Unique items

Post » Sat Jan 08, 2011 10:58 pm

I believe oblivion's unique items svcked ass because alot of the unique items looked like variations of other weapons. I want unique weapons to actually look distinct. I guess what I'm saying is that I want A return to morrowinds unique looking weapons. Does anyone else agree with what I'm saying. I mean even something like chillrend is fine with me.
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Tarka
 
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Post » Sat Jan 08, 2011 5:32 pm

While I agree that unique items should actually look more unique, I would still focus them having more unique effects.
While there were some good ones, most of them were just normal weapons only stronger.
That is not unique.
At least let them use those ordinary effect in a unique way.
For example, if you have a sword enchanted with fire, make it actually burn and every time you swing it have a blazing effect that will set enemies on fire that are outside of range of actual sword.
This is just an example of course.

Also, they should work more on all that crafting stuff.
I really like the idea that they are heading into that direction.
Fable also went for that custom stuff almost the exact way I wanted it, but they screwed it up when they decided that their weapons will look depending on how you play instead of letting you actually make that weapon.
Anyway, I really hope that they take all that crafting stuff to highest level possible and that master of crafting and enchanting can actually create weapons equally or more powerful than those unique ones.
Well, not just weapons, but also other parts of your gear.
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Big mike
 
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Post » Sat Jan 08, 2011 3:50 pm

I feel they rixed the Uniqueness in Shivering Isles. There you had a sword that changes from a night-themed one to a day-themed one based on the time of day, both looking different and itself being nothing like any other sword in the game, and you had a robe that belonged to a Freakin' Daedra and looked nothing like any other robe in the game.
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Jade Barnes-Mackey
 
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Post » Sat Jan 08, 2011 9:49 pm

I feel they rixed the Uniqueness in Shivering Isles. There you had a sword that changes from a night-themed one to a day-themed one based on the time of day, both looking different and itself being nothing like any other sword in the game, and you had a robe that belonged to a Freakin' Daedra and looked nothing like any other robe in the game.


I actually enjoyed TES4 mostly because of SI expansion.
Never was crazy about Oblivion itself.
SI is a game saver in TES4 case if you ask me.
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Jonathan Montero
 
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Post » Sat Jan 08, 2011 1:56 pm

Morrowind also had no shortage of "unique" items that were actually just generic looking items with a unique name and unique enchantments, fortunately, though, there were also a fair amount of items worthy of the name "unique" in the form of artifacts. Now Fallout 3, on the other hand, was a very bad offender, lots of supposedly "unique" weapons that looked identicle to normal ones, their states might be unique, but aesthetically speaking, they looked just like their generic counterparts. Nothing ruins the satisfaction of finding a powerful unique artifact quite as much as realizing that visually speaking, there's nothing distinguishing it from a completely mundane item, so Skyrim certainly needs to have a lot of properly unique unique items. Ideally, every item that is supposedly unique should AT THE VERY LEAST have a different texture from its generic counterpart, which is what most of the unique items acquired through quests in Oblivion were like, preferably, though, it should have an entirely unique model as well.

What I'd like to see return from Morrowind though is the ability to find unique items in dungeons, in Oblivion, aside from a very small amount of exceptions, all unique items were only available as quest rewards, and while it's certainly nice to complete a quest and be rewarded for my efforts with something I couldn't possibly find anywhere else, I don't want all unique items to be acquired this way, I want to be able to walk into some remote cave, and find a unique artifact hidden within.

While there were some good ones, most of them were just normal weapons only stronger.


Unfortunately, I think that's mainly an inevitable concequnce of the enchantment system used in past games, since enchantments needed to be able to be boiled down to some generic effects used by different kinds of enchantments and also by spells. Oblivion was actually slightly better on this as it included a few artifacts with unique affects not used by any other item, unfortunately, these items were usually just gimmick items that had limited practical use.

I actually enjoyed TES4 mostly because of SI expansion.
Never was crazy about Oblivion itself.
SI is a game saver in TES4 case if you ask me.


That doesn't make any sense, how could one expansion make you enjoy a game much larger than it? And why even bother sticking around for the expansion if you didn't like the game to begin with? If I played a game I didn't like, believe me, I wouldn't waste time on its expansion.

For that matter, what does that have to do with the subject here at all?
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Justin
 
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Post » Sun Jan 09, 2011 5:09 am

That doesn't make any sense, how could one expansion make you enjoy a game much larger than it? And why even bother sticking around for the expansion if you didn't like the game to begin with? If I played a game I didn't like, believe me, I wouldn't waste time on its expansion.

For that matter, what does that have to do with the subject here at all?

It's kind of like Mount and Blade. It got average reviews but it was repeatedly acclaimed for having spectacular mods, even in beta builds. Mods and expansions can make the game all the more worth it. I loved Oblivion in itself I don't think I even played too much SI lol.

But you are right it was completely unrelated. That being said there were a ton of awesome weapons added by mods (Daedric Chainsaw anyone?) that I hope the devs will look to some of them for inspiration.
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James Rhead
 
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Post » Sun Jan 09, 2011 5:25 am

While I agree that unique items should actually look more unique, I would still focus them having more unique effects.
While there were some good ones, most of them were just normal weapons only stronger.

I want unique weapons and the occasional nonenchanted unique weapon.
The unique weapons need to be more unique, most were very lame.

