Persuasion, lockpicking, horses, dragon mounts, birthsigns,

Post » Wed Mar 30, 2011 10:56 am

It's wonderfully grandiose to hear they're considering 'dragon mounts.' I just think it's crucial to have a way to fly in open world games and not just be confined to the ground always. It ultra-improves fun, feeling of freedom and showcases the entire game world they've designed better.
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Tanika O'Connell
 
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Post » Wed Mar 30, 2011 10:17 am

It's wonderfully grandiose to hear they're considering 'dragon mounts.' I just think it's crucial to have a way to fly in open world games and not just be confined to the ground always. It ultra-improves fun, feeling of freedom and showcases the entire game world they've designed better.

For some purposes, flying would be cool and fun, yes. It would be awesome and beautiful to fly on a sunset over long mountains.

But at the same time it limits so many other things, flying. It would probably mean we get invisible walls again, as mountains would no longer hold us. It would also be quite unfitting to ride dragons, considering what role they are playing in Skyrim. These are the most terrifying and dangerous creatures we're talking about. Even if Dovahkiin would somehow control a dragon, it just wouldn't feel right imo.

Dragon mounts are best left for other games I think. There will definitely be mods though. There was even one for Oblivion.
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Jessica Colville
 
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Post » Tue Mar 29, 2011 11:42 pm

For some purposes, flying would be cool and fun, yes. It would be awesome and beautiful to fly on a sunset over long mountains.

But at the same time it limits so many other things, flying. It would probably mean we get invisible walls again, as mountains would no longer hold us. It would also be quite unfitting to ride dragons, considering what role they are playing in Skyrim. These are the most terrifying and dangerous creatures we're talking about. Even if Dovahkiin would somehow control a dragon, it just wouldn't feel right imo.

Dragon mounts are best left for other games I think. There will definitely be mods though. There was even one for Oblivion.

Oh, I suppose I'd rather have 'invisible walls' for the ability to 'fly.' Flying doesn't have to be provided by 'dragon mounts.' I'd just like to see something in the game which brings that ability. I don't like the feeling of being confined to solely land travel, I'd like to see sky travel. Perhaps by flying you could reach a 'floating' city in the sky, like Umbriel. And there was Vanua underwater, in that extreme, so it'd be cool to see the extreme of some settlement in the sky. Some floating dungeon/cave/ruin/city/settlement in the air. Flying would provide an important aspect to me which is being able to reach the tops of structures in the game. I always felt constrained being in Imperial City/other cities when it was difficult/impossible to find a way to reach the roofs of buildings. It'd would have been great for me to have the ability to land ontop of the chapels in the cities.
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Emily Martell
 
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Post » Wed Mar 30, 2011 12:00 pm

only two things I'm not thrilled about. Birth signs being out, and that they are actually considering dragon mounts. I mean really, it's cheesy, and the dragons are supposed to be the enemy, and highly intelligent creatures who do not consider themselves, mere mounts. I wouldn't mind some other kind of flying mount, just not dragons.

I hope the birth sign effects are still obtainable in the game somehow.
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Mr.Broom30
 
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Post » Wed Mar 30, 2011 5:00 am

What's the point of birthsigns if there are no attributes?

Magicka, Stamina, Health, Perks (like a perk outside of the "perk-tree" just for a specific sign)....

I don't miss birthsigns or anything... I'm just tellin ya... "attributes" as you perceive them have just been replaced, and condensed... not really deleted.
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Annika Marziniak
 
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Post » Wed Mar 30, 2011 11:31 am

Oh, I suppose I'd rather have 'invisible walls' for the ability to 'fly.' Flying doesn't have to be provided by 'dragon mounts.' I'd just like to see something in the game which brings that ability. I don't like the feeling of being confined to solely land travel, I'd like to see sky travel. Perhaps by flying you could reach a 'floating' city in the sky, like Umbriel. And there was Vanua underwater, in that extreme, so it'd be cool to see the extreme of some settlement in the sky. Some floating dungeon/cave/ruin/city/settlement in the air. Flying would provide an important aspect to me which is being able to reach the tops of structures in the game. I always felt constrained being in Imperial City/other cities when it was difficult/impossible to find a way to reach the roofs of buildings. It'd would have been great for me to have the ability to land ontop of the chapels in the cities.

I don't think that's how Skyrim work, with floating cities and stuff. This is pretty much low fantasy environment remember.

But as I said, dragons don't have that role in Skyrim. It's unfitting.

I think the best way for you to achieve what you want is mods, or write "tcl" and ... kind of fly, although of course not the same.

Invisible walls are also one of the things that's bad that would almost definitely come with flying mounts...

