Never again give us and ToA ( time of arrival)

Post » Wed Dec 14, 2011 6:37 pm

Nah, the game came on time.
User avatar
Javaun Thompson
 
Posts: 3397
Joined: Fri Sep 21, 2007 10:28 am

Post » Wed Dec 14, 2011 7:21 pm

This game was seriously rushed in the latest months to come out with something playable but not exceptional , the game stands out for its visuals butlacks a lot of gameplay features , espcially the dynamics in magic system and the bugged crafting/ enchantig that makes almoust worthless go look for special magical items .... Why bother if you can bild yourself the mostpowerfullitems in world evenbetter than the daedric ones ?
Plus alot of missing things , cities ruhed with very few life and few houses , the othe holds area opycatted .... severall bugs and hat's ontop the quets altough re nice and serosly madeare very short an not satisfiying that donot ive mch rewads in th end ....
severall bugs etc .... total simplification of attributes and creationof the character , removal of all rpg features , quests are verylinear in the answers you can give and choices to make , no true "Epicness" feeling over completing main quests....
the armours been merged into on single piece allowing for no possibility to mix match ... The CK not ready for the relase bt delayed unbeliavably at the next year .... Underpowered werewolves and Vampires not leveled , the Duneons altough are all nice and all different thy feel too much linear wit the random crapto slah aroun untill you reach the final bss nd his more worth chest ....

no more hunting seeking quests ala morrowind where you could tumble across a piece of daedric armour and this was more "wow" than crafting it yourself .....
well so far I love the music , the atmosphere and the grapics , but they ruined the game by rushing it in the final months I am sorry to say that but this game with its streamlining and ruhing all I guesss caused by rying to appeal the majority of people , sell more and please distributors , made o Skyrim a nice Cameo more than a outstanding game ...

i dont think anything you said except the bugs/balancing/construction kit is a result of the game being rushed in the last months, even though i dont doubt it happened. but the things you mentioned are big design decisions that need to be long-term planned. anyway, i agree that giving a release date one year ahead cant cause anything but problems and so did here. lack of balance, bug testing and no construction kit. id rather buy a game "when its done".
User avatar
Bonnie Clyde
 
Posts: 3409
Joined: Thu Jun 22, 2006 10:02 pm

Post » Wed Dec 14, 2011 4:48 pm

meh, it has its quirks.
but I think the positives WAAYY outweigh the negatives.
I dont think the deadline had THAT much impact on the devs design choices of the game but I do agree with you to some extent about balancing issues and whatnot.
User avatar
Robert Devlin
 
Posts: 3521
Joined: Mon Jul 23, 2007 2:19 pm

Post » Wed Dec 14, 2011 12:09 pm

Nice wall of text. tl;dr
User avatar
Alexis Estrada
 
Posts: 3507
Joined: Tue Aug 29, 2006 6:22 pm

Post » Wed Dec 14, 2011 10:26 am

Thank god after 12/12/12 we won't have these marketing wet dream dates to put out titles or movies or books and people can set development dates when the product is finished.

And by that, I mean major bug free and no patches on release date. I can't play my PS3 version because it's broken now and I am convinced that is because of the rush to release date on 11/11/11. It was a stupid concept and should never have happened. Regardless of the too short quests and any gameplay issues, the game-ending bugs such as the PS3 lag issue is most concerning.
User avatar
Emmie Cate
 
Posts: 3372
Joined: Sun Mar 11, 2007 12:01 am

Post » Wed Dec 14, 2011 4:02 pm

Apparently you've never played a game that was truly rushed an unfinished.
User avatar
ezra
 
Posts: 3510
Joined: Sun Aug 12, 2007 6:40 pm

Post » Wed Dec 14, 2011 5:33 am

<3

Yeah, if we're being nitpicky about quality, then OP, you have no place to talk because you couldn't even take the time to always hit the spacebar between words.

I also have to say, this idea that "quests are too linear" and then referring to Morrowind is just an outright joke. Quests in Skyrim have far more ways to start them and complete them than we've ever seen in an Elder Scrolls game before, certainly more than Morrowind. To this day I've found completely different ways to start quests.

