Morrowind's lore more interesting

Post » Tue Feb 01, 2011 6:34 pm

It's your choice when it comes to using them.


Same with fast travel.
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Samantha Pattison
 
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Post » Tue Feb 01, 2011 4:35 pm

You could get amulets to do both after doing several very, very easy quests from Edwinna Elbert.


I don't know what you are getting at with this. Fast Travel was omnipresent right from the beginning in Cyrodiil. Where as all teleportation spells and charms in MW had a limited range of destination, meaning from wherever you were, you could only go to one place. It was much more sensible than the ridiculous Oblivion system. Oblivion could have at least been decent enough and given us the option to disable fast travel via some start up, one time only menu.
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Joe Bonney
 
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Post » Tue Feb 01, 2011 9:06 pm

Same with fast travel.


The difference is that in Morrowind there are halfway decent alternatives. Boats, Silt Striders, Guild Guides, and walking. Where in Oblivion there is only (Badly and unrealistically implemented) Fast Travel and Walking. Nothing else without mods. Would it kill them to add a carriage system, Mark and Recall, and Divine Intervention?
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Sammygirl500
 
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Post » Tue Feb 01, 2011 10:44 am

I don't know what you are getting at with this. Fast Travel was omnipresent right from the beginning in Cyrodiil. Where as all teleportation spells and charms in MW had a limited range of destination, meaning from wherever you were, you could only go to one place. It was much more sensible than the ridiculous Oblivion system. Oblivion could have at least been decent enough and given us the option to disable fast travel via some start up, one time only menu.


But again that makes no sense! If you were just going to disable it then just don't use it to begin with. Why bother with that? Can you not control yourself and prevent yourself from using fast travel if you don't want to?
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Ana
 
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Post » Tue Feb 01, 2011 10:28 pm

You could get amulets to do both after doing several very, very easy quests from Edwinna Elbert.

So, if I understand correctly, the no-failure aspect of these items somehow makes the game to easy, but the no-failure-whatsoever of any Oblivion magic is fine and dandy?
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Rebecca Dosch
 
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Post » Tue Feb 01, 2011 6:16 pm

So, if I understand correctly, the no-failure aspect of these items somehow makes the game to easy, but the no-failure-whatsoever of any Oblivion magic is fine and dandy?

It was also no-success for any spell above your level. I will admit that the magic success system could have been better, in the very least not divided up by levels 25, 50, 75, and 100.
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Chloe Mayo
 
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Post » Tue Feb 01, 2011 6:29 pm

So, if I understand correctly, the no-failure aspect of these items somehow makes the game to easy, but the no-failure-whatsoever of any Oblivion magic is fine and dandy?


Spell failure was ridiculous anyway. It was very DnD concept. It doesn't make sense for something so transcendent as magic to 'fail'.
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Lillian Cawfield
 
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Post » Tue Feb 01, 2011 6:24 pm

But again that makes no sense! If you were just going to disable it then just don't use it to begin with. Why bother with that? Can you not control yourself and prevent yourself from using fast travel if you don't want to?


There are no decent alternatives to fast travel. This most have been stated at least 10 times in this thread. Why don't you understand that in Oblivion there is only fast travel or walking through boring, dull, unimaginative, uninspired landscapes?

Spell failure was ridiculous anyway. It was very DnD concept.


So spell failure is ridiculos but the fast traveling from Anvil to Leyawiin in only a few hours, encountering no enemies, and finding no new places isn't?
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Alisia Lisha
 
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Post » Tue Feb 01, 2011 9:40 pm

There are no decent alternatives to fast travel. This most have been stated at least 10 times in this thread. Why don't you understand that in Oblivion there is only fast travel or walking through boring, dull, unimaginative, uninspired landscapes?


Because that is matter of opinion and in my opinion Morrowind's landscape was dull. And looked far worse due to poor graphics. And It makes no sense because if you were going to disable it anyways despite your opinion on the landscape then just don't fast travel.

Tell me have you ever walked along a woodland road? A well traveled one? How many times did you get attacked by a lone wolf? And in broad daylight?
Fast traveling and not being attacked makes plenty of sense.
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loste juliana
 
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Post » Tue Feb 01, 2011 11:36 pm

But again that makes no sense! If you were just going to disable it then just don't use it to begin with. Why bother with that? Can you not control yourself and prevent yourself from using fast travel if you don't want to?


It makes perfect sense, seeming that none of us have the willpower of the Buddha. I certainly don't. All those time tediously running through tedious English countryside getting chased by level 90 bears and wolves actually makes for a puerile and pedantic game. We've all used the cop-out Oblivion system, for various reasons. I don't like it, but I used it, becuase it was there, the game was lessened becuase of it I thought.
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Music Show
 
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Post » Tue Feb 01, 2011 11:11 am

Because that is matter of opinion and in my opinion Morrowind's landscape was dull. And looked far worse due to poor graphics. And It makes no sense because if you were going to disable it anyways despite your opinion on the landscape then just don't fast travel.

