Morrowind or Oblivion, ES5

Post » Sat May 28, 2011 5:12 am

Well I did play Oblivion more than Morrowind having logged about 300+ hours on Oblivion and almost half that on Morrowind, but I have to say Morrowind was better. Morrowind allowed for more content to be put into a dialogue box and more could be done with modding, however the overall quality of Oblivion was better but they had limitations on talking with someone due to it being voiced. Oblivion had a MUCH better main quest line but I like the Mages guild and temple quests of Morrowind better. Another thing that I liked about Morrowind and was severely disappointed with Oblivion for was the scaled to level monsters- In morrowind they could stash a super amazing item at the end of a difficult dungeon and that dungeon was impossible as a low level, the loot did not level with you it was always epic or always crap. You could luck out extremely and snail your way through Addamasartus and grab some ebony greaves at twelve because the game paid you off for exactly what you put into it. In Oblivion at level 30 daedric becomes as common as iron, every two bit bandit had a full set because they were scaled to level, it kind of discouraged exploration knowing that there was nothing better than the gear I have stashed at the end of this mysterious Aleyid ruin. when there very well could be a daedric feather helm at the end of the Dwarven ruins and that meant something because you wouldn't encounter a bandit with one in a field. Exploration was far more rewarding in Morrowind than Oblivion you felt acomplished for clearing a den of vampires, and I really hope they go back to that In ES5.
I liked the morrowind barter system, and while the merchant system of Oblivion kinda felt more atmospheric I still liked the system. It also seemed as though Oblivion was dumbed down a bit with the exclusion of Short blade, and medium armor.

The barter system they should tailor to the area where they decide to set the game, but I hope they revitalize Morrowind exploration. They should keep the quest-line action packed and flowey like Oblivion, but leave out the waiting parts like when you wait for them to decipher the Tomb of prince calamari. They need to keep it as lore oriented as Morrowind was and as understandable as Oblivion was. I think they should use an alteration of the Daggerfall quick travel system because it got to be a bit messy in Oblivion late game.

Any thoughts?
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Kim Bradley
 
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Post » Sat May 28, 2011 4:03 am

I think TES: 5 should have the variety of weapons like Morrowind, but the world and battle style like Oblivion.
Overall, Oblivion.
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Ben sutton
 
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Post » Fri May 27, 2011 7:27 pm

You'll open a whole can of worms with this...
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RUby DIaz
 
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Post » Sat May 28, 2011 1:47 am

I'd like the best parts of all the games in the series to be used in TES5.

You'll open a whole can of worms with this...

But that hasn't happened in at least a day, I'd say we're over due. :P
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Arnold Wet
 
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Post » Sat May 28, 2011 3:47 am

I think know matter what TES5 be we would all love it I cant say what one I would want it to be like both games are to good to be true I think if TES5 comes out its going to be well cant put that into words
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Heather beauchamp
 
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Post » Sat May 28, 2011 7:12 am

More like morrowind.
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Cheville Thompson
 
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Post » Sat May 28, 2011 9:24 am

I think TES: 5 should have the variety of weapons like Morrowind, but the world and battle style like Oblivion.
Overall, Oblivion.

I agree. I miss spears and (particularly) throwing weapons.
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Amy Siebenhaar
 
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Post » Fri May 27, 2011 11:28 pm

Well I only played about 2 hours of morrowind and didn't like it. But morrowind WAS leveled and i would like to see that alot in the next, but other than that aspect I would like to see most of the oblivion traits
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Nathan Risch
 
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Post » Sat May 28, 2011 8:07 am

i'd like to see qualities from both really. the graphics engine from Oblivion, but the landscape from Morrowind. Maybe make questing a little harder to, as in, not having a questmarker for stationary quest locations/items.
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Ysabelle
 
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Post » Sat May 28, 2011 7:45 am

I totally agree with the levelling situation. I was really discouraged to explore any sort of dungeon.
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maddison
 
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Post » Fri May 27, 2011 7:45 pm

Definitely Morrowind. I would prefer having a more interesting world with the background lore and politics that Morrowind had, better storyline, more RPG-oriented gameplay, and finally, none of Oblivion's leveling mechanics which are simply one of the worst decisions in RPG history.

