If one thing from Oblivion made it into Skyrim, what should

Post » Mon Jan 10, 2011 3:18 am

I would like to hear the guards calling me a criminal scum.
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tiffany Royal
 
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Post » Mon Jan 10, 2011 9:33 am

hardcoe mode for the sake of immersion, not of difficulty.

That contradicts itself, hardcoe mode isn't supposed to be difficult?
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Da Missz
 
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Post » Mon Jan 10, 2011 1:02 pm

I think that's more of a problem of the poor selection of available spells we had and the horrid level-scaling than whether or not magicka regenerated. Both of which should be fixed now.

Nothing about Oblivion's magicka was an improvement over past games. That's what the problem was. Everything was a step in the wrong direction concerning magicka except how Frost AOE and Flame/Shock AOE worked differently. That's pretty much the only thing done better and that's such a small part. Oblivion had significantly less spells on top of everything else I mentioned. And spell-making rectifies poor selection of spells. Unfortunately that won't be returning in Skyrim. And people wonder why there are so many concerns about Skyrim. BGS is obviously past its prime.
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Manny(BAKE)
 
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Post » Mon Jan 10, 2011 1:22 pm

That contradicts itself, hardcoe mode isn't supposed to be difficult?



Believe it or not... hardcoe mode is actually not really some variable set in stone.

In some games, it has no direct effect on the game's "difficulty" at all. Instead, it adds in different challenges which more accurately reflect real life. Such as Fallout: New Vegas and having the need to eat, drink, and sleep. This is something that the Elder Scrolls community has been designing, on its own, since Bethesda first put the tools in their hands.

There's nothing contradictory about the statement. It's not about difficulty.

It's about realism. Realism just makes the game a bit more challenging, sometimes, because you have to think like a person and not like a player.
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Stephy Beck
 
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Post » Mon Jan 10, 2011 1:41 am

the ability to move

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Jessica Nash
 
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Post » Mon Jan 10, 2011 10:49 am

Believe it or not... hardcoe mode is actually not really some variable set in stone.

In some games, it has no direct effect on the game's "difficulty" at all. Instead, it adds in different challenges which more accurately reflect real life. Such as Fallout: New Vegas and having the need to eat, drink, and sleep. This is something that the Elder Scrolls community has been designing, on its own, since Bethesda first put the tools in their hands.

There's nothing contradictory about the statement. It's not about difficulty.

It's about realism. Realism just makes the game a bit more challenging, sometimes, because you have to think like a person and not like a player.

I see. Then it should be renamed, because the name is misleading. People associate hardcoe with hard.
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clelia vega
 
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Post » Mon Jan 10, 2011 3:12 pm

Dungeon respawning, with item randomization. Kept things always fun and interesting :D
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Juan Cerda
 
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Post » Mon Jan 10, 2011 2:22 pm

I see. Then it should be renamed, because the name is misleading. People associate hardcoe with hard.

Survival mode is so much better, just ask Chineapple.
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Roisan Sweeney
 
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Post » Mon Jan 10, 2011 4:06 pm

jiubs voice
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Andrew
 
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Post » Mon Jan 10, 2011 3:13 am

Horses :P
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Multi Multi
 
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Post » Mon Jan 10, 2011 12:12 am

Uh... Well.... Erm... :shrug:
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Frank Firefly
 
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Post » Mon Jan 10, 2011 6:29 am

Believe it or not... hardcoe mode is actually not really some variable set in stone.

In some games, it has no direct effect on the game's "difficulty" at all. Instead, it adds in different challenges which more accurately reflect real life. Such as Fallout: New Vegas and having the need to eat, drink, and sleep. This is something that the Elder Scrolls community has been designing, on its own, since Bethesda first put the tools in their hands.

There's nothing contradictory about the statement. It's not about difficulty.

It's about realism. Realism just makes the game a bit more challenging, sometimes, because you have to think like a person and not like a player.


Thx for saying that.

And for the sake of realism, it's better to have restoring magicka with time.
There's not much reason to restore your magicka when you activate "rest" and when you're doing exactly the same but didn't press "rest". Unless the characters lay down or do something really different when "rest" is activated.
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Aliish Sheldonn
 
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Post » Mon Jan 10, 2011 1:21 pm

I can't really think of anything other than the guilds I guess
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Jennie Skeletons
 
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Post » Mon Jan 10, 2011 3:27 am

I can't really think of anything other than the guilds I guess
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Lew.p
 
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Post » Mon Jan 10, 2011 1:21 am

Uh... Well.... Erm... :shrug:

:lmao: that's what I thought too...
...but still, I'd like the return of the couriers. Having them travelling from town to town to spread the news is a pretty cool touch for the atmosphere.
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ShOrty
 
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Post » Mon Jan 10, 2011 6:29 am

The quests for sure, especially the guild quests, the theives guild was my second favorite, and it was way better than morrowinds guild, and the db quests were some of the best side quest in anygame i've played. The quest organization, nuff said. regenerating magicka. Fast travel it was so tedious to get anywhere in morrowind, map markers for locations. The entire menu system, although they replaced that
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Ella Loapaga
 
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Post » Mon Jan 10, 2011 10:03 am

Uh... Well.... Erm... :shrug:

Herp derp
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Chris Cross Cabaret Man
 
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Post » Mon Jan 10, 2011 11:32 am

I can't really think of anything other than the guilds I guess


Better Combat, low and tall terrains, 10x better graphics, better UI, better harvesting, better quests, better animations, characters open mouths instead of pausing completely and saying the same things as everyone else...
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Steve Bates
 
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Post » Mon Jan 10, 2011 2:00 am

Characters having more to say. In morrowind everyone had a list of topics but most npc's said the same thing for the same topics.
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Enie van Bied
 
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Post » Mon Jan 10, 2011 2:21 pm

If there was ONE thing that Skyrim needs it's the feature of the dark brotherhood or some sort of assassin guild. I'm sure there will be a guild of assassins of some sort, but nonetheless it needs one. it HAS TO HAVE 1!
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Pixie
 
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Post » Mon Jan 10, 2011 6:21 am

I think an obligatory

noooooooooooooooooooo

is called for here... jezus.

Umad?

I was joking.
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Marine x
 
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Post » Mon Jan 10, 2011 10:49 am

STOP RIGHT THERE CRIMINAL SCUM!
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Richard Dixon
 
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Post » Mon Jan 10, 2011 2:12 am

Horse Armor.
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jessica sonny
 
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Post » Mon Jan 10, 2011 1:20 pm

Dark Brotherhood-style quests.
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leni
 
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Post » Mon Jan 10, 2011 2:03 am

some of the sidequests were fun...........and thats about it. aside from the DB i liked morrowinds guild/house quests better but thats mostly cause you were working against other houses instead of oblivion generic enemies number 1 2 and 3 that had no effect on the other guilds or houses.
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Lloyd Muldowney
 
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