Morrowind or Oblivion, ES5

Post » Fri May 27, 2011 6:56 pm

I particularly will be looking for:
A mechanics system that is character-skill centric without using the "you always succeed, but with a varied degrees of gimping" solution.
Omnipresent moral convolution, as opposed to positions that are seen immediately as good and evil, and have to be extrapolated upon significantly to get anywhere else.
Methods of communicating lore and background histories in a more explicit style, as opposed to stringing out half-innuendos and expecting the player to awkwardly fill in the blanks and connect the dots.
A world that is designed around the strange and distinct, as opposed to the familiar.

With those major criteria, I'm looking for something closer in style to Morrowind. However, I don't want a Morrowind 2, either.
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jason worrell
 
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Post » Sat May 28, 2011 8:08 am

Sig(h)


Hey, as for me, I'd be delighted if they based it more on Daggerfall then either of its sequels. I'd love to see a version of Daggerfall that actually, you know, works correctly.

But that wasn't the topic question :P
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Kate Murrell
 
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Post » Sat May 28, 2011 1:55 am

I don't think it should particularly lean to be more like a certain one. Here's how I want it:

Combat: Easily Oblivion. Far more engaging and felt more immersible. Bethesda should further expand on the combat.
Music: Oblivion on some counts and Morrowind on others. I would like how Oblivion played music in certain areas with Morrowind's music variety (as in example of Morrowind's multiple battle themes). This would ensure the music would never really get old as it got a little bit in Oblivion and Morrowind. Also, I really don't prefer either score of either games, as it sounded practically the same to me.
Quantity of Content: Morrowind. I want more factions, armor, spells, etc that Morrowind offers.
Traveling: Morrowind. Your transportation made more sense and required more planning (though I honestly don't mind fast travel and wouldn't really mind if I saw it again, though I think you should have to discover all of the cities first at least).
Dungeons: Oblivion easily. Morrowind's dungeons were odd in that they were mainly winding hallways, which felt unnatural in caves. Oblivion's dungeon maps felt more natural and realistic.
NPCs: Oblivion. Oblivion's had schedules, jobs, sometimes unique things to say, and came from various backgrounds (such as beggars, snobby rich, and servants). They also don't somehow know vast amount of info like a lot of NPCs did in Morrowind.
Skill System: Morrowind, no contest. In my opinion, the more variety of skills, the better. The more skills there are makes it easier to create the character you want to create.
Quests: Oblivion. I don't know if it was because they were voiced (the fact that there were only like 10 voice actors/actresses really didn't bother me), but Oblivion's quests seemed to have more of a story and felt more engaging. I liked how each faction had a story in it's quests.
Story: Both Morrowind and Oblivion shouldn't be examples of what to do for the next story (though I did prefer Morrowind's main quest).
Handling of speechcraft and security: Oblivion. Despite what others think, I really liked the mini-games. However, for security, they should do it the way Fallout 3 handled it. They should though make it a little more based on your skill, though allowing the mini-games to coexist.
Exploration: Morrrowind, but they should give far better directions (Example: West of Vivec gives you a very large chunk of land to nitpick through.) I think they should have a toggle-able compass to make everyone happy.
Environment: Morrowind. Morrowind's environment was more unique (though I think people who claim all of Cyrodiil looks the same are off their rocker).
Leveling: Morrowind, no ifs, ands, or buts about it. Level scaling was annoying in Oblivion along with reward scaling (I mean being practically punished for completing quests at earlier levels?) Though Morrowind allowed low level players to get overpowered equipment (see Imperial Legion). This should be fixed by having quests have more level and skill requirements. I guess Bethesda could also have where your equipment scales upward in strength in quality as you increase in levels. Didn't Morrwind kind of do that with armor ratings?

