a morrowind remake thats not morrowind

Post » Thu May 03, 2012 4:04 pm

so what i mean by this is if you could take every thing about morrowind that you thought made the game the greatest game ever imo stuff like.
- having to have a certain skill level to raise in the rankes of each guild
- not being able to join every single guild
- certain spells like levitation and stuff like that
- the leveling system
- skills like acrobatics and every thing that they have taken out since morrowind

and so much more that for some reason i can't think of at the moment . but any ways pretty much what i'm saying is if you could take all that and add some stuff that they added in skyrim ( like imo how much better magic and fighting in skyrim is compaired to morrowind ) and make the next TES game pretty much play out like morrowind did. but making it even better than morrowind was would you .


saying would you is probably going to very stupid of me for saying but i'm saying it any ways cause you never no


so pretty much the end result would be like your playing morrowind but with a different province and story but also some things would be updated to how some of the stuff in skyrim is like graphics, and stuff like dule weilding and so on
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Danger Mouse
 
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Post » Thu May 03, 2012 8:00 am

/e: Sorry for double post.
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Verity Hurding
 
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Post » Thu May 03, 2012 12:32 pm

Since I pretty much disliked a great chunk of Morrowind, I'd say I would take Skyrim as base, which is what will happen anyway.

I'd add non-r*tarded followers and a decent map system. That's what pisses me off about Skyrim anyway.
I am willing to go to a "less familiar" place like MW, I just dislike The art style of MW and Dunmer culture. But Black Marsh could provide a strange environment which I would personally like to explore.
The game could need some dialog chunks from Oblivion and MW, i.e. more reactions to you choices rather than annyoing guards like in Skyrim. It would be cool to have a Dagoth Ur like story again, at least one where I don't save to save the world again. I'm looking for somethig more local, maybe the Hist get corrupted and at the end it's finally revealed that they are in fact just Crhulhu in disguise. I very enjoyed the whole Corpus business in MW, so some kind of plague would be awesome, and easy to pull off in Black Marsh.

The following things I'd hate to see returning from the grave:
- Repairing, it's tedious
- Spellcraftig, just implement a decent upgrade system this time and don't pretend spellcrafting is anything else
- Overloaded guild quest lines. I know I'm alone with this opinion, but I don't want to spend a week on one guild, I enjoyed the shorter quest lines in Skyrim.
- No Ashlander type quests, I hate fetch quests and at that point if the story I wanted to punch someone in the face.

Basically for me the next TES needs the slow pacing of MWs story (although I liked Skyrim's epic run, it's just time for a change) and its alien feeling, Oblivion's guild quest lines and Skyrim's improved gameplay with less redundant BS like attributes, spellcrafting, repairing and a combat system that almost works this time.

And no multiplayer mode, seriously. It's just not fitting. I don't care how good Bioware pulled the story off in TOR, TES isn't MMO material.
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sarah
 
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Post » Thu May 03, 2012 7:55 am

I know what you mean, OP. Oblivion had Nehrim. What we need is a Nehrim for Morrowind. It's in the hands of the nostalgic fans, Bethesda is clearly not going back to Morrowind mechanics and game design.
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Tanya Parra
 
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Post » Thu May 03, 2012 6:29 am

i wish they would cause to me that what made morrowind my favorite gameplay wise like the long ass quests, actually having to be a certaine level in what ever skill to advance, not being able to join every single guild or at least not being able to become the head of every guild. and the exploration in morrowind was awesome since you couldn't fast travel. well some parts about not being able to fast travle kinda pissed me off at first cause i played oblivion first but after getting used to it it didn't bother me as much.
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laila hassan
 
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Post » Thu May 03, 2012 11:29 am

Since I pretty much disliked a great chunk of Morrowind, I'd say I would take Skyrim as base, which is what will happen anyway.

I'd add non-r*tarded followers and a decent map system. That's what pisses me off about Skyrim anyway.
I am willing to go to a "less familiar" place like MW, I just dislike The art style of MW and Dunmer culture. But Black Marsh could provide a strange environment which I would personally like to explore.
The game could need some dialog chunks from Oblivion and MW, i.e. more reactions to you choices rather than annyoing guards like in Skyrim. It would be cool to have a Dagoth Ur like story again, at least one where I don't save to save the world again. I'm looking for somethig more local, maybe the Hist get corrupted and at the end it's finally revealed that they are in fact just Crhulhu in disguise. I very enjoyed the whole Corpus business in MW, so some kind of plague would be awesome, and easy to pull off in Black Marsh.