Magicka, Stamina, Health, Perks (like a perk outside of the "perk-tree" just for a specific sign)....

I don't miss birthsigns or anything... I'm just tellin ya... "attributes" as you perceive them have just been replaced, and condensed... not really deleted.

Just a random question about attributes. What will replace luck? And personality? And what about the increased damage you get from strength? What will those be, perks? Sounds a bit strange imo... especially about increased damage.
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sam westover
 
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Post » Wed Mar 30, 2011 6:01 am

There`ll probably be perks for increasing magicka...

Why would there be perks for increasing magika when you can choose to increase it at every level up?
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Robert Garcia
 
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Post » Wed Mar 30, 2011 4:39 am

Why would there be perks for increasing magika when you can choose to increase it at every level up?


Well a perk that multiplies whatever the normal amount you can raise your magicka at level up, could be pretty useful.
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Sophie Payne
 
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Post » Tue Mar 29, 2011 10:33 pm

Id expect some magicka boosts are scatters within perks in magic schools that also do other things..

Like in destruction a perk that increases burn damage and increases magicka 20 points.. Anouther that boosts the magicka drain from lightning and again boosts magicka say 30 points.. and one that increases the slow effect and duration of ice attacks and increases magcika 40 points...

Id expect to see health bostss in heavy armor block and 2 handed weapons...


Heck I could see a courier perk in speechcraft or mercantile that increases carry cap AND stamina 40 points. maybe even boosting runspeed.
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Eduardo Rosas
 
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Post » Wed Mar 30, 2011 3:53 am

Just a random question about attributes. What will replace luck? And personality? And what about the increased damage you get from strength? What will those be, perks? Sounds a bit strange imo... especially about increased damage.

I don't think Luck gets any replacement, it just added a small bonus to everything. Mabe there will be a "Lucky" perk that add a small bit to every skill, but I doubt it.

For Personality you have speechcraft.

For increased damage you have the one-handed and two-handed weapon skills, making them more generalized seems like a better idea after this. There might be perks that add a bonus damage to certain weapon types though.
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Wane Peters
 
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Post » Wed Mar 30, 2011 11:48 am

Horses:
Source: http://www.gamepro.com/article/previews/218905/skyrim-preview-cont/
Info: "Horses help you get around in Oblivion, and since that game’s 2006 debut, a number of games have made horses part of the game (some better than others). “We’d really like to have horses, Howard says. “We want to make sure it’s adding to the gameplay. Horses have come a long way in video games. It’s looking good right now.” To which Peter Hines, Bethesda’s vice president of marketing, cracks, “If no horse, how would we sell you horse armor?” Howard had a quip of his own ready: “We’d still sell it to you—just no horse for it.”"

I'm so glad they're gung-ho on the horses. I'd really prefer my Skyrim to have them and I have no doubt that they'll be sufficient additions.

Dragon mounts:
Source: http://www.gamepro.com/article/previews/218905/skyrim-preview-cont/
Info: "And what about dragons? Can you use them as mounts? “Are we considering it? Yes,” Howard says. “Are we doing it right now? No.”"

That definitely suprises me they're even considering it. I thought they already said something along the lines of "that's not the the way we're approaching them"...
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biiibi
 
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Post » Wed Mar 30, 2011 5:05 am

That definitely suprises me they're even considering it. I thought they already said something along the lines of "that's not the the way we're approaching them"...

I doubt dragon mounts will ever be in.
Feels very unfitting considering the role they play in Skyrim.

I think Todd just said that to give some hope to those that want it so bad.
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Eileen Müller
 
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Post » Wed Mar 30, 2011 8:15 am

i can understand seasons are hard to implement, also in a far northern country like Skyrim you would not see alot of difference (except for winter )

Actually i live in Norway and 1 month ago it was F***** cold and small snow storms sometimes, now its VERY sunny and uncloudy and warm each day, so we would see difference in skyrim. It is a lot like Scandinavia in a lot of ways. (Theres a book in oblivion that says the first king of skyrim was named Harald which was the first king in norway :P)
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Reanan-Marie Olsen
 
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Post » Wed Mar 30, 2011 4:05 am

"Lockpicking: “There is a minigame, but I hate the word ‘minigame’. There’s also a combat ‘minigame!’” [That latter is irony, don't explode.] “You’ve got to have some interaction, not just a die roll.”"

I have a problem with that. Locking in Oblivion was a "Minigame". The reason why Todd doesn't like the word "Minigame" is because they were such a failure in Oblivion and he's going to put the same thing in Skyrim.