I think I covered practically all of the aspects that needed covering. I feel both games have things about them that make them feel unique and fresh compared to eachother and both have their high points. However though, Elder Scrolls 5 shouldn't try to be either game, but it's own unique title. That is what makes Oblivion and Morrowind so good because both titles are quite different from eachother. Elder Scrolls 5 should feel fresh and independent and not a simply updated version of either game.
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victoria gillis
 
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Post » Sat May 28, 2011 6:59 am

i rather see Daggerfall 2 then another Oblivion.

and no more [censored] Jeremy Soule, im tired of hearing his cliched epic [censored].
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Bethany Watkin
 
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Post » Fri May 27, 2011 7:44 pm

http://www.youtube.com/watch?v=7I0NO2buEEs


Now THAT is Character Customisation. That is what I want. A system like that makes for more diverse chatacers and role playing.
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Kahli St Dennis
 
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Post » Fri May 27, 2011 10:55 pm

For spell casting-morrowind


Seriously? I found spell casting in Morrowind weak and limiting for several reasons, not the least of which your mana didn't regenerate unless sleeping or drinking a potion!

I agree there was a much better variety of spells though.
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glot
 
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Post » Sat May 28, 2011 5:35 am

Seriously? I found spell casting in Morrowind weak and limiting for several reasons, not the least of which your mana didn't regenerate unless sleeping or drinking a potion!

I agree there was a much better variety of spells though.

I can deal with the mana regen needing assistance, adds an extra element, but Morrowind's inability to cast a spell with a weapon drawn was a royal pain. They definitely improved that with OB.

(Actually, the mana not regenerating unless you take a potion or rest would be a good optional feature, like for a hard or nightmare type setting. )
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katie TWAVA
 
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Post » Fri May 27, 2011 8:27 pm

http://www.youtube.com/watch?v=7I0NO2buEEs


I had forgotten how that worked. I love seeing the different language skills, etiquette, and street smarts (although I don't know that I ever actually chose them on any characters I made). I also love the way you can add advantages and disadvantages based on situation. You could have a character that fights better in light or can't handle water very well, etc. So many choices that actually affect how your character plays.

I'd love to see a spinoff of the main series that does daggerfall style games with a lot of randomly generated quests and dungeons and the in-depth character creation.
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Haley Cooper
 
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Post » Fri May 27, 2011 5:56 pm

I love seeing the different language skills,

What exactly did the language skills do for you in Daggerfall, other than make that particular type of creature none-hostile?
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Emmi Coolahan
 
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Post » Fri May 27, 2011 7:26 pm

As for graphics, no, not Oblivion. 2006 graphics are going to look pretty crap by the time of TESV. They need a new system to keep it fresh, preferably one with decent ocular occlusion. And work on those shadows coming through the floor, and light bleeding. You all might not think its important now, but could you imagine playing Oblivion in 2006 with Morrowind's 2002 graphics?

And this is where id Software might come in handy...
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loste juliana
 
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Post » Sat May 28, 2011 6:39 am

Seriously? I found spell casting in Morrowind weak and limiting for several reasons, not the least of which your mana didn't regenerate unless sleeping or drinking a potion!

I agree there was a much better variety of spells though.


Agreed, that MW's non-regenerating magicka made it difficult to rely on spellcasting. It did have a "deeper pool" than Oblivion did, so you could cast a few more spells in a fight before running your reserves dry. I generally use a magicka regeneration mod with MW, but tweak the recovery speed way down to about 10% of OB's "quick charge" rate. That way, you've got to be properly cautious and tactical with your use of it until your Intelligence and Willpower improve, but you don't need to spend half your character's life sleeping. Then again, with MW's gradual automatic recharging of enchanted items over time, you could use them for most "routine" applications, and conserve your precious magicka for those occasions where you needed to deliver a lot of hurt or protection in a short span of time. Odd, in a way: OB = regenning Magicka, enchantments need recharging; MW = regenning Enchantments, magicka needs recharging. Something in the middle would have been best.

There was far more that you could do with Magic in Morrowind; Oblivion's system was much more smoothly implemented, but "empty" in comparison.
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Lawrence Armijo
 
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Post » Sat May 28, 2011 8:20 am

A little while ago, I mentioned Beth should bring back on use enchantments. Well I've been playing a lot of MW again and find that I hardly ever use any sort of on use enchantments and since OB had your magic regen, on use just becomes redundant. I still wouldn't mind seeing a feature in TESV where you can enchant parchments for one time uses, sort of like making your own scrolls.
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Elizabeth Lysons
 
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Post » Sat May 28, 2011 6:12 am

A little while ago, I mentioned Beth should bring back on use enchantments. Well I've been playing a lot of MW again and find that I hardly ever use any sort of on use enchantments and since OB had your magic regen, on use just becomes redundant. I still wouldn't mind seeing a feature in TESV where you can enchant parchments for one time uses, sort of like making your own scrolls.