I was also under the impression that the game was not rushed in the later months and that they had plenty of time. I don't share any of your complaints. Skyrim is great.


What game are you playing? :wacko:

Because in this thing I bought called 'Skryim', you can't even say no to 90% of the quests, and at best you have, maybe, just maybe two options towards the end as to how to complete it.

Yeah, you can choose different sides, but the way you go about doing the quest doesn't change at all.

Choosing whether Faenlin or Sven gets the girl is not exactly a dynamic quest. Neither is siding with the Imperials or the Stormcloaks, yeah, different names, same bloody quests. Legion: Go find some artifacts, capture forts. Stormcloaks: Go find some artifacts, capture forts.

Then there is the pathetic lack of counter quest lines. Trouble with the Thieve's Guild in Riften? Can you and Mjoll the Lioness team up to work against them? NOPE.

Why doesn't me refusing to become a Nightingale not have any impact? Why don't they find somebody else? Why doesn't Mercer become uber powerful? Does time just stop when I don't do a quest?

The only quest I can think of that offers lots of variation is the Forsworn quest line.
User avatar
Kelly Osbourne Kelly
 
Posts: 3426
Joined: Sun Nov 05, 2006 6:56 pm

Post » Wed Dec 14, 2011 9:19 am

So the question to me is...what's the alternative? Bethesda says "we're working on the next TES but we don't know when it'll be out?" Have you folks read A Song of Ice and Fire? Do you have any idea how much people freaked out over not knowing when the fifth book was going to be released? It's a damned-if-you-do, damned-if-you-don't kind of scenario, IMO.
User avatar
Sammygirl500
 
Posts: 3511
Joined: Wed Jun 14, 2006 4:46 pm

Post » Wed Dec 14, 2011 3:53 pm

You can always say "No" to a quest. Just press TAB. I do it all the time.

I'd have to agree with Velorien. Comparing Morrowind and Skyrim's quest is just begging for Skyrim to rip Morrowind apart. Typical Morrowind quest-conversation.

- "Hello, I'm Drayven Hlaalu. I'm a Commoner."
- "Commoner."
- "I do what needs doing and get by whichever way I can."
- "Ring."
- "Yes, I lost my ring. It's in Servethi Ancestral Tomb. Can you bring it back to me."
(Long Pause while the Nerevarine notes this into his journal and then picks up the conversation)
- "Servethi Ancestral Tomb."
- "You'll find it south-east of Balmora. It's close to the Kwama Egg Mines."
User avatar
Farrah Lee
 
Posts: 3488
Joined: Fri Aug 17, 2007 10:32 pm

Post » Wed Dec 14, 2011 9:43 am

...Like?
Seriously, all i see how to 'start' quests is, find the man giving it. go to source location. do the quest. /end.
Doesn't get more Linear then that.

Sure, I could go to the location of the quest differently...but why would i do something like that when it's easier just to go the fastest route (See Fast traveling)
Not to mention the Main story line not being epic at all, just some silly short main quest meant to 'fulfill my destiny as dragonborn'....The end boss was way to easy as well.

If it were me, I would scrap skyrim, pull a giant team of companies together and remake it.
BioWare for storyline
Bethesda for big open world design
Valve for gameplay mechanics (since they have the best imo)
And then maybe some other company to make a nice shiny graphics engine to run the game (like DICE or Blizzard...)
But that's just me.
As for the OP, (even though i could hardly read what he said) I agree. the game was way to rushed. I've already played it a lot and the fact that it was rushed kind of killed it. I don't want to come back to it anymore either, it just feels boring.
They were stubborn to put up the release date so early and actually stick to it.
I'd rather have 12.12.12 release date then 11.11.11.
or a 2.2.12 since that would be faster.


Seriously [censored] BioWare. Their stories are loved by the ADHD kids, but their plot mechanics and scripts are ALWAYS the same, as if they're generated by some kind of machine.

