What from morrowind you DONT want in Skyrim

Post » Thu Nov 19, 2009 1:01 am

Things that I want to see return that I know that I am in the minority on:

1. Text based dialog -- text based was better. Conversations were longer and more in depth and you didn't have to listen to those terrible voice actors (male elf? murder me please) You could never have a truly epic conversation in OB like you did with Vivec, and generally the voices sound better in my head (not to mention voiced dialog takes SOOOO much disc space :(
2. Missing when you attack -- yes, I like the dice roll, it allowed you to be super awesome when you got to a higher level since you did a lot of damage. Now don't get me wrong, I don't want to watch my sword go *through* someone, that WAS annoying. But when the dice indicate I should "miss", an animation in which my target blocks or dodges or deflects the attack off of armor could play. In a real battle between swordsmen, every blow doesn't cut you, that's why you have to be a good swordsman to use his weight against him.


This, with an emphasis on text-based dialog. If text-based dialog is too traditional for modern games then there should be some kind of hybrid system.
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Robert Jr
 
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Post » Thu Nov 19, 2009 5:18 am

Bugged Crap:

Falling through the ground.
Re-stackable ingredients in stores.
Ridiculously overpowered alchemy.
Skills you can improve by taping down a keyboard key for a while.
Spells that make you pretty much invulnerable.

Annoyances:

Weapons/Armor you have to repair.
Cliff Racers.
Stupid Combat.
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Latisha Fry
 
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Post » Thu Nov 19, 2009 9:07 am

Cliff Racers.
Dodgy combat system.
Non-regenerating magicka.
Running draining your fatigue.
Auto-block mechanics.

Other than those things, Morrowind was pretty much my idea of a perfect game.
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Danii Brown
 
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Post » Thu Nov 19, 2009 2:07 pm

The alchemy interface. You know, the loooong sideways scrollbar thing, and no sorting out of unsuitable other ingredients after you've picked one.

The leveling system. But as long as there will be mods about it, they can keep using that god awful level system for all I care.

Homicidal wildlife ever 2m.

Lack of magicka regeneration.

Lockpicking. Do it as it was in Oblivion.

The way Morrowind handled item ownership. Steal one silver fork from Fargoth, and all other silver forks in the game will suddenly be marked as Fargoth's property as well.

200 NPCs of the same race. And all have the same voice actor.

Oblivion-style level scaling. "You may be level 30 now, but this common goblin here is now level 30 too! And contrary to you, he's put all his skill points into combat-oriented stats and skills. Muahaha!"
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Richard Dixon
 
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Post » Thu Nov 19, 2009 1:29 pm

Running draining your fatigue.

Oh, come on. You can't honestly think there was a purpose to Fatigue in Oblivion, can you? I think that the draining fatigue was great. It meant I had to be careful what I was doing, and if I was tired, I could easily be overpowered.

Homicidal wildlife ever 2m.

This needs to be fixed. It was the same in Daggerfall, Morrowind AND Oblivion, though. Perhaps Arena.

Lockpicking. Do it as it was in Oblivion.

What, you want to be able to be a master lockmith with level 5 security? No, thanks. It's the same as Speechcraft. What a useless skill. I don't want to be able to do anything I please, without high enough skills, simply because there's some stupid minigame. And I didn't like Fallout's way, either. The absolute "You need 75 lockpicking" just made me feel the game. It was the opposite of immersion. I just hope for another system where my lockpick skills simply ups my chances of picking the lock.

200 NPCs of the same race. And all have the same voice actor.

Sure I understand this, in a game like Morrowind. But with a fully voice-acted game, this just isn't feasible. They had to cut a crap load of voices in Oblivion, because of space. (And FYI, Morrowind had a voice for every race. They also had a lot more interesting greetings.)

But I don't get "200 NPCs of the same race"? 50% where Dunmer (being in Morrowind), and the rest where a good mixture of the other races... I think a few more beat races, since they where enslaved like crazy. I feel the proportions of races in both Morrowind and Oblivion were fine...
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Katy Hogben
 
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Post » Thu Nov 19, 2009 8:46 am

Not counting the obvious thing such as the graphics and AI, I wouldn't like the combat, dialogues, and limited view. The limited view works great for Morrowind because it fits the whole mysterious atmpsphere, but I'm not sure it would fit in Skyrim.
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Emily Shackleton
 
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Post » Thu Nov 19, 2009 9:54 am

Mo.....fu....... 'in...... cliff racers. I hated them so much. When I heard Jiub wiped them out, I was glad I didn't kill the dude on the boat. If they make a return I may just have a nervous breakdown and suddenly require reese's cups and the Neravar. Everything else could make a full return for all I care. I hope not in most cases, the obvious ones like no magicka regen-casting stance-bad AI-NPC who dont move, but I seem to be enjoying about any Bethesda games and mods can be used to fix anything I don't particularly like. So I am going to trust they know what they are doing.
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Kanaoka
 
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Post » Thu Nov 19, 2009 1:43 am

These are the things I agree with; no sense in reposting them.

What don't I want from Morrowind? Let's see:

-Morropedia-style dialogue
-Having to assume a 'casting stance' to cast spells
-the lack of magicka regeneration
-the incredibly subdued color palate
-Cliff Racers
-and the general slow, clunky feel the gameplay had

That should cover the major ones.



Morrowind's way of dealing with stolen items: Steal one instance of any item, all of them are marked as stolen. You can throw the stolen item away, find a new one legally, and have it taken from you when you're arrested.

And mods couldn't fix that either. Only OpenMW can save us now...



Generic dialogue: Sorry about this one, mates, but I never thought the dialogue in Morrowind felt at all natural. To go up to a Dunmer and have him say "Speak quickly, outlander, or go away" and then open up the text window and see "Certainly, I have a moment. What's on your mind?" or other pleasantries felt really awkward. And it was even worse, having every noble, slave, commoner, shopkeeper, and thief reciting the exact same encyclopedia entry on Balmora, the Dunmer, or one of the three "little secrets" that the game was kind enough to provide, and then trying to find a specific topic in that mass of random junk was a nightmare as well. I'd rather the games err on the side of having too little to say than too much, because when it comes down to it, how often do you give lectures to random strangers on topics as varied as your home city, your family, or your profession?

This last one here bugged me in particular. I just started replaying the game a couple of days ago, and yesterday I spoke to an Ashlander who opened up with something like "Me no speak Old Elf well," and then we had a wonderfully fluent conversation about Pelagiad and the world. I mean, it didn't bother me per se, but it definitely showed the game's age.
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Esther Fernandez
 
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Post » Thu Nov 19, 2009 10:51 am

This last one here bugged me in particular. I just started replaying the game a couple of days ago, and yesterday I spoke to an Ashlander who opened up with something like "Me no speak Old Elf well," and then we had a wonderfully fluent conversation about Pelagiad and the world. I mean, it didn't bother me per se, but it definitely showed the game's age.

Haha i never realised this one. you speak to a guy who says he cant speak and then he talks like someone with a Ph.D. in Litterature :P
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Sammykins
 
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