun, but they need to polish it so it doesnt interfere with other stuff
like anchor items in place

(12)

many aspect of morrowind user interface was better
it was the easiest to use interface I ever saw
I dont know why they changed it

if I place an ingredient on a table, hovering over it tell me its properties
allowing to setup an alchemy lab on a table

in skyrim you dont see the ingredient properties outside of your inventory
its really dumb

(13)
why I m posting here....
because I hope they resurect it for skyrim
nuff said....

I could replay it, but I already did it in 100 different ways
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Nikki Hype
 
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Post » Mon May 07, 2012 1:21 pm

For all of those saying that Morrowind's magic was good, I have to strongly disagree. It was a feat of terrible design in my opinion.

- Fire/Frost/Shock were entirely inferior to Absorb Health, not just because Absorb could do more damage and heal but also because it was immune to the reflect most late game monsters had. If you use the others you were likely to get killed a lot.

- Some spells were so underwhelming that in order to make a spell where the effect was actually useful you could probably just spend half the magicka on a spell that'll just kill the enemy instead. Burden and the Disintergate spells are good examples.

- Some other magic effects were inferior to others that could do the same thing, such as Feather and Burden being worse than Fortify and Damage Strength.

- Summons could only be made next to the caster, would only attack if the player attacked first or was attacked, and some summons would accidently kill the summoner with area of effect spells. You could also abuse summons to Soul Trap Golden Saints and loot their equipment.

- Turn Undead was broken in the intial release.

- Demoralize Humanoid was placed in the wrong category of magic.

- Spellmaking, while a great concept I wish they could have kept, was badly implemented in vanilla Morrowind. For example you could have a spell with a 156396 second duration, but it couldn't have a magnitude of over 100.

- Enchanted items were unbalanced. They had no cast time and could be used in quick succession, making them better than spells. There was also a huge gaping hole between the enchanted items that were not worth using and those that were insanely powerful, with very little inbetween.

- Alchemy was highly abuseable to overpower the characters and make a ton of money. And useless you abused it making your own enchanted items was based almost entirely on luck.

- The lack of magicka regeneration was annoying from an RPing point of view.

To put it simply, if you took the magic system from vanilla Morrowind and put it in Skyrim all the people complaining about how unpolished or uncomplete Skyrim is would have their heads implode. Now, I'm not saying that magic in Skyrim is better, or that magic in Morrowind was unusable, but Morrowind's magic did have a lot of flaws. I certainly found the flaws in the magic worse than those in the melee combat.

True and every one of those issues were fixed with mods. I hope skyrim can as well. I think the issue is that skyrims base magic system has less going for it so will be harder to mod. It's one thing to fix an imbalance it's another to create spells and effects from scratch.
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Amy Melissa
 
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Post » Mon May 07, 2012 1:08 pm

If the argument wasn't valid then all these people wouldn't still be talking about it over 10 years later. QFE
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Cash n Class
 
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