Here is an accurate run-down of every BioWare game made in the last 5 years:

Impending doom looms over the land. You must find X amount of specialists to help you put together a squad so you can win. There will be Y amount of potential love interests among these adventurers, and Z amount of helpers will die spectacularly unless you play 100% like the developers intended.

BIOWARE ARE THE SHODDIEST STORY WRITERS IN THE GAMES INDUSTRY EVER!!!
OK, it was cool the first time, but not so much any more.

And as to Valve and their corridor/ bottom smacking game design, [censored] them too.
User avatar
Sarah Bishop
 
Posts: 3387
Joined: Wed Oct 04, 2006 9:59 pm

Post » Wed Dec 14, 2011 7:06 am

I... think... I... disagree... ... ... ... ... ... ... ...
User avatar
:)Colleenn
 
Posts: 3461
Joined: Thu Aug 31, 2006 9:03 am

Post » Wed Dec 14, 2011 8:07 am

Thank god after 12/12/12 we won't have these marketing wet dream dates to put out titles or movies or books and people can set development dates when the product is finished.

And by that, I mean major bug free and no patches on release date. I can't play my PS3 version because it's broken now and I am convinced that is because of the rush to release date on 11/11/11. It was a stupid concept and should never have happened. Regardless of the too short quests and any gameplay issues, the game-ending bugs such as the PS3 lag issue is most concerning.


What color is the sky on your planet? You honestly believe that release day patching will go away because dates like 11/11/11 and 12/12/12 won't be popping up?
User avatar
Elizabeth Davis
 
Posts: 3406
Joined: Sat Aug 18, 2007 10:30 am

Post » Wed Dec 14, 2011 8:43 pm

What game are you playing? :wacko:

Because in this thing I bought called 'Skryim', you can't even say no to 90% of the quests, and at best you have, maybe, just maybe two options towards the end as to how to complete it.

So just like the rest of the series... you can also just, you know, NOT DO THE QUEST!
User avatar
Kaley X
 
Posts: 3372
Joined: Wed Jul 05, 2006 5:46 pm

Post » Wed Dec 14, 2011 7:45 am

You can always say "No" to a quest. Just press TAB. I do it all the time.

I'd have to agree with Velorien. Comparing Morrowind and Skyrim's quest is just begging for Skyrim to rip Morrowind apart. Typical Morrowind quest-conversation.

- "Hello, I'm Drayven Hlaalu. I'm a Commoner."
- "Commoner."
- "I do what needs doing and get by whichever way I can."
- "Ring."
- "Yes, I lost my ring. It's in Servethi Ancestral Tomb. Can you bring it back to me."
(Long Pause while the Nerevarine notes this into his journal and then picks up the conversation)
- "Servethi Ancestral Tomb."
- "You'll find it south-east of Balmora. It's close to the Kwama Egg Mines."


And Skyrim is any different? I know this isn't an TES stitch, but would it hurt to add some variety, or at least try to?
User avatar
Brentleah Jeffs
 
Posts: 3341
Joined: Tue Feb 13, 2007 12:21 am

Post » Wed Dec 14, 2011 4:38 pm

Just to point out you can say no to everything, even if there is no other option except yes. Exit the conversation by tab or esc or whatever button it is on the controllers.
User avatar
Thomas LEON
 
Posts: 3420
Joined: Mon Nov 26, 2007 8:01 am

Post » Wed Dec 14, 2011 1:12 pm

First off, OP, use spell check, it will fix your 'keyboard errors' that are so bad that it looks like you typed this out on your phone using your feet while trying not to be caught in class.

Crafting is no more broken than any other TES game. In fact, I would say that Enchanting and Alchemy are probably the most balanced that I have seen in any TES game. Granted, I would have liked to have seen the ability to craft arrows, and I'm disappointed that items no longer degrade, but that does not make anything broken.

The cities are, for the most part, fine. For one, everything is scaled down a bit, from the size of the world to the size of the cities. Second, everybody who has a house has a job and a purpose. Granted, I think it would have been nice to see a bit more filler, just to make it look like there is more going on than there actually is, but that's all it is is filler.

