Thinking of quitting Daggerfall

Post » Sun Nov 04, 2012 6:52 pm

Ok... I don't think Daggerfall is the game for me.

Basically, I stumbled across a randomly-generated quest, where I would get some information regarding the storm that crashes the player's ship.

30+ minutes in, I've "fully" explored the dungeon and stumbled accross a few level 16 mobs. I'm level 3. Since I can't find the scroll, I decide to cheat.

As it turns out, there's plenty of places I haven't explored, mostly connected by shafts. Since none of the halls really give much indication that you need to go *up,* and the automap won't pan in that direction, I had no clue I missed them!

Anyway, when I do find it, it's guarded by a Daedroth. He's level 18. Again, I'm level 3, and my weapons can't touch it. It's a wonder Daggerfall was so successful... then again, it was probably the only RPG like it at the time.

I don't mind difficulties... it's just that I'd like a chance if you give me a quest, y'know? Or at least say along the lines of "It's probably too difficult for you."

So... any thoughts as to how I should go about playing?
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Matt Fletcher
 
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Post » Sun Nov 04, 2012 12:14 pm

I kind of enjoy the difficulty it gives to low level players the game is basically saying "If you screw up that's your fault for taking the quest" but the automap is nearly a game killer for me, anyway keep trying and be wary of the quests you accept the hand holding and difficulty of Daggerfall is far less and greater then its sequels but its a worth while experience
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Ian White
 
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Post » Sun Nov 04, 2012 8:57 pm

A lot of players (hardcoe roleplayers included) might not be aware that "running away" is often a very valid tactical decision to make.

I say it is absolutely reasonable to walk away from this quest if you find it impossible at your current level.
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Kat Stewart
 
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Post » Sun Nov 04, 2012 7:37 pm

A lot of players (hardcoe roleplayers included) might not be aware that "running away" is often a very valid tactical decision to make.

I say it is absolutely reasonable to walk away from this quest if you find it impossible at your current level.

And I'd be happy to do so. Except for the whole "You got 17 days to do it" aspect.
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Naughty not Nice
 
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Post » Sun Nov 04, 2012 7:23 pm

A lot of players (hardcoe roleplayers included) might not be aware that "running away" is often a very valid tactical decision to make.

I say it is absolutely reasonable to walk away from this quest if you find it impossible at your current level.
This.

I hate the mentality in a lot of modern games where the player cannot fail and everything in their path has to be beatable.

Having to retreat is very common in oldschool RPGs. Especially turn-based ones.
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Far'ed K.G.h.m
 
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