Will there be a hardcoe mode for SKYRIM.

Post » Tue Mar 15, 2011 5:19 am

I wouldn't really use it, but I'm not gonna go "OMG!!! BLASPHEMY!! They put in something I didn't want!" if they implement it.
I just think that TES is more of a fantasy game than a survival one, as opposite to Fallout which definitely fits in the survival category (seeing how limited everything was)
though like I said, I'm ok if they do it.
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Sophie Louise Edge
 
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Post » Mon Mar 14, 2011 8:06 pm

I do hope there's a hardcoe option - I say option, so that everybody's happy, those who do want it, those who don't, and those like me who want it but bite more than they can chew, and will probably go hardcoe only on second replay, when they know the quests. :P

Customizable, too. I want better enemies, traps, branches that fall on me, poison plants, NPCs that react more strongly to my choice and affiliations, etc. Not sure though I would find the need to eat and drink anything else than annoying after a while. So yeah, boxes to tick for hardcoe mode.
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Alyesha Neufeld
 
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Post » Tue Mar 15, 2011 12:15 am

YES!
More realism = better.

THIS!
And lets NOT call it hardcoe lets call it survival mode or realism mode or something I don't want any CoD or Fallout in my Elder Scrolls games. :yuck:
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Charlotte Henderson
 
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Post » Mon Mar 14, 2011 2:11 pm

And lets NOT call it hardcoe lets call it survival mode or realism mode or something I don't want any CoD or Fallout in my Elder Scrolls games. :yuck:

Minor language qualm, but yes indeed. hardcoe sounds so... Competitive... A "realism" option sounds much more tranquil, and opens the door to customization - "hey, what did you add to your 'realism' option ?" rather than "I beat the hardcoe mode fast than U ololol".
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rheanna bruining
 
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Post » Mon Mar 14, 2011 8:37 pm

I hope so
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Ruben Bernal
 
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Post » Mon Mar 14, 2011 3:57 pm

I think that a siltstrider/carriage from city to city would work really well, just as it did in Morrowind or even a popular, popular game like Assassin's Creed 2. In that game I barely even used the carriages because riding my horse was so much fun.

I definitely think enough people want something more similar to Morrowind (city to city, perhaps mark and recall) in terms of travel and those people would also appreciate a survival mode.

I think that the cooking skill definitely points to needing food: why cook if you could just eat straight ingredients? Basically, I think the system will work because it will be balanced like fallout nv except to eat food you need to cook it or you get diseases, and finding food might be harder if you are deep in a ruin or in bleak tundra, forcing you to find a place to hunt or search for plants. But you can't just pop food down without preparing it so you do have to plan by cooking early or setting up a camp. Also you could get stat bonuses for cooking good food and stat drains for being hungry so you'd get proper reward and motivation to cook. I think that would actually be fun as opposed to finding ancient preserved snacks and keeping thousands in your bag: you can't just stockpile when you need to cook.

It'd be similar to alchemy except you'd need to cook more often and when survival demanded it.
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Alba Casas
 
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Post » Mon Mar 14, 2011 2:15 pm

Two more things: if you can cut wood and mine, I assume you'll also actually need those products, at least in Survival/Realistic mode.

You'd need wood for cooking fires, alchemy fires, and smithing fires (alchemy and smithing you'd probably just do in town, well at least smithing because you'd need a forge and a lot of heat). You'd need to mine for ore to smith with as well. Thinking about it this way makes these additive systems and jobs make sense rather than appearing to be extraneous. This points to more immersive realism.

It's really exactly the same as preexisting systems: you need ingredients and tools for alchemy, tools for smithing, and soulgems and souls for enchanting. It's actually adding complexity because it increases realism and immersion.

Amusingly this reminds me of minecraft.
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Richard
 
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