For me, many of the quests have been quite different in how they start, as compared to previous TES games. I also like that they added interesting triggers and puzzles, as well as little stories for a number of the locations, as they give each location a unique feel. True, there are some quest bugs, and this, to me, is probably your only solid complaint, as these should have been tested and fixed a while ago. Some are, obviously, a little more difficult to encounter (like Raldbthar), while others should be quite obvious (like quests sharing the same location, or quest items not being removed upon completion).

The best part of your post (other than the horrendous type-os, grammar and abusive ellipses), IMO, is when you complain that the CK wasn't released with the game, but rather delayed until it was ready. My guess is that most of the CK was ready, but they decided to integrate certain features with Steam closer to the release of the game.
User avatar
Khamaji Taylor
 
Posts: 3437
Joined: Sun Jul 29, 2007 6:15 am

Post » Wed Dec 14, 2011 6:46 pm

And Skyrim is any different? I know this isn't an TES stitch, but would it hurt to add some variety, or at least try to?


While the dialoge options in Skyrim aren't the most interesting, nobody can deny that they are at least MORE interesting. That is, immersion-wise. I am aware that you can ask any NPC in Morrowind anything and they will copy+paste an answer from Morropedia.
User avatar
Adriana Lenzo
 
Posts: 3446
Joined: Tue Apr 03, 2007 1:32 am

Post » Wed Dec 14, 2011 6:59 pm

Just to point out you can say no to everything, even if there is no other option except yes. Exit the conversation by tab or esc or whatever button it is on the controllers.


Of course you can, but from a roleplaying perspective, you have to be a real dike to just walk out in the middle of a conversation.
User avatar
xemmybx
 
Posts: 3372
Joined: Thu Jun 22, 2006 2:01 pm

Post » Wed Dec 14, 2011 6:35 pm

"Hey, we're getting close to our 11-11-11 release date. How's your work going?"
"Might be tough to hit that date."
"Why don't you just cut the city sizes in half."
"What? That's insane! We'd have to completely re-do the landscape, not to mention scrap all this work that was 80-95% finished."
"Oh, you're right. Well, can you make the quests more linear?"
"Well, no. Most of the quest scripts have been in place for months. We're just testing, really. Even the writing is done. It would take us more time to remove things at this point."
"Okay... how about crafting?"
"What about it?"
"Uh... rush it!"
"Well, I had this idea about having craftable items that could boost your crafting skills—"
"Yes! Perfect!"
"—And I put it in four months ago."
"Attributes?"
"The ones we settled on last year?"
"Oh. I guess these aren't the kind of changes we can make during the last two months of development."
"I guess not."
User avatar
Georgia Fullalove
 
Posts: 3390
Joined: Mon Nov 06, 2006 11:48 pm

Post » Wed Dec 14, 2011 6:31 am

And Skyrim is any different? I know this isn't an TES stitch, but would it hurt to add some variety, or at least try to?


Quests are given pretty much the same way in any RPG I've ever played. At least in Skyrim they are voiced and have some dynamic aspects to them
Spoiler
such as shouting in cities and having a carrier bring you a note, for example
.

There's no way it's not an improvement over previous TES titles.
User avatar
Marlo Stanfield
 
Posts: 3432
Joined: Wed May 16, 2007 11:00 pm

Post » Wed Dec 14, 2011 10:16 am

Yes I had a time to respect I had to post all what I wanted to say in 1 minute .... I am sorry I did rush but is the same Bethesda did with this game to me ....

Anyway on a side note my Keyboard doesnt work erll so the error typings etc.... fsorry for that but I can't fix for now...

