Lacking that RPG feeling...

Post » Mon Mar 14, 2011 3:28 pm

What if the map was in done in a similar way as Far Cry 2 where your character is physically holding a map?

That would work better as a world map, IMO.
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jeremey wisor
 
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Post » Mon Mar 14, 2011 11:11 pm

I said "a lot of" Oblivion's mistakes, not all of them. Though props for pointing out even more mistakes I hadn't remembered, Seti. :P

No problem, but I fear for TES V, now. Things can't get much lower than 0 joinable factions, 2 armor/clothing slots, and ~60 quests. :P
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willow
 
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Post » Mon Mar 14, 2011 1:10 pm

I just don't care for minimaps in general. I feel that they break immersion and take up too much of the screen. I'd prefer a compass without any markers other than N,S,E,W. Though not the size of Oblivion's compass, that was also annoyingly huge. The size of Fallout 3's compass would be perfect, IMO - that is, if it only showed N,S,E,W.

Forget N,S,E,W.

All you need is a red dot for north and you'll be fine. In fact, what about the compass as an item.

The cheapest compasses will be harder to figure out. Like, maybe one could have daedric symbols or the paint could be all scratched off on one and you have to experiment a little to figure out what means north on your compass.
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TWITTER.COM
 
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Post » Tue Mar 15, 2011 2:32 am

No problem, but I fear for TES V, now. Things can't get much lower than 0 joinable factions, 2 armor/clothing slots, and ~60 quests. :P

Yeah, but you have to remember that those are things that go with the Fallout series style, not the TES series style.

In fact, what about the compass as an item.

The cheapest compasses will be harder to figure out. Like, maybe one could have daedric symbols or the paint could be all scratched off on one and you have to experiment a little to figure out what means north on your compass.

That sounds alright.
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JERMAINE VIDAURRI
 
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Post » Tue Mar 15, 2011 5:28 am

I used Darnified DarkUI to remove quest markers from the compass, but I kept them on the map. The game would have been impossible otherwise.

That having been said, I preferred Morrowind's style of giving you enough information to let you find the place you were looking for with a decent amount of exploration. Some of the quests were a little ridiculous though (first Redoran quest, amirite?).
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Beat freak
 
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Post » Tue Mar 15, 2011 5:45 am

Yeah, but you have to remember that those are things that go with the Fallout series style, not the TES series style.

Excuses! :P

Still, ~60 quests...

I just counted quests. Here are the results:

Fallout 3: 67(without DLC)

Fallout 2: ~130

Oblivion: ~230(without SI)

I hope you're right, but for quests, I can't predict much, other than TES V having more than Fallout 3. Will TES V have less than Oblivion, more, or the same amount?
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Bellismydesi
 
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Post » Tue Mar 15, 2011 2:53 am

Will TES V have less than Oblivion, more, or the same amount?

I'm hoping for at least the same amount, though I want them to be deep. I want them to have many choices and many endings.

I'm very picky that way.
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{Richies Mommy}
 
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Post » Tue Mar 15, 2011 4:41 am

I'm hoping for at least the same amount, though I want them to be deep. I want them to have many choices and many endings.

I'm very picky that way.

Elder Scrolls quests with many choices and ending. Those are rare. I think they've gotten progressively deeper with each new Elder Scrolls game, but the actual amount has decreased with each one(if you count Daggerfall's few copy-and-paste formulas as different quests each time they are utilized). Fallout 3 has the deepest quests of all of Bethesda's games, but less than 1/3 of Oblivion's total amount. Is depth the reason for that?
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I love YOu
 
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Post » Mon Mar 14, 2011 5:56 pm

I used Darnified DarkUI to remove quest markers from the compass, but I kept them on the map. The game would have been impossible otherwise.

That having been said, I preferred Morrowind's style of giving you enough information to let you find the place you were looking for with a decent amount of exploration. Some of the quests were a little ridiculous though (first Redoran quest, amirite?).

That is the bane of every warrior character.

I swear that lady's house could walk around.

I remember finding it immediately once and thinking, "yes, I'm finally a Morrowind expert." But it must have been a fluke, because it took 45 minutes the time after that.
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neil slattery
 
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Post » Mon Mar 14, 2011 7:08 pm

is depth the reason for that?

