Official Playstation Magazine II

Post » Sun Aug 01, 2010 3:58 am

I don't really like the idea of levelled quest rewards...

Will this mean that in the late game, every farmer wanting his fields cleared will have a powerful enchanted sword he can spare?

Sounds like the world is revolving around the player too much again.

The rest of the news sounds good, as long as auto-aim is linked to skills... don't want to be a crack shot at level 1.

This is what I'm worried about. Also sounds like you'll never get a reward (such as an enchanted blade) that is too good for your level or too bad for your level. I want to be able to occasionally get an absolutely awesome weapon that lasts me for a while since it's so good, while also having to experience the disappointment of receiving a dud weapon that would've been nice if you were level 3.

If this block thing, it's absolutely terrible, I hate the idea of removing a simple function to promote anything, thats like removing the jump function for everybody other than thieves, terrible idea. Also the magnatism will is also terrible if it's on the PC, I want to hit where I am, and not helped by some kind of easy-hit function

Again, I agree completely. Surely you should be able to block with the one sword in your hand!? Hopefully that's the case on the PC, where there's alot more buttons to map moves on. And yes, magnetism probably shouldn't really apply to the PC.

I mean I get the idea is to stop you from slashing your own allies, but it could get very unrealistic and very frustrating in big battles if your character randomly lock-ons to an opponent all the time.
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Luna Lovegood
 
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Post » Sun Aug 01, 2010 1:57 pm

Where does it say anything about leveled loot/rewards?
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(G-yen)
 
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Post » Sun Aug 01, 2010 12:09 pm

The magnetism thing, could be worse than what you expect. arrows didn't get to the target instantly. So if you are aiming at the point where you enemy will be and the magnetism turns your aim at the point where he is now, it will be absolutelly imposible to hit a moving target.

EDIT: I'm sure, I had read that block can be performed pushing both buttons. with shields or two handed weapons this wouldn't be necesary, so you can block with one handers.
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Emily abigail Villarreal
 
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Post » Sun Aug 01, 2010 6:56 pm

The magnetism thing, could be worse than what you expect. arrows didn't get to the target instantly. So if you are aiming at the point where you enemy will be and the magnetism turns your aim at the point where he is now, it will be absolutelly imposible to hit a moving target.

I think the whole point is so that it's easier to hit your target. Not harder. That would be silly.
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Cash n Class
 
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Post » Sun Aug 01, 2010 12:56 pm

Probably the magnetism is only strong enough so that if there's a guard and a dremora in front of you, you won't hit thr guard by accident
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Horse gal smithe
 
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Post » Sun Aug 01, 2010 2:26 pm

I think the whole point is so that it's easier to hit your target. Not harder. That would be silly.

Silly but not so improbable. Besides if the adjustment is made acording to the future poisition of your enemy (this is done in Oblivion with NPCs with great results on your poor flesh), you wouldnt be able to hit a target about to stop because of an obstacle, because the algoritm won't had obstacles in mind (or at least I doubt it).

Oh!, and if I do wan't to hit a not living objective, or an 'ally'? (no, seriously, you could have good reasons for that)
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krystal sowten
 
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Post » Sun Aug 01, 2010 6:46 pm

I like the references to interactions with NPCs and things like breaking and entering. Sounds like Skyrim is going to give some newfound prominence to some elements of the Elder Scrolls series that have been around since Arena.
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Naughty not Nice
 
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Post » Sun Aug 01, 2010 12:55 pm

I don't really like the idea of levelled quest rewards...

Will this mean that in the late game, every farmer wanting his fields cleared will have a powerful enchanted sword he can spare?

Sounds like the world is revolving around the player too much again.

The rest of the news sounds good, as long as auto-aim is linked to skills... don't want to be a crack shot at level 1.


Well he might have inherited it as an heirloom and selling a sword doesn't stop him from being a farmer, he would get a one time injection of cash. However if he needs something done that he can't do himself, such as a heroic act, then he might part with the sword.