I find it ironic that you complain about Bethesda rushing the game, but beg forgiveness for your rushed post. I believe I smell the scent of hypocrisy floating into these forums...
User avatar
Hilm Music
 
Posts: 3357
Joined: Wed Jun 06, 2007 9:36 pm

Post » Wed Dec 14, 2011 9:55 am

Reading all these complaints everyday I'm desperate to find some of these faults in the game, like boring quests, nothing like Morrowind, lack of roleplaying (a little perhaps but you're never going to get perfection where this is concerned) and especially these so called 'broken' quests. Where are they?? One thing I certainly do not agree with, is that it was rushed! How can anyone say that?
User avatar
ruCkii
 
Posts: 3360
Joined: Mon Mar 26, 2007 9:08 pm

Post » Wed Dec 14, 2011 11:37 am

The Irony of calling the game rushed whilst your Thread contains so many errors, spelling and grammatical wise, I gave up reading. Just like the game, your thread was rushed. ;]
User avatar
courtnay
 
Posts: 3412
Joined: Sun Nov 05, 2006 8:49 pm

Post » Wed Dec 14, 2011 7:51 pm

Just to point out you can say no to everything, even if there is no other option except yes. Exit the conversation by tab or esc or whatever button it is on the controllers.

That's not exactly saying no though. That's avoiding the quest-giver. It's kind of like choosing the "Not right now" dialogue option. However, sometimes even that isn't an option. In any case, I keep ending up with quests I don't care about in my quest log.

you can say no to 99% of the quests and there are dozens of quests that i've run into with nonlinear elements.

spoiler free:
DBH opener quest
in my time of need
dagon's shrine
azura's shrine
the entire civil war
and so many more....

really the most dynamic and involved quests in an ES game to date.

How are the DBH opener and civil war quests nonlinear? With the civil war quest, all you have to do is pick a side, and each quest has a mirror image. In any case, the kind of variation present most quests (e.g. in In My Time of Need and the two Daedric quests you mention) was also present in previous ES games. So I think it's a serious exaggeration to say that Skyrim's quests are more nonlinear than any other ES game; that honor belongs to Daggerfall.
User avatar
Stat Wrecker
 
Posts: 3511
Joined: Mon Sep 24, 2007 6:14 am

Post » Wed Dec 14, 2011 6:35 pm

This is stupid... like really stupid.

So attributes are removed because of the deadline... remember back in december when they said they'll going to have uber-extra-awesome-complex-realistic system that can determine more about your character than any modern medical equipment in real life, then they said in October "ooops, too little time, we need to remove all this"?
Me neither.

They removed attributes since last year, same with most of the technical changes, so stop blaming the release date or the consoles why you don't like this game, this is extremely childish.

Game development needs to be planned, it needs phases to go trough so they can use the established parts to actually make the game. It NEEDS a release date, be it day-specific or just for a year, otherwise it will turn into another Duke Nukem Forever.


This.

Most of the things you list, OP, are deliberate design decisions. Not things suddenly removed because they were running out of time.

It's not like they were making all the quests have multiple resolutions and then suddenly decided they couldn't finish them and made them all linear. If that was the case, there'd be a mix of quests - the ones they'd already finished (voice acting, text, quest paths, etc) would be there alongside the ones they couldn't finish (the ones with a more linear path.)

"Hey, we're getting close to our 11-11-11 release date. How's your work going?"
"Might be tough to hit that date."
"Why don't you just cut the city sizes in half."
"What? That's insane! We'd have to completely re-do the landscape, not to mention scrap all this work that was 80-95% finished."
"Oh, you're right. Well, can you make the quests more linear?"
"Well, no. Most of the quest scripts have been in place for months. We're just testing, really. Even the writing is done. It would take us more time to remove things at this point."
"Okay... how about crafting?"
"What about it?"
"Uh... rush it!"
"Well, I had this idea about having craftable items that could boost your crafting skills—"
"Yes! Perfect!"
"—And I put it in four months ago."
"Attributes?"
"The ones we settled on last year?"
"Oh. I guess these aren't the kind of changes we can make during the last two months of development."
"I guess not."


Or what this guy said. :D
User avatar
NEGRO
 
Posts: 3398
Joined: Sat Sep 01, 2007 12:14 am

PreviousNext

Return to V - Skyrim