Lock Picking needs to rely on your character skills 100%. Your ability with the controller, or keyboard, should never come into play in an RPG. This is, or should be, about the character not your "leet" gaming skills. This is why Minigames never belong in an RPG.
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Cccurly
 
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Post » Wed Mar 30, 2011 12:24 am

"Lockpicking: “There is a minigame, but I hate the word ‘minigame’. There’s also a combat ‘minigame!’” [That latter is irony, don't explode.] “You’ve got to have some interaction, not just a die roll.”"

I have a problem with that. Locking in Oblivion was a "Minigame". The reason why Todd doesn't like the word "Minigame" is because they were such a failure in Oblivion and he's going to put the same thing in Skyrim.

Lock Picking needs to rely on your character skills 100%. Your ability with the controller, or keyboard, should never come into play in an RPG. This is, or should be, about the character not your "leet" gaming skills. This is why Minigames never belong in an RPG.

I hated the lockpicking minigame in Oblivion. Was so annoying and boring after a while that I just spammed the auto-lockpick button...
I hope it's a very different minigame now.
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CArla HOlbert
 
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Post » Wed Mar 30, 2011 1:21 pm

Your ability with the controller, or keyboard, should never come into play in an RPG. This is, or should be, about the character not your "leet" gaming skills. This is why Minigames never belong in an RPG.


So, why are you playing TES? Ability with the keyboard was always the perquisite for surviving combat, after all, and became more important with every iteration. For that matter, few people enjoyed stealth in Dagerfall and Morrowind when it was "all about character" and based only on skills and dice-rolls.
Non-combat content should be similarly interactive. Lock-picking system in Fallout 3 was quite good, IMHO, they should just borrow it.
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Nicole Coucopoulos
 
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Post » Wed Mar 30, 2011 12:45 am

No birthsigns, no attributes... I don't know....
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Judy Lynch
 
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Post » Wed Mar 30, 2011 12:05 pm

He basically said it in the comment. No game-ruining decision within the first hour. What kind of player you are is decided through your actions over a longer time, not some static decision at the start of the game.


Mayby they should have just add stuff but not take them away for example: No apprentise 100+ magic and 100% weakness to it but instead 50+ magic like the mage birthsing.
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Olga Xx
 
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Post » Wed Mar 30, 2011 5:09 am

As someone who has never ever been able to get a single very easy lock open with the stupid mini-game in Oblivion, I'm going to look for the unlock cheat in whatever passes for a cheat console in Skyrim if the "unlock" not-really-a-mini-game is as big a pain as that one. And don't tell me, "It's really very simple you just...." Been there, followed instructions, failed repeatedly. I just don't have that kind of hand-eye coordination.

Besides why should I want to pick a 5-tumbler lock easily with a security skill of 5? With all the "It's immersion breaking!" complaining on this board that one is just about the worst. Of course they've probably eliminated the security skill.

Anyway, this actually comes as close to a deal-breaker as I've seen yet. (Except maybe Steam, but that's a computer security issue.)
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Floor Punch
 
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Post » Wed Mar 30, 2011 12:45 pm

So, why are you playing TES? Ability with the keyboard was always the perquisite for surviving combat, after all, and became more important with every iteration. For that matter, few people enjoyed stealth in Dagerfall and Morrowind when it was "all about character" and based only on skills and dice-rolls.
Non-combat content should be similarly interactive. Lock-picking system in Fallout 3 was quite good, IMHO, they should just borrow it.


Daggerfall and Morrowind were, and still are, the most popular TES games to date. Please don't go posting game sales as a stat to say otherwise, game sales having nothing to do with how good a game is.

Stealth in Oblivion was much better, but it factored in your stealth ability as well. The lockpicking in Oblivion was based on your ability with the game pad, or keyboard. That is why you could lock pick any kind of lock no matter what your skill was. It was broken beyond fixing. Combat in Oblivion was dependent on your skill and the weapon you chose and those things determined how much damage you did, which is that is not a minigame and why I have no problems with the combat in Oblivion.

Minigames like locking picking and persuasion, in Oblivion, were failures. The Skeleton Key was also a failure and broke the lock picking even more, since you had a key that never broke.

You want interactive, there are playing of FPS games that are very interactive. RPG's are no supposed to be interactive in that way. They are supposed to be based on your character skill only, hence the acroynm RPG (Role Playing Game).
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Tamara Primo
 
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Post » Wed Mar 30, 2011 9:24 am

I wonder how many of the OB birthsigns were taken, actually. A good number of them just seemed silly. A small number had huge effects on things, and then there were the attribute bonus ones... except for the "game changer" birthsigns, they really didn't seem to do a great deal.

(I took Thief on basically every character I ever made.)