Just use you imagination dude
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Jennifer May
 
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Post » Sun Aug 01, 2010 8:52 am

Thanks for that - I must have missed the first thread :) I'm tempted to buy the mag now just for the screenshots.

You probably should, they look awesome in print :)
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lolli
 
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Post » Sun Aug 01, 2010 10:14 am

I dont like the idea of not being able to block with the one handed weapon and spell. Should just be able to, but the weapon would break a lot faster.
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Nichola Haynes
 
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Post » Sun Aug 01, 2010 12:22 pm

I think the magnetism sounds actually like something more 'realistic' in a sense, may be to do with that new Havok thing they've got roped in - as in, the animation of your attack adjusts itself to focus on the enemy you were targeting - rather than just playing a default 'swipe' that doesn't take into account what your enemy's up to (otherwise in a multi-person skirmish, things get very messy with everyone running about, as they did in Oblivion, especially with dumb companion AI like in that Oblivion gate quest)

So now, as you would in real life, your blow isn't just a preset move on a fixed trajectory, but will 'follow' your enemy. (but in the sense that your arm is directing it - not like the blade itself is dragging you there)


Levelled loot is something of a disappointment though. I really hated the way it worked in Oblivion, where you were permanently put at a disadvantage the earlier you complete a quest.
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Destinyscharm
 
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Post » Sun Aug 01, 2010 6:53 pm

It could very possibly be only leveled for random quests, which would make sense (they're supposed to give you something to do at ANY level). Static rewards, or at least leveled rewards with in limits (a sword may be between level 5-10. Doing the quest before or during those levels would net you a good sword, but afterward would give you an obviously weaker sword due to your higher level).


I hope you are right! The way you describe it would be cool. Random quests tailored to your level are a GREAT feature, don't get me wrong.

I just want to be able to take big risks and get big rewards in some of the 'normal' quests, and sometimes be a bit disappointed by the useless reward offered by the poor farmer... instead of everything being 'just right' and feeling flat and artificial.
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GPMG
 
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Post » Sun Aug 01, 2010 8:26 am

You can, just not with magic together.

Really? I thought it was just an example. There's been a topic concerning only being able to block with two-handed weapons and shields. If you're right, everything is fine however! :D

And I'd love the radiant storytelling to provide random quests so there's ALWAYS something to do. From what we've heard, it seems radiant storytelling applies to most small quests (like helping civilians in distress).

And good point there, The Crustacean! It could provide a lot of reality from the animation aspect.
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Laura Richards
 
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Post » Sun Aug 01, 2010 6:01 pm

But leveled rewards for anything other than generated quests means either no unique items or levels uniques, both of which are really really bad


I don't think we've heard that the main quest and faction quests will have leveled quest rewards. As Orzorn pointed out, it sounds like the leveled rewards will tend to come from the side-quests that aren't tied in to larger storylines.
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QuinDINGDONGcey
 
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Post » Sun Aug 01, 2010 9:36 am

I really hope the One-Handed block thing is a misinterpretation. :confused:
Otherwise it's been 5 years and I still can't have my non-shield-wielding Spellword the way I wanted. :banghead: (there was no point NOT to have a shield in Oblivion, especially since it also gave a passive armor bonus).
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Baylea Isaacs
 
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Post » Sun Aug 01, 2010 8:10 pm

You can, just not with magic together.


I udnerstand why they did it, still I wish you could still block even when you're using a weapon spell combo...
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Greg Swan
 
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Post » Sun Aug 01, 2010 11:40 am

I really hope the One-Handed block thing is a misinterpretation. :confused:
Otherwise it's been 5 years and I still can't have my non-shield-wielding Spellword the way I wanted. :banghead: (there was no point NOT to have a shield in Oblivion, especially since it also gave a passive armor bonus).


Weapon blocking shouldn't be as good as shield blocking. There needs to be an incentive for using a shield.

The incentive for using two weapons or a two-handed weapon is the extra offensive potential. If that comes with blocking as effective as using a shield, then there's much less reason for using a shield. Of course, there is, as you say, the passive armour bonus. But that tends to be severely outweighed by the extra offensive potential.
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LuCY sCoTT
 
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Post » Sun Aug 01, 2010 4:28 am

Weapon blocking shouldn't be as good as shield blocking. There needs to be an incentive for using a shield.