Tell me have you ever walked along a woodland road? A well traveled one? How many times did you get attacked by a lone wolf? And in broad daylight?
Fast traveling and not being attacked makes plenty of sense.


You just don't understand this do you? There is only Fast Travel and Walking! There is no Carriage, Boat, and Guild Guide system, there is no Mark and Recall, and there is no Divine Intervention. Where in Morrowind you normally did have to walk but you can't label the landscapes as unimaginative unlike Oblivion and if you do, you are making things up. Morrowind's landscape is not unimaginative. Some people may find it boring but you can't call all the landscape unimaginative which is far more then I can say about Oblivion's landscape.

Every time. You can't travel a long distance in Oblivion on the roads and find nothing of interest and no enemies. Maybe short distances but not long distances which is exactly why fast travel is flawed.
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Isaac Saetern
 
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Post » Tue Feb 01, 2011 1:03 pm

It was also no-success for any spell above your level. I will admit that the magic success system could have been better, in the very least not divided up by levels 25, 50, 75, and 100.

It wasn't "no-success" it was "no-attempt." Wizards in fiction sometimes try to cast spells beyond their control. Hell, Mickey Mouse even did it.

I'd much rather to attempt and fail at something I know I can do as well as something I think I can do, rather than always succeed with what I know and never get to even attempt what I think.
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lolly13
 
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Post » Tue Feb 01, 2011 4:12 pm

And you still haven't shown me how there's any more non-factional Dunmer culture than Imperial culture.


Why should I ignore the bulk of Morrowinds culture when Cyrodiil has nothing to match it?

The Great Houses are the mayor cultural influences. Their equivalent in Oblivion by lack of any sort of families, clans or cults, are the cities. Though they don't seem to influence much at all.
Can you write a short philosophy of each? Like http://www.imperial-library.info/mwbooks/grasping_fortune.shtml, http://www.imperial-library.info/mwbooks/truenoblescode.shtml or http://www.imperial-library.info/mwbooks/affairs_of_wizards.shtml?

Like wise the temple is a major influence. In Oblivion, the Cathedrals look nice but you don't get any http://www.imperial-library.info/mwbooks/fellowship_temple.shtml. Or further reading, http://www.imperial-library.info/mwbooks/saryoni_sermon.shtml, http://www.imperial-library.info/mwbooks/lives_saints.shtml, http://www.imperial-library.info/mwbooks/pilgrim_path.shtml, http://www.imperial-library.info/mwbooks/consolation_prayer.shtml.
The blurbs about the Amulet of Kings are nice, but that doesn't tell us much about everything else involved with the worship of the Nine. Knights of the Nine was excellent even, but that came with a DCL.

The Ashlanders also are a big thing. So I'd also expect allot more on the Colovians and Nibeneans, but perhaps you can write something like a http://www.imperial-library.info/fsg/luagararticle2.shtml about them?
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Nathan Hunter
 
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Post » Tue Feb 01, 2011 3:55 pm

It wasn't "no-success" it was "no-attempt." Wizards in fiction sometimes try to cast spells beyond their control. Hell, Mickey Mouse even did it.

I'd much rather to attempt and fail at something I know I can do as well as something I think I can do, rather than always succeed with what I know and never get to even attempt what I think.


There was a bar that gauged your chance in Morrowind. There was no guessing as to what you could and couldn't do.
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Your Mum
 
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Post » Tue Feb 01, 2011 3:52 pm

There was a bar that gauged your chance in Morrowind. There was no guessing as to what you could and couldn't do.


The guessing was whether you succeed and this thread has been steered off topic. Can we please go back to talking about the game's lore now? (Which is the topic.
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Ash
 
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Post » Tue Feb 01, 2011 11:21 am

There was a bar that gauged your chance in Morrowind. There was no guessing as to what you could and couldn't do.


Buy or make a Fortify Willpower, and that would change.
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Channing
 
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Post » Tue Feb 01, 2011 10:42 pm

The difference is that in Morrowind there are halfway decent alternatives. Boats, Silt Striders, Guild Guides, and walking. Where in Oblivion there is only (Badly and unrealistically implemented) Fast Travel and Walking. Nothing else without mods. Would it kill them to add a carriage system, Mark and Recall, and Divine Intervention?


Don't forget Hoptoad. Lots of points of jump for a few seconds, a few points of slow fall for allot of seconds.
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Brian LeHury
 
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Post » Tue Feb 01, 2011 11:52 am

Lets all (Me included) get back on topic now. The topic is comparing the games lore and all we have been doing is comparing the games.
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Adrian Morales
 
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Post » Tue Feb 01, 2011 3:51 pm

There was a bar that gauged your chance in Morrowind. There was no guessing as to what you could and couldn't do.