The following things I'd hate to see returning from the grave:
- Repairing, it's tedious
- Spellcraftig, just implement a decent upgrade system this time and don't pretend spellcrafting is anything else
- Overloaded guild quest lines. I know I'm alone with this opinion, but I don't want to spend a week on one guild, I enjoyed the shorter quest lines in Skyrim.
- No Ashlander type quests, I hate fetch quests and at that point if the story I wanted to punch someone in the face.

Basically for me the next TES needs the slow pacing of MWs story (although I liked Skyrim's epic run, it's just time for a change) and its alien feeling, Oblivion's guild quest lines and Skyrim's improved gameplay with less redundant BS like attributes, spellcrafting, repairing and a combat system that almost works this time.

And no multiplayer mode, seriously. It's just not fitting. I don't care how good Bioware pulled the story off in TOR, TES isn't MMO material.

i agree with you on the repairing thing i always hated it when ever my sword would break and then i had no money or not enough to repair it again.


and yes i think you might be alone on the no overloaded guild quests cause that was my favorite part of morrowind. having it take you weeks or so to beat one guild just makes it more realistic. and it also keeps you in the game for so much longer before you decide to start a new character because you've dun every thing.


thats was one of the main things that pissed me off about skyrim was that i had dun just aout every thing there was to do. guild quest, maine quest and as many random side quests that i could find wize. and i hated how short the guild quests were even more so because my first play through i was a mage and it was over so quick that i had hardly even raised any of my skills up so i just started doind stuff with one handed and heavy armor and all that then the same thing happened again so i started doing stealth things.


at least if your a stealth character theres to guilds you can join actually alowing you to raise your skills more than a few levels.
lets see i actually really like the art style of morrowind.

and pretty much every thing else i agree on with you
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Jessica Phoenix
 
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Post » Thu May 03, 2012 5:31 pm

i agree with you on the repairing thing i always hated it when ever my sword would break and then i had no money or not enough to repair it again.
It wasn't even that for me, I just thought it was really useless. Weapon degrading was great in Demon's Souls because you could only repair them in the hub (i.e. town), that was awesome. Didn't prepare properly? Fight with some rusty sword you find on the ground, that had a challenge. TES defrading is just "buy 500 hammers" and do sh*t. A hardcoe mode would solve that, remove it for everyone except HC mode where repairing is only possible via blacksmith.

iand yes i think you might be alone on the no overloaded guild quests cause that was my favorite part of morrowind. having it take you weeks or so to beat one guild just makes it more realistic. and it also keeps you in the game for so much longer before you decide to start a new character because you've dun every thing.


thats was one of the main things that pissed me off about skyrim was that i had dun just aout every thing there was to do. guild quest, maine quest and as many random side quests that i could find wize. and i hated how short the guild quests were even more so because my first play through i was a mage and it was over so quick that i had hardly even raised any of my skills up so i just started doind stuff with one handed and heavy armor and all that then the same thing happened again so i started doing stealth things.


at least if your a stealth character theres to guilds you can join actually alowing you to raise your skills more than a few levels.
lets see i actually really like the art style of morrowind.
I can totally see your point, I understand all those who did like the long quest lines. It's just that I, and probably many others, don't have that much time to invest or just don't want to. Skyrim offers the better deal for them since they can still experience the story without too much time loss. But that's a thing Beth can only do right for one of the groups, the other one will always be pissed about it. What can be changed is that OB did some quest lines way better, although I very much enjoyed Stormcloaks and Companions.
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Anna Beattie
 
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Post » Thu May 03, 2012 10:38 am

so what i mean by this is if you could take every thing about morrowind that you thought made the game the greatest game ever imo stuff like.
- having to have a certain skill level to raise in the rankes of each guild
- not being able to join every single guild
- certain spells like levitation and stuff like that
- the leveling system
- skills like acrobatics and every thing that they have taken out since morrowind
+ the unique placed loot! the loot! the things that keep you going, exploring every corner wanting for more, in Skyrim if you complete the mages you know there's nothing surprising left in the game for your mage. The rare loot and the secret places where you had no idea what to expect made Morrowind great for me. And the crazy Telvanni with their houses, of course.
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Katharine Newton
 