....that said, it's nice when there are some amount of "how you set up your character" decisions to make at the start of a game. Regardless of what they're called. :shrug:


I did the same thing. I am indifferent to birthsigns no longer being in.

"Lockpicking: “There is a minigame, but I hate the word ‘minigame’. There’s also a combat ‘minigame!’” [That latter is irony, don't explode.] “You’ve got to have some interaction, not just a die roll.”"

I have a problem with that. Locking in Oblivion was a "Minigame". The reason why Todd doesn't like the word "Minigame" is because they were such a failure in Oblivion and he's going to put the same thing in Skyrim.

Lock Picking needs to rely on your character skills 100%. Your ability with the controller, or keyboard, should never come into play in an RPG. This is, or should be, about the character not your "leet" gaming skills. This is why Minigames never belong in an RPG.


Wow, buddy. Go play Monopoly if you want a game based on luck and dice rolls. No one else in the past 15 years of the videogame industry thinks like you do. I've played RPGs since turn-based old school ones near the end of the last century, and they still involved skill. Leave luck, chance, and number crunching to bored board games and out of real gaming. I'd rather have an RPG in which I have to make smart strategic choices for my character development, but where I also have to use my gaming ability to win. Hence why I love TES.
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Micah Judaeah
 
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Post » Wed Mar 30, 2011 11:13 am

Wow, buddy. Go play Monopoly if you want a game based on luck and dice rolls. No one else in the past 15 years of the videogame industry thinks like you do. I've played RPGs since turn-based old school ones near the end of the last century, and they still involved skill. Leave luck, chance, and number crunching to bored board games and out of real gaming. I'd rather have an RPG in which I have to make smart strategic choices for my character development, but where I also have to use my gaming ability to win. Hence why I love TES.


You can make strategic choices without breaking the game to where your character skill is no longer involved, as was done in the locking picking minigame in Oblivion. I love strategic games, but my ability with a game pad should have no affect on how well I can pick a lock.
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cheryl wright
 
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Post » Wed Mar 30, 2011 9:22 am

You can make strategic choices without breaking the game to where your character skill is no longer involved, as was done in the locking picking minigame in Oblivion. I love strategic games, but my ability with a game pad should have no affect on how well I can pick a lock.



I believe that it should, generally because, realistically, you can't stick a picklock into a lock, turn it, and somehow (luckily) it opens. You do need the skill involved to open the lock, the contoller/keyboard are your hands, skillfully use them!
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NAkeshIa BENNETT
 
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Post » Wed Mar 30, 2011 3:19 am

I believe that it should, generally because, realistically, you can't stick a picklock into a lock, turn it, and somehow (luckily) it opens. You do need the skill involved to open the lock, the contoller/keyboard are your hands, skillfully use them!


You do need skill, CHARACTER skill. There is a huge difference between character skill and your ability with a controller/keyboard.

Let me go a little further and explain why character skill is important.

If my character has a 25 lock picking skill, he should rarely be able to lock pick any lock. A 50 lock picking skill should be able to lock pick locks half the time. A 100 lock picking skill should allow you to lock pick any lock in the game, unless it's magically sealed.

Compare that to Oblivion where with a 25 lock picking skill you could unlock any lock in the game unless it's magically sealed. Rasing your skill was worthless and a waste a points.

That is why character skill should always be the deciding factor in RPG's
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CArla HOlbert
 
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Post » Wed Mar 30, 2011 12:52 am

As someone who has never ever been able to get a single very easy lock open with the stupid mini-game in Oblivion, I'm going to look for the unlock cheat in whatever passes for a cheat console in Skyrim if the "unlock" not-really-a-mini-game is as big a pain as that one. And don't tell me, "It's really very simple you just...." Been there, followed instructions, failed repeatedly. I just don't have that kind of hand-eye coordination.
security skill.

It's really very simple you just spam the auto-attempt button. It's more-or-less only based on your character skills, then.

In a way, I actually prefer doing it that way. But I realized you need, like, a quadrillion lockpicks on hand all the time... you go through them very fast, and on more than one occasion, I found myself half-way through a Thieves Guild quest when I ran out of lockpicks. I'm actually not too sure it's even worth it, considering the price of lockpicks and the kind of stuff you typically find in locked areas (the stuff you can sell sometimes doesn't even pay for the lockpicks you had to use).

Daggerfall and Morrowind were, and still are, the most popular TES games to date. Please don't go posting game sales as a stat to say otherwise, game sales having nothing to do with how good a game is.

Even many Morrowind fans admit that Oblivion did do combat better. TES games have always incorporated player skill with character skill -- making character skill relevant while still engaging player skill. Some more than others, and with varying degrees of success, but it's never been purely based on character skill.
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Prisca Lacour
 
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