Quality over Quantity. Say there are four quests with four different endings based on different choices, that could pretty much be considered sixteen quests, if you think about it.
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Lalla Vu
 
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Post » Mon Mar 14, 2011 3:06 pm

I personally liked the concept of the compass, i always though it kinda weird that you could tell which direction you were facing just by look at your map.

As for the quest markers, no, they kinda made the feel a little cheap in that you instantly knew where the objective was and didn't have to do any searching yourself (other than occasionally having to find a button or something like that).



And as for Seti's comment on the quest directions in Daggerfall and Oblivion being similar, I'm pretty sure Daggerfall's directions had to be the way they were because of the fact that Daggerfall's terrain was randomly generated. Any specific details would probably lead to some confusion as the environment changes in that game. Oblivion doesn't have that same excuse, the devs could have easily given solid directions like in Morrowind as Oblivion's environment isn't randomly generated.

I can't say much on whether DF is closer to OB than MW or vice versa, as i haven't gotten very far into the game yet (doing the quest to get that amulet for the lord of DF, and that darn Inn keeper in some village went ahead and gave me another quest, /rage).
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Cameron Wood
 
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Post » Mon Mar 14, 2011 1:38 pm

Quality over Quantity. Say there are four quests with four different endings based on different choices, that could pretty much be considered sixteen quests, if you think about it.

I still don't like the idea of 67 quests being all TES V has to offer, regardless of depth. Fallout 3's entire main quest was linear, the main questline makes up 14 of the quests I counted, and 32 of the quests I counted were either repeatable or unmarked, all of which had no choices. Only 21 quests with choices were in Fallout 3, and most did not have 4 different endings. Many of the choices were only at the end and didn't really make replayability better.
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David Chambers
 
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Post » Mon Mar 14, 2011 2:13 pm

I personally liked the concept of the compass, i always though it kinda weird that you could tell which direction you were facing just by look at your map.

As for the quest markers, no, they kinda made the feel a little cheap in that you instantly knew where the objective was and didn't have to do any searching yourself (other than occasionally having to find a button or something like that).



And as for Seti's comment on the quest directions in Daggerfall and Oblivion being similar, I'm pretty sure Daggerfall's directions had to be the way they were because of the fact that Daggerfall's terrain was randomly generated. Any specific details would probably lead to some confusion as the environment changes in that game. Oblivion doesn't have that same excuse, the devs could have easily given solid directions like in Morrowind as Oblivion's environment isn't randomly generated.

I can't say much on whether DF is closer to OB than MW or vice versa, as i haven't gotten very far into the game yet (doing the quest to get that amulet for the lord of DF, and that darn Inn keeper in some village went ahead and gave me another quest, /rage).

Daggerfall's world was randomly-generated once, and only once. It is static.
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Mel E
 
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Post » Tue Mar 15, 2011 12:40 am

In Oblivion, I use the compass. I also use Dark Darn UI to remove the marker on the compass. It would be great if there actually more detail as to where things are.

Oblivion: ~230(without SI)

There only 190ish quest in the main game, not including buying a house or expelled. Many of the quest are just simple and short.
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k a t e
 
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Post » Tue Mar 15, 2011 3:47 am

In Oblivion, I use the compass. I also use Dark Darn UI to remove the marker on the compass. It would be great if there actually more detail as to where things are.


There only 190ish quest in the main game, not including buying a house or expelled. Many of the quest are just simple and short.

They're typically longer than Morrowind's quests(excluding the time taken to find a location), but shorter than Fallout 3's.
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nath
 
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Post » Mon Mar 14, 2011 2:44 pm

They're typically longer than Morrowind's quests(excluding the time taken to find a location), but shorter than Fallout 3's.

Fallout 3 had some nice quests due to length, but I did find them rather linear until the end, therefore killing my fun. Morrowind's quests were pretty long, though, because of exploring! That's the fun of it!! :celebration:
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Charlotte Buckley
 
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Post » Mon Mar 14, 2011 6:18 pm

They're typically longer than Morrowind's quests(excluding the time taken to find a location), but shorter than Fallout 3's.