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Post » Thu May 03, 2012 12:02 pm

forget it, we're not gonna get the old features back we had in morrowind

we'd be lucky if stuff doesnt get even more dumbed down
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Erich Lendermon
 
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Post » Thu May 03, 2012 11:26 am


+ the unique placed loot! the loot! the things that keep you going, exploring every corner wanting for more, in Skyrim if you complete the mages you know there's nothing surprising left in the game for your mage. The rare loot and the secret places where you had no idea what to expect made Morrowind great for me. And the crazy Telvanni with their houses, of course.
Special loot is still there, just quest related. But I agree that there could be more special things, after all almost every dungeon has some kind of story. Instead of Staff +1 give us the Ancient Staff of the dude whose ghost we just pwned.

Don't agree on the Telvanni houses though, I hated them. But a morally flexible group like them would be fun.
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Jeneene Hunte
 
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Post » Thu May 03, 2012 12:19 pm

Edit: nvm
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Brandon Bernardi
 
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Post » Thu May 03, 2012 2:20 pm

so this mornig in started oblivion up again i i just can't play it any more so i started playing morrowindand i can't put it down. been play since 5:00 until just a few mins ago. the only thing that i really hate is tht it dosn't save when you fast travel, and when you go through a door ( entering or exiting ). i ahte it when you die and had forgot to save in a while and you wind up back like a half hour from where you were.
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Red Sauce
 
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Post » Thu May 03, 2012 2:44 pm

so this mornig in started oblivion up again i i just can't play it any more so i started playing morrowindand i can't put it down. been play since 5:00 until just a few mins ago. the only thing that i really hate is tht it dosn't save when you fast travel, and when you go through a door ( entering or exiting ). i ahte it when you die and had forgot to save in a while and you wind up back like a half hour from where you were.

i had to replace my F5 button a few times because of this
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Klaire
 
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Post » Thu May 03, 2012 5:13 pm

Something that's a hybrid blend between Morrowind/Daggerfall and Skyrim/Oblivion should have nearly the accessability of Skyrim, with nearly the versatility of Morrowind.

On the one hand, Morrowind and Daggerfall offered "meaningful" character stats, where you improved noticably as you dealt with the world around you to the best of the character's abilities. While it was brutally hard at the start (at least for a gamer not familiar with the system), it got steadily easier, until your weak outcast "nobody" character became the feared and respected savior of the region. Failure was a given, and learning how to manage, work around, and overcome failure was an inherent part of the game. The risks were great, but so were the rewards, and the sense of accomplishment was greater for having succeeded against the odds.

On the other hand, Oblivion and Skyrim offered instant gratification, where you started out with everything but the tools to stand toe-to-toe with most of the NPCs in the game, and the starting tutorial dungeon in OB even handed you the basics of that. You can play the game without thinking too much about it, or play for a bit, put it aside, come back a week or two later, and not have to worry about forgetting anything important since your last episode. Since everything scaled with you, you were never in great danger from something that you couldn't handle, and you never reached the point where you could just toss the weaker opponents aside, because they got stronger as your character did. Failure at most tasks was impossible, and most of your skills had no effect other than to increase the magnitude of the effects of your actions or to trigger perks. There was never any great risk, but never any great reward, since those were scaled too. The sense of progress was metered out in dribs and drabs as you got progressively more powerful equipment and higher stats, but it still took roughly the same number of hits to kill a bandit at Level 20 as it did when you were at Level 2. I found almost 0 sense of accomplishment in Oblivion after the first 20-40 hours, but it was impressive for the short period of time while the illusion of progress lasted.

Creating a hybrid system, where success/failure is not as much of a 0/1 result as in Morrowind, but skills still make a lot of difference to the outcome, would offer most of the positives of both the "character-skill" based games (DF, MW) and the "player-skill" based games (OB, SR). A better tutorial than that of the early games (where you learn how to manage low skills through the use of enhancements, training, or simply trying easier tasks) would help with accessability. Making it possible to attempt easier or harder tasks (instead of always attempting the "best" outcome as in DF and MW), while allowing no failures at tasks below your level, a slim chance of failure at tasks that match your level, and a high failure rate for tasks one step above you, would bring back a sense of "risk versus reward". Failure itself should match the difficulty relative to your level, and the margin of failure, so a trivial failure at something at your own level could simply reduce the outcome slightly or cause other minor inconveniences, while a serious failure while attempting something far above your ability should have consequences.

