» Fri Jul 23, 2010 2:07 am
Most of this skills was useless, speechcraft and attribute check can handle most language and conversation skills, but also there was spelleffects like Demoralize, Command, Frenzy, Rally.
Climbing very interesting since acrobatic skill was removed or merged with athletic, and no any levitation or jump spell in Skyrim, it can be usefull for player and enemy NPC both, but thats hard to believe that developers do it, even simple hang at edge of ledges and climbing up http://www.youtube.com/watch?v=k0xZNcIRauA under question, and definitely there no parkour like in Assassin Creed or Mirrors Edge.
The second one Medical skill was interesting in Daggerfall since it invoked each time when character rests allowing one to diagnose minor injuries and illnesses, player will not recognize instantly if he has contracted a disease, but must wait until the incubation time has passed, which can take many hours. Apparently the time which is necessary to diagnose a disease depends on one's medical skill. Once the incubation time has passed the disease from which the player suffers will be visible in the status screen, not like in Morrowind and Oblivion where disease was automatically visible in the status screen.
Entering fast-traveling under such circumstances is very dangerous and the player will get a warning if he tries to do this, saying that he will most likely not survive the journey. As soon as the player knows that he suffers from a disease, he should cure himself as soon as possible using a potion or a spell. In many cases it can be already too late to seek out a temple healer. In case one is lucky and has survived the journey to a temple, its healer will cure the player of all diseases, provided one has the sufficient amount of gold for the cure. The costs of such a cure depend on how many and which diseases the player has contracted, however on some special holidays the temple healers will cure everybody for free or for only a marginal amount of gold.
In Daggerfall losing attributes was fearsome, since zero mean dead for player, poisons and diseases was much more interesting, player actually take them in account.
In Morrowind and Oblivion zero attribute just zero in character statistic screen no more, but in Morrowind diseases was divided to common and blight and corprus, which has different level of danger and need different cure, in oblivion diseases become even more simplified they become just temporal injuries thats can be handled with very common Cure Disease form potions spells and altars.
Cure Disease was devaluated in Oblivion since it was too common and easy reachable, I use some mods for making diseases much more interesting like they was before in TES
Vector
http://www.tesnexus.com/downloads/file.php?id=25835
Risky Inn Beds
http://www.tesnexus.com/downloads/file.php?id=8757
The Treatment of Diseases
http://www.tesnexus.com/downloads/file.php?id=34564
KEa_ Skil_ Extender ENG v233
http://www.tesnexus.com/downloads/file.php?id=7627
Oblivifall - Losing My Religion
http://www.tesnexus.com/downloads/file.php?id=31668
Mercers Ingredient Effect Overhaul
http://www.tesnexus.com/downloads/file.php?id=27610
Disease Cure Overhaul - Deadly Diseases
http://www.tesnexus.com/downloads/file.php?id=34452
In Fallout 3 and Fallout NV medicine was much better then in Oblivion, not need to say thats Restoration and alchemy will become useless with medical skill because they can complement each other like before in TES and work together for better experience from game.