Ehhh, not really, in my opinion. I find it that Morrowind's quest is still longer (and a bit meaningful) as the walking pace was slow, asking direction was needed, use of traveling service, and/or getting it done and reporting it back. Some quests for Oblivion literally place the quest marker at the other side of the map and without such service, fast travel is needed, not to mention the GPS marker is there so no direction is really needed.
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Nymph
 
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Post » Tue Mar 15, 2011 5:40 am

I have no problem with being able to set your own marker so if you know where something is, you don't have to keep pulling out your map of provincial skyrim. :lol:

I enjoyed the map marker system, but I also enjoy a longer lasting challenge associated with my quests. I think the biggest issue with finding locations in Morrowind was the lack of view. Now that the game has distant land its hardly a chore to find anything in Vvardenfell, in fact those directions that barely made any sense begin to make a lot of sense when everything is in plain sight. :)
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Jennifer Munroe
 
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Post » Mon Mar 14, 2011 2:57 pm

Ehhh, not really, in my opinion. I find it that Morrowind's quest is still longer (and a bit meaningful) as the walking pace was slow, asking direction was needed, use of traveling service, and/or getting it done and reporting it back. Some quests for Oblivion literally place the quest marker at the other side of the map and without such service, fast travel is needed, not to mention the GPS marker is there so no direction is really needed.

:shrug: I've never been lost in Morrowind(I think so, sometimes, but always find my destination and realize I was going the right way), and for me, the quest starts when I start accomplishing my task(killing what needs killing and talking to who needs talking), and that part is usually quite short. Running in slow motion while having cliffracers attack me isn't my idea of fun.
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Juan Cerda
 
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Post » Mon Mar 14, 2011 3:18 pm

:shrug: I've never been lost in Morrowind(I think so, sometimes, but always find my destination and realize I was going the right way), and for me, the quest starts when I start accomplishing my task(killing what needs killing and talking to who needs talking), and that part is usually quite short.

I did not say ya will get lost, but I find it fun when it did happen to me. When I try to find an Ashlander Tribe, I end up in a middle of no where and found a beautiful shield call http://www.uesp.net/wiki/Morrowind:Eleidon%27s_Ward. :wub:

As for killing part, well, that in Every RPG Quest. I find it that in Oblivion case, it just tell ya where to kill rather then the Hunter tracking the Prey.
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Lyd
 
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Post » Mon Mar 14, 2011 1:33 pm

I did not say ya will get lost, but I find it fun whenit did happen to me. When I try to find an Ashlander Tribe, I end up in a middle of no where and found a beautiful shield call http://www.uesp.net/wiki/Morrowind:Eleidon%27s_Ward. :wub:

As for killing part, well, that in Every RPG Quest.

:shrug: If directions were to be brought back, I would like to have NPCs write them down instead of telling me. Having voiced dialogue for all directions would give the developers unnecessary work and detract from other parts of the game, in my opinion, and they aren't going to go back to written dialogue.
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Brian LeHury
 
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Post » Mon Mar 14, 2011 5:29 pm

:shrug: If directions were to be brought back, I would like to have NPCs write them down instead of telling me. Having voiced dialogue for all directions would give the developers unnecessary work and detract from other parts of the game, in my opinion.

That usually one of the main things as to why I am not too keen about full voice acting, but if they can do it, by all mean they should (as questing is one of the main part of the game). Written direction and/or no voice in some parts would make it interesting, imo again.
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leni
 
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Post » Tue Mar 15, 2011 2:36 am

That usually one of the main things as to why I am not too keen about full voice acting, but if they can do it, by all mean they should (as questing is one of the main part of the game). Written direction and/or no voice in some parts would make it interesting, imo again.

I agree that fully-voiced dialogue is limiting much potential. NPCs like Dagoth Ur(partially), Martin, and Sheogorath are wonderful as voiced characters, but I don't believe the average person needs voiced dialogue. I doubt it matters, though. The average gamer won't like TES V as much if it has *gasp* non-voiced dialogue.
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Ross Zombie
 
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Post » Mon Mar 14, 2011 3:22 pm

I didn't mind the compass. In fact, I used it a fair amount even though I could pull up the map and figure out which way was North, etc. The compass just saved me from having to pull out my map all the time. What I didn't particularly appreciate was the quest marker. I felt compelled to follow it, even though I know I didn't have to. Personally, I like Morrowind's system where NPCs give directions. It was possible to get lost, which made the mood that much more tense. I'll admit that it could be frustrating sometimes. Particularly when you are given wrong directions. But I think that added something to the sense of peril. It was nearly impossible to get lost in Oblivion, and I think that contributed to making the world feel a little less dangerous overall.
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Rowena
 
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Post » Mon Mar 14, 2011 4:36 pm

Have an option to switch it on or off
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Peetay
 
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