A combat system based on Skyrim's animations but with modified random variations in result to reflect the character's skills (not a clear-cut "hit/miss" as in Morrowind and Daggerfall, but not a simplistic "always hit" as in Oblivion and Skyrim) might even satisfy both the player-skill based FPS and the character-skill based RPG segments of the market. Giving Daggerfall's alternative attacks for either greater risk/reward or a more consistent but reduced result, or Morrowind's ability to charge up the attack for full rated damage or spam the button for minimal effect, could bring back some "tactics" to the impressive looking but otherwise boring OB and SR combat mechanics (push the button and let the attack animation play for the same damage every time).

I don't want another Morrowind, or another Daggerfall, and I certainly don't want another Oblivion or Skyrim. I'm hoping for something that takes the BEST of these games and turns it into something even better than any of them.
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Jason King
 
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Post » Thu May 03, 2012 9:58 pm

Something that's a hybrid blend between Morrowind/Daggerfall and Skyrim/Oblivion should have nearly the accessability of Skyrim, with nearly the versatility of Morrowind.

On the one hand, Morrowind and Daggerfall offered "meaningful" character stats, where you improved noticably as you dealt with the world around you to the best of the character's abilities. While it was brutally hard at the start (at least for a gamer not familiar with the system), it got steadily easier, until your weak outcast "nobody" character became the feared and respected savior of the region. Failure was a given, and learning how to manage, work around, and overcome failure was an inherent part of the game. The risks were great, but so were the rewards, and the sense of accomplishment was greater for having succeeded against the odds.

On the other hand, Oblivion and Skyrim offered instant gratification, where you started out with everything but the tools to stand toe-to-toe with most of the NPCs in the game, and the starting tutorial dungeon in OB even handed you the basics of that. You can play the game without thinking too much about it, or play for a bit, put it aside, come back a week or two later, and not have to worry about forgetting anything important since your last episode. Since everything scaled with you, you were never in great danger from something that you couldn't handle, and you never reached the point where you could just toss the weaker opponents aside, because they got stronger as your character did. Failure at most tasks was impossible, and most of your skills had no effect other than to increase the magnitude of the effects of your actions or to trigger perks. There was never any great risk, but never any great reward, since those were scaled too. The sense of progress was metered out in dribs and drabs as you got progressively more powerful equipment and higher stats, but it still took roughly the same number of hits to kill a bandit at Level 20 as it did when you were at Level 2. I found almost 0 sense of accomplishment in Oblivion after the first 20-40 hours, but it was impressive for the short period of time while the illusion of progress lasted.

Creating a hybrid system, where success/failure is not as much of a 0/1 result as in Morrowind, but skills still make a lot of difference to the outcome, would offer most of the positives of both the "character-skill" based games (DF, MW) and the "player-skill" based games (OB, SR). A better tutorial than that of the early games (where you learn how to manage low skills through the use of enhancements, training, or simply trying easier tasks) would help with accessability. Making it possible to attempt easier or harder tasks (instead of always attempting the "best" outcome as in DF and MW), while allowing no failures at tasks below your level, a slim chance of failure at tasks that match your level, and a high failure rate for tasks one step above you, would bring back a sense of "risk versus reward". Failure itself should match the difficulty relative to your level, and the margin of failure, so a trivial failure at something at your own level could simply reduce the outcome slightly or cause other minor inconveniences, while a serious failure while attempting something far above your ability should have consequences.

A combat system based on Skyrim's animations but with modified random variations in result to reflect the character's skills (not a clear-cut "hit/miss" as in Morrowind and Daggerfall, but not a simplistic "always hit" as in Oblivion and Skyrim) might even satisfy both the player-skill based FPS and the character-skill based RPG segments of the market. Giving Daggerfall's alternative attacks for either greater risk/reward or a more consistent but reduced result, or Morrowind's ability to charge up the attack for full rated damage or spam the button for minimal effect, could bring back some "tactics" to the impressive looking but otherwise boring OB and SR combat mechanics (push the button and let the attack animation play for the same damage every time).

I don't want another Morrowind, or another Daggerfall, and I certainly don't want another Oblivion or Skyrim. I'm hoping for something that takes the BEST of these games and turns it into something even better than any of them.


^
this
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Karen anwyn Green
 
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