My favorite Morrowind character used Enchanting to the exclusion of all forms of cast magic (Atronach with no casting skills), to excellent effect. On Use enchantments (or Alchemy) were not only "useful" for a non-caster, but "essential" to a lot of the Telvanni-related aspects of the game, including the MQ. I would consider On Use enchantments to be the "standard" throughout Tamriel, and Constant Effect items to be rather rare and expensive in comparison. Oblivion made CE items trivial after the initial levels (...but where were they when you were at Level 1?), although the lack of many of those On Use effects from MW really bothered me the most.
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Ownie Zuliana
 
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Post » Fri May 27, 2011 9:40 pm

Well, I think it should be far more RPG oriented, more detailed and much deeper, wich means more like Morrowind. I would llove to see the Morrowind's inventory screen, Morrowind's level scaling, Morowind's attributes and skills that actually have some influence on the game (unlike Oblivion, where skills are just for show) and definitely Morrowind's magic system, probably spiced up by casting with weaponsdrawn, but is not really necessary. From Oblivion, I woud like to see the stealth system, which was an improvement and the fact that most armours and clothes have female variant.

Oh and for a change, the computer version should NOT be limited by what the consoles can do.

But it would be real great if TES V could be even better then the best things form Oblivion and Morrowind combined.
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Maeva
 
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Post » Sat May 28, 2011 5:06 am

Oh and for a change, the computer version should NOT be limited by what the consoles can do.

I agree with this to an extent.

MW's menu system was only encumbered by the fact you had your small character sheet, inventory, and spellbook access icons on one side of the screen and the map access icon on the other side. Moving around on a 42" TV in 1080p kinda gets to be a pain having to move across my whole screen to get at each different menu access icon. So the F1-F4 hotkey shortcuts from OB are actually helpful in that respect, also holding the number keys (1-8) to assign a hotkey item in OB, IMO, is also an improvement over MW. Bringing back the spell deleting feature from MW is a must as well as being able to drop quest items when you are actually done with the related quest. Also, being able to move your menu windows like in MW for the PC version should be brought back and just add the F1-F4 shortcut hotkeys.

From Oblivion, just clicking on the item in menu to use it was much simpler than in MW where you had to pick it up, specify how many items you want to use and then drag it over your character for consumsion consumption. The only item dragging feature that should be brought back from MW is the capability of specifically placing your item on the counter/ table or whatever while the menu is open and add the grab button/ feature from OB as well. Just don't make it a crime just for picking it up. If the object is moved a considerable distance or picked up directly into a person's inventory, then make it a crime if it's stolen, then again I suppose that could easily be turned into an exploit.



One BIG element I've come to realise that I miss from MW, is immersion. Even being a veteran TES player, I'm still finding myself overwhelmed by MW's total quest and world immersion. I actually stuggle in deciding which order I want to do things between leveling my character and actually doing some quests once in a while, thankfully not tediously limited by level scaling. I can go for the best items when I think I'm capable and not have to level my character all the way to the max just to get the "best version" of whatever item. Although the skill level perks were an interesting touch in OB. Ironically enough, I'm finding the annoying loading times from a save game in MW requiring some patience, causing me to actually play through my mistakes instead of just reloading all the time (yes I dislike load times that much). Then again, me reloading my character save a lot less in MW may also be because MW seems more stable (less "buggy") and MW has far less level scaling than OB. MW actually makes you develop your character so they are strong enough to get some higher end items or MW forces you to use ingenuity more to succeed.

Well, there are a few more specifics for Beth (if they're reading this) from me while I try my hand at some constructive criticism and freshly playing MW again.

Edited for spelling error(s).

Just thought: would also be nice if Beth brought back the fatigue system from MW where running actually consumed your fatigue meter. Though, remove prices being effected by fatigue. Make it harder to succeed in a price negotiation when bartering, but playing MW again, I notice my transportation costs by boat or silt strider was higher when my fatigue bar was low. So if I stood there letting my fatiuge bar catch up again, my trip cost less than when my character was tired.
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james tait
 
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