Nor did I say there was. What I said was I'd rather have a chance of success or failure on all spells. The only limiting factor as to whether or not a spell can be attempted should be the amount of mana required to cast. The success or failure would be determined by the character skill in the magic school involved.
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Laura Wilson
 
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Post » Tue Feb 01, 2011 1:18 pm

Lets all (Me included) get back on topic now. The topic is comparing the games lore and all we have been doing is comparing the games.


Yes let's do that, no one's opinion is going to change.

Oblivion was disappointing with lore and lack of new books. The Imperials are my favorite race and the Dunmer are my least favorite so it makes me sad that there is more on them.
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Pumpkin
 
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Post » Wed Feb 02, 2011 12:31 am

Why should I ignore the bulk of Morrowinds culture when Cyrodiil has nothing to match it?

Because it is one of the things which you condemn TES IV for. I want to know why it's acceptable for Morrowind to do it.

The Great Houses are the mayor cultural influences. Their equivalent in Oblivion by lack of any sort of families, clans or cults, are the cities. Though they don't seem to influence much at all.
Can you write a short philosophy of each? Like http://www.imperial-library.info/mwbooks/grasping_fortune.shtml, http://www.imperial-library.info/mwbooks/truenoblescode.shtml or http://www.imperial-library.info/mwbooks/affairs_of_wizards.shtml?

Like wise the temple is a major influence. In Oblivion, the Cathedrals look nice but you don't get any http://www.imperial-library.info/mwbooks/fellowship_temple.shtml. Or further reading, http://www.imperial-library.info/mwbooks/saryoni_sermon.shtml, http://www.imperial-library.info/mwbooks/lives_saints.shtml, http://www.imperial-library.info/mwbooks/pilgrim_path.shtml, http://www.imperial-library.info/mwbooks/consolation_prayer.shtml.
The blurbs about the Amulet of Kings are nice, but that doesn't tell us much about everything else involved with the worship of the Nine. Knights of the Nine was excellent even, but that came with a DCL.

The Ashlanders also are a big thing. So I'd also expect allot more on the Colovians and Nibeneans, but perhaps you can write something like a http://www.imperial-library.info/fsg/luagararticle2.shtml about them?

Most of those factions were in constant conflict with another, and had been for millennia. Of course they'll be very different from each other. Vvardenfell was hardly a united place. Cyrodiil, on the other hand, had been united for over 400 years.

But if we're playing it like that, then http://www.uesp.net/wiki/Oblivion:Thieves_Guild http://www.uesp.net/wiki/Oblivion:Mages_Guild http://www.uesp.net/wiki/Oblivion:Fighters_Guild. Again, like most Oblivion lore, it requires more effort to dig up than Morrowind, where it was all in dialogue paragraphs and books.
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Brad Johnson
 
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Post » Tue Feb 01, 2011 11:28 am

Yes let's do that, no one's opinion is going to change.

Oblivion was disappointing with lore and lack of new books. The Imperials are my favorite race and the Dunmer are my least favorite so it makes me sad that there is more on them.


I agree about the lore. I disagree on the Imperial and Dunmer. Morrowind and Daggerfall's Dunmer are my favorite race and I hate the imperials for being so bland. I also dislike how Oblivion changed the lore on it being a jungle and then failed to provide a decent explanation as well as the fact that there is no explanation for the fact that Cyrodil has no politics.
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Valerie Marie
 
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Post » Tue Feb 01, 2011 11:10 am

I agree about the lore. I disagree on the Imperial and Dunmer. Morrowind and Daggerfall's Dunmer are my favorite race and I hate the imperials for being so bland. I also dislike how Oblivion changed the lore on it being a jungle and then failed to provide a decent explanation as well as the fact that there is no explanation for the fact that Cyrodil has no politics.

But they did have an http://www.uesp.net/wiki/Lore:Mythic_Dawn_Commentaries_3 for why it's no longer a jungle.
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Melissa De Thomasis
 
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Post » Tue Feb 01, 2011 6:53 pm

But they did have an http://www.uesp.net/wiki/Lore:Mythic_Dawn_Commentaries_3 for why it's no longer a jungle.


Can you explain it please. (I've heard the Tiber Septim did it before and no that doesn't really work) I can't figure out anything in that confusing book.
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Lindsay Dunn
 
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Post » Tue Feb 01, 2011 9:38 pm

I agree about the lore. I disagree on the Imperial and Dunmer. Morrowind and Daggerfall's Dunmer are my favorite race and I hate the imperials for being so bland. I also dislike how Oblivion changed the lore on it being a jungle and then failed to provide a decent explanation as well as the fact that there is no explanation for the fact that Cyrodil has no politics.


You don't like Oblivion Dunmer? Is that because they sound like High Elves or because they sound like Wood Elves? I thought they were improved since their power now makes more since. Ancestor guardian makes more since as a conjuration then as sanctuary.
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elliot mudd
 
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