But what I definitely do not want is Morrowind's NPCs or combat.
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carly mcdonough
 
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Post » Fri May 27, 2011 6:32 pm

Graphics and combat system from Oblivion, and the big world, variety of weapons and armor and the questlines from Morrowind.
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Siidney
 
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Post » Sat May 28, 2011 1:30 am

I would like the amount of joinable factions and quests from Morrowind. Also the non-scaling from Morrowind. But I would like the improved menu, interaction and battle/magic system from Oblivion. And of course the graphics and AI.
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SaVino GοΜ
 
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Post » Sat May 28, 2011 5:41 am

I'd like to see a hybrid between Morrowind and Oblivion's combat systems; there's functionally not a lot of difference between having to swing 5 times to land a good hit and having to land 5 crappy hits to do any damage. Locational damage would be a fair compromise, with agility and weapon skill determining the chance of landing a good hit, while allowing for glancing, near-miss blows that do minimal damage (unless you get a REALLY good roll). Base weapon damage would still play a much larger factor, as in Morrowind; after all, you're not leveling up the weapons, an ebony spear should still be a potentially lethal weapon even in the hands of a spear noob.
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pinar
 
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Post » Sat May 28, 2011 4:30 am

I would like it to be more like Morrowind. Of course it will acctually turn out to be more like Oblivion, but with more limited level scaling so I guess it will still be an improvement.
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Jon O
 
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Post » Sat May 28, 2011 3:41 am

This is what TESV should be like: TESV.

Certainly not Oblivion, where the fiction of Cyrodiil was deconstructed and abused, as cheap backdrop, instead of building upon the initial vision. Morrowind's mainquest also falls short of the magnitude and choice alluded to by its pivotal documents.

There's too much wrong with both, so TESV should find a new formula.
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REVLUTIN
 
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Post » Sat May 28, 2011 12:37 am

And of course the graphics and AI.

AI was quite cool. A bit basic, but unholy fun never the less.
As for graphics. They... are not good...
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sas
 
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Post » Sat May 28, 2011 1:01 am

They should take the good things from all the prequels and than add some new stuff.
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Marquis deVille
 
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Post » Sat May 28, 2011 2:19 am

Well, considering that Oblivion basically took Morrowind and removed some features, I don't see how anyone could vote for Oblivion. The trees were nice but foliage was something that had to be improved upon. AI likewise was something that was a necessary improvement. The increased view distance was nice, but again, this was to be expected along with improved visuals. The bows were better but we lost crossbows and throwing weapons. Fast travel was nice but we lost detailed directions and other interesting modes of transport, and there was no penalty for using it or visual indication that you did use it so it was essentially the Morrowind console teleport cheat made legal, plus Cyrodiil was small so all it did was make the world smaller than it would have seemed otherwise. Horses were cool but they ended up getting killed, in most cases ran slower than you could run, didn't have reins or anything (thank you, Slof!), you couldn't fight while on them, and often glitched with the environment. NPCs were better modeled and animated but every race and six was given the same body and the same animations. Voice acting was good for immersion but the number of voice actors was reduced from Morrowind, leading to multiple races being played by the same people and no variety at all in NPCs of a single race, everyone saying the same exact thing all the time when conversing with each other, and most importantly no dialog topics except the bare minimum, which ironically leads to reduced immersion. Oblivion's big improvement was, of course, combat, which ended up being diminished by the insane level scaling and shoddy armor/weapon/creature balancing. Sneaking likewise was an improvement, but level scaling meant there wasn't really anything to steal and the lockpicking minigame was just too easy.

Oblivion is like a smaller but prettier version of Arena.

I probably put more thought into that than I should have.
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Kate Murrell
 
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Post » Sat May 28, 2011 10:13 am

I agree. I miss spears and (particularly) throwing weapons.

Indeed, they should make up for those in TES V by adding throwing spears.
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Cathrine Jack
 
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Post » Sat May 28, 2011 5:27 am

I think it should be more like Oblivion but the faces more like Morrowind. The body build up should be more like Oblivion though like for example, the imperial body in Morrowind was too wide but in Oblivion, the imperial body was good size in width. Though the skin color should be more like Morrowind, like for example the dark elf's skin color was more dark in Morrowind than in Oblivion. At least these things seemed to be like this for me in when I played these two games. Though generally overall, TES V should be more like Oblivion.
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Phoenix Draven
 
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Post » Fri May 27, 2011 5:45 pm

Indeed, they should make up for those in TES V by adding throwing spears.