But I also want some unenchanted versions so I can make my own uniques.
Maybe we can unenchant items? If so that would render that needless.

Point bing, yes more uniques and make them more unique.
But give us some unenchanted ones too, or just allow us to re-enchant them. I'd like my enchant skill to be useful.
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xxLindsAffec
 
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Post » Sat Jan 08, 2011 6:26 pm

That doesn't make any sense, how could one expansion make you enjoy a game much larger than it? And why even bother sticking around for the expansion if you didn't like the game to begin with? If I played a game I didn't like, believe me, I wouldn't waste time on its expansion.


While Oblivion was kinda bad in my opinion, it still was playable.
Still, I played expansion since it had Sheogorath in it and that's what attracted me to it and I didn't regret it since it was great expansion and I really enjoyed it.

For that matter, what does that have to do with the subject here at all?


I was talking to a guy there and one thing led to another.
Not everything has to be strictly on topic you know.

I want unique weapons and the occasional nonenchanted unique weapon.
The unique weapons need to be more unique, most were very lame.

But I also want some unenchanted versions so I can make my own uniques.
Maybe we can unenchant items? If so that would render that needless.

Point bing, yes more uniques and make them more unique.
But give us some unenchanted ones too, or just allow us to re-enchant them. I'd like my enchant skill to be useful.


True.
I wouldn't have anything against an unique sword that has above average stats and looks awesome (since it's suppose to be an unique weapon), but lets me enchant it the way I want.
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Katey Meyer
 
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Post » Sun Jan 09, 2011 12:52 am

for a unique weapon why do you think of damge effects, i was thinking of a steel sword that degrades half as fast as a regular steel swordand also ups you strength by 5
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Daniel Holgate
 
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Post » Sat Jan 08, 2011 7:02 pm

Not sure why people claim that the unique items looked the same as the generic counterparts. From what I can see most had their own unique model, or at the very least a different texture. :shrug:

http://www.uesp.net/wiki/Oblivion:Artifacts
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Christine Pane
 
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Post » Sun Jan 09, 2011 5:34 am

I actually enjoyed TES4 mostly because of SI expansion.
Never was crazy about Oblivion itself.
SI is a game saver in TES4 case if you ask me.

The shadow sword you pick up from your shadow-likeness is still my most favourite artifact in that game. :) That and Azura's Star, of course.
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Claudz
 
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Post » Sun Jan 09, 2011 2:47 am

My biggest issue with unique items in Oblivion was the leveling system. Items that were truly unique turned into throw-away items a few levels later. There were some cool unique weapons in the Dark Brotherhood quests, for instance, but that was the first guild I joined and the rewards became useless right away. Agreed that truly unique weapons that have end-level ability would be great -- just put them in places you can't acquire them at level 1.
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Vicki Blondie
 
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Post » Sat Jan 08, 2011 10:39 pm

Not sure why people claim that the unique items looked the same as the generic counterparts. From what I can see most had their own unique model, or at the very least a different texture. :shrug:

http://www.uesp.net/wiki/Oblivion:Artifacts

I think it's because they were almost all quest-related only and there weren't many that you stumbled upon by chance :shrug: . People want more of the latter.
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Hot
 
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Post » Sat Jan 08, 2011 8:52 pm

I think it's because they were almost all quest-related only and there weren't many that you stumbled upon by chance :shrug: . People want more of the latter.


Ah, alright. I can fully agree with that. I still have fond memories of finding the Mentor's Ring somewhere in a crypt close to Seyda Neen at level 1 :)
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Emerald Dreams
 
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Post » Sat Jan 08, 2011 4:41 pm

Ah, alright. I can fully agree with that. I still have fond memories of finding the Mentor's Ring somewhere in a crypt close to Seyda Neen at level 1 :)

If memory serves, the crypt was west of Scyda Neen, beyond the site of the "Icarian Flight" incident, on a steep slope that led down into the sea. :thumbsup:
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BEl J
 
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Post » Sun Jan 09, 2011 6:26 am

If memory serves, the crypt was west of Scyda Neen, beyond the site of the "Icarian Flight" incident, on a steep slope that led down into the sea. :thumbsup:


Yep, that's the one! When I found that ring, I felt awesome to come across such a great find and I was smiling ear-to-ear when I continued my adventure through Morrowind.

So if anything, I hope they do away with all the artifacts as (levelled *yuck*) quest rewards like in Oblivion and just tuck loads of those (and less artifacty) items in caves, crypts and ruins. Nothing feeds the sense of adventure and exploration better than actually being able to find rare lost treasures that were hand-placed by the developers in my opinion :)

And more diversity in models and textures for such items would be a great way for the player to put them on display and oogle his trophies and treasures (next to collections of regular weapons and armor) ;)
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Sunnii Bebiieh
 
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Post » Sun Jan 09, 2011 12:06 am

here you have a quality quantity issue though
Morrowind, high quantity of unique, models svcked
Oblivion, less unique items, models were much better
with a bigger/better team though bethesda will probably make more unique ones
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Nathan Barker
 
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Post » Sat Jan 08, 2011 6:02 pm

Unique items huh? *coughcough*UMBRA!!!*coughcough*

Yeah, I agree that there should be some items you just stumble upon by chance. Nothing beats finding an amazing sword in the middle of some random cave you just happened to wander into.
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CxvIII
 
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