The incentive for using two weapons or a two-handed weapon is the extra offensive potential. If that comes with blocking as effective as using a shield, then there's much less reason for using a shield. Of course, there is, as you say, the passive armour bonus. But that tends to be severely outweighed by the extra offensive potential.

As far as I recall, weapon-blocking WAS less effective than blocking with a shield in Oblivion.
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Laura Mclean
 
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Post » Sun Aug 01, 2010 10:30 am

i like how they are giving combat a grittier feel it should indeed feel like you truly are ending your opponents life rather then *smack smack* oops out of hp im dead *falls down* also the magnetism helps with intense combat should you have followers (helps avoid any unwanted sword wounds)
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jessica breen
 
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Post » Sun Aug 01, 2010 4:45 pm

As far as I recall, weapon-blocking WAS less effective than blocking with a shield in Oblivion.


Yep, it was. Shields were too good not to have in Oblivion because two-handed weapons were not as useful as they should have been.
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A Dardzz
 
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Post » Sun Aug 01, 2010 6:33 pm

Seems to me like they ran out of buttons (since they obviously focus on consoles).

"Right trigger to attack with main weapon, left trigger to attack with off-hand weapon or spell! Sound good boss?"

"And what if the player wants to block?"

"Oh, well... if a shield was equipped in the off-hand then it would be left-trigger to block. So we can either have off-hand weapons purely used as blocking, or only allow blocking for shields and two-handers. Or we can assign the block function to another button entirely, but then makes equipping a shield render the left trigger useless and gives the players three main buttons for combat, rather than two."

"Sounds too complicated, leave blocking for shields and two-handers only, then we can spin a story about it being a deliberate choice to enforce offensive playstyles."

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stacy hamilton
 
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Post » Sun Aug 01, 2010 7:32 pm

Taverns will play a huge role in Skyrim :D :D :D yesyesyesyes!!! god I was so happy when I read that!! :foodndrink:
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Matt Bigelow
 
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Post » Sun Aug 01, 2010 3:01 pm

I need to buy the magazine, but from what I've seen the only thing I dislike is no blocking as a Spellsword. Seriously? It's my favourite playstyle but now it just sounds like an annoyance factor. Parrying with a blade is sensible. It means the huge leap that Oblivion took mixing magic with combat is destroyed, and I don't understand why. Not being able to hold a shield and sword, and cast magic I understand, but no blocking AT ALL? Bang goes my build! Looks like it'll be the Ranger that gets the first run.


If it is a little comfort, the shield spell is back though, so you cast a magic shield over your character and then fight with both destruction magic and sword.
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Celestine Stardust
 
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Post » Sun Aug 01, 2010 8:39 am

I'm a little disappointed that blocking with a one handed weapon apparently stops working if you're using a spell in the other hand. It's nowhere near a deal breaker for me, however. I also know as a PC user I'm sure it can be modded-out if enough people don't like it.

Regarding the return of level-adjusted magic items. I'm going to assume that they're solely the domain of randomly generated quests. In the case of these types of quests, you need a way to generate random level-appropriate rewards so I feel like it makes sense within that context. Bethesda has already illustrated via Fallout 3 that they know players prefer tangible rewards with longevity over level adjusted loot that becomes obsolete in a few levels. I feel like we don't need to worry about dungeon hacks being fruitless at this point.
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Life long Observer
 
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Post » Sun Aug 01, 2010 12:24 pm

If it is a little comfort, the shield spell is back though, so you cast a magic shield over your character and then fight with both destruction magic and sword.

It's not the same. We want to be able to masterfully divert our ropponents' attacks and not just crudely svck it up with armor and its equivallent in magic. That aesthetic is part of being a Spellword and what sets him apart from barbarians and juggernauts :starwars: and pure mages that only want to kill everything from a distance :mage: .
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Jessica Raven
 
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