Yes, and throwing axes
Preferably retrievable rather than one-use
Is there anything sillier than characters carrying around 50+ throwing axes (like in NWN1 & 2)?

They should take the best features of both, add some of the better ideas from DF, and improve on all of them
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Lily Something
 
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Post » Sat May 28, 2011 5:51 am

They should take the good things from all the prequels and than add some new stuff.

I agree especially the increased amount of factions/guilds you could join in morrowind compared to oblivion and possibly a vampire specific quest chain
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Klaire
 
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Post » Fri May 27, 2011 9:29 pm

Well, I'm coming back to MW after playing OB for a long time.
1) The journal was done better in OB. Better organised, although I don't care for the quest markers. I'd rather read directions like in MW.

2) I prefer the MW dialogue system, although it was nice in OB so that the NPC faced you when you talked with them

3) "Readying" your spell and then hitting your "attack" button seemed kind of redundant in MW, plus there's no block button, and attacks are basic, only depending on which way you step. So I like the entire combat system in OB better.

3) Toggling sneak mode is more convenient in OB, instead of holding in your button like MW. The sneak crosshair in OB may have been more convenient, but it kinda feels like cheating. A person shouldn't have eyes in the back of their head to know when they're being watched.

4) Bartering system/ setup was done better in MW, although it may have been overpowered. A person shouldn't be able to sell an item back to the same merchant for more than the player bought it for.

5) The ownership issues from MW were thankfully fixed in OB, plus that little red hand icon comes in handy. Would be nice, while in 3rd person view, whatever you're looking at has red text to let you know it's already owned. Maybe make telekinesis spells blue text? Also knocking over and item then using the grab button to prop it back up shouldn't count as steeling. It should only be considered steeling if you actually put the item in your inventory. Plus, how does a shop keeper know so fast, if an item is stolen, unless it was origionally one of their own items. You should be able to sell stolen items to other people than just TG fences. TG fences should only be needed if your looking to buy or sell blackmarket items like skooma or dwermer artifacts, etc. I'm surprised varla and wlkynd stones weren't considered special artifacts by the empire like dwermer artifacts were. Also, only fences should be able to remove the red hand icon from stolen items. If you sell a stolen item to a shop keeper, the red hand icon should remain. IRL just having a stolen item in your posession, even though you didn't know it was stolen, happens to be a crime (posession of stolen propperty).
Edit: the more an item is worth, the sooner the notice goes up to the public that it is stolen. Maybe put in some more "red tape", but make a way possible to own archeological artifacts. legitimitely.

6) The menu system is a tossup between MW and OB for me. Being able to drop finished quest items would be nice. The grab feature in OB along with the drag and drop from the menu feature, from MW would be nice.

7) I like the enchanting and spell making system of OB minus all the restrictions; one should be able to enchant with paralyze, restore health & fatigue as they see fit. Also, if you can find artifacts of apparel and armor with multiple enchantments, there should be a way for the player enchant like that as well. Also bring back the on use enchantments, but have it eventually wear out and break permenantly like Daggerfall. Add parchments to the list of enchantable items, but make them only good for one use and not capable of constant effects; sort of like making your own scrolls.

That's all I can think of for now, but I'm sure there'll be more once I play MW farther.
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Dina Boudreau
 
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Post » Fri May 27, 2011 11:21 pm

ALMOST every single thing, visual-wise, should obviously be like Oblivion. God knows when you first played Morrowind it was the greatest thing ever, but after playing Oblivion it was almost too heartbreaking to go back. The movement never bothered me when I first played, but it was terrible when i went back. But the actual creativity and variation in the nature of Morrowind was far better than Oblivion. I felt like I was only in medeival europe while playing oblivion, whereas in Morrowind I felt like I was on another planet.

Content should mirror the best parts of both games though. I think a happy medium (albeit leaning more towards Morrowind) in the monster-leveling system would be great. Oblivion was a bit too easy going whereas Morrowind had me soiling my underpants. The combat system of Oblivion was FAR better and more realistic than the Morrowind one. At low levels it took 20 minutes to get a good hit on a mole-rat. Oblivion seemed more fluid in that area.

Overall, I want them to take the best of both games and put it all into a game that will good for everyone. I'm leaning a tad towards Oblivion on this one but there are still things from Morrowind that I would rather not go without.
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Isabell Hoffmann
 
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