Why is Arena so difficult?!

Post » Fri May 27, 2011 1:14 pm

A lot of players liked the timed quest. I made it seem more real that a lion in someones house (a common FG quest) would likely to be killed within a week. If not, the contract was given to another FG member that would finish the job.
Also, it didn't give the 'hand-holding' effect of Oblvion, which lots of people hate. You could actually fail the mainquest and go "Oh crap!!! I just wasted 6 hours!". But then you just start over and it's just as fun, so no biggie :D
~TK.R

Well, Oblivion was just too nice with you. The timed quests aren't always that much of a problem, but if I have another mission lined up, and suddenly get a MQ related letter or something that tells me that I have to go from there to there, while having some of my equipment repaired tend to be annoying.
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Chica Cheve
 
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Post » Fri May 27, 2011 3:32 am

IIRC you can create your own class, choose a bunch of disadvantages like cannot wear orkish and such, then pick some nice abilities like regeneration, absorb magicka. Might make it a little easier for you. Or was that a Daggerfall feature, been awhile since I played this game.
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Judy Lynch
 
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Post » Fri May 27, 2011 3:04 am

Don't take my word for it, but I think those features are reserved for Daggerfall players only. ^_^
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OTTO
 
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Post » Fri May 27, 2011 1:09 am

IIRC you can create your own class, choose a bunch of disadvantages like cannot wear orkish and such, then pick some nice abilities like regeneration, absorb magicka. Might make it a little easier for you. Or was that a Daggerfall feature, been awhile since I played this game.


I believe that was Battlespire.
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Marie
 
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Post » Fri May 27, 2011 5:26 am

Was both in Daggerfall and Battlespire.
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Pants
 
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Post » Fri May 27, 2011 7:22 am

Was both in Daggerfall and Battlespire.


Yup. Both Battlespire and Daggerfall had that feature.

In fact Battlespire fleshed it out a bit more. You could take a disadvantage, like no short sword, and use the points you got from that to buy things like weapons, armour, potions, spells, etc.
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Melissa De Thomasis
 
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Post » Fri May 27, 2011 3:28 am

That's because they were forced to complete the game and get it sold.


As I said. Inexcusable offense. Daggerfall had a fairly long dev time as it stands. It's their own fault that they couldn't properly get everything working.

In fact, I'd go so far to say that "game was rushed to make sale deadline" is a bad excuse in general because it's used to frequently that you'd, I don't know, think people would start to expect things like deadlines existing, and problems occuring if the game wasn't finished in time.
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sharon
 
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Post » Fri May 27, 2011 3:29 am

As I said. Inexcusable offense. Daggerfall had a fairly long dev time as it stands. It's their own fault that they couldn't properly get everything working.

Have you ever done any coding? Games change throughout their development timeline, and Daggerfall is a very complex game. Developing something like a game takes thousands of hours from a team of people.

In fact, I'd go so far to say that "game was rushed to make sale deadline" is a bad excuse in general because it's used to frequently that you'd, I don't know, think people would start to expect things like deadlines existing, and problems occuring if the game wasn't finished in time.

It is a bad excuse. That's how any industry works, though. If you want your product to sell you generally try to beat the competition to market. This doesn't make for a rock-solid game, but that's how it goes.
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Kate Norris
 
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Post » Fri May 27, 2011 3:11 pm

snip


Taemos took the words right out of my mouth.

~TK.R
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Nick Jase Mason
 
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Post » Fri May 27, 2011 3:37 am

Daggerfall had a fairly long dev time as it stands.

Actually, this is not true. DF came pretty hard on the heels of Arena, considering. It's not like DF was Arena II; it was a whole 'nother smoke.

In fact, I'd go so far to say that "game was rushed to make sale deadline" is a bad excuse in general because it's used to frequently that you'd, I don't know, think people would start to expect things like deadlines existing, and problems occuring if the game wasn't finished in time.

Agreed, sort of. Note that there are two forces at work. On one hand you have the investors, who want a return on their money without incurring excessive development costs and without delaying the product and in so doing courting obsolescence. On the other you have the devs, who really are the only ones who know how close they are to being "done" (whatever that means) and could always give you a little more goodness if you gave them the time and kept paying them their salaries/fees. The hope is that the two sides meet somewhere in a middle ground that results in a playable product. DF is playable, but in the end it had two problems: too many bugs and (despite its hasty delivery) obsolete graphics. Whether those things negate the gameplay is entirely subjective.
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Naomi Lastname
 
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Post » Fri May 27, 2011 2:22 pm

Arena only gets harder than nails towards the end of the game when you're higher level and most of the higher level enemies are spellcasters that cast insane high damage spells. I was on the last dungeon before kicking Jagar Tharn's ass to yesteryear but the enemies just pounded me with spells to death so I just gave up. Now the save game is lost and I forgot where I kept all the nice artifacts anyhow, kind of a bummer really.
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kennedy
 
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Post » Fri May 27, 2011 8:53 am

Hehe.
What did you love about what I wrote?

Ah, you misunderstood me.
Although I enjoy reading your posts in general (you're one of the few people who bother to use proper grammar and spelling and often has something interesting to say too), I meant that I loved reading the text in the first loading screen.
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Luis Reyma
 
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Post » Fri May 27, 2011 1:20 am

"and (despite its hasty delivery) obsolete graphics."

Barely, though. I think in a lot of ways it's not so much obsolete as inconsistent. Nowhere near to the extent of Arena, but you get the impression that the engine is capable of a lot more. The texturing and area design is kind of lacking. At the same time, the spritework, enemy/creature 'models,' and decorations are excellent.
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Everardo Montano
 
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Post » Fri May 27, 2011 11:33 am

"and (despite its hasty delivery) obsolete graphics."

Barely, though. I think in a lot of ways it's not so much obsolete as inconsistent.


Quake came out the same year as DF. Compare and weep.

No complaints about the artwork.
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sexy zara
 
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Post » Fri May 27, 2011 7:09 am

Quake's 3D engine was more powerful but I think Daggerfall wins out in this department because it's not brown.
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Austin Suggs
 
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Post » Fri May 27, 2011 3:50 pm

I know i had a hard time when i first started playing it, BTW does anyone know how to fast travel
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Laura Simmonds
 
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Post » Fri May 27, 2011 2:25 pm

I know i had a hard time when i first started playing it, BTW does anyone know how to fast travel


Right mouse button on map icon, the rest is self explaining I guess.
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JESSE
 
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Post » Fri May 27, 2011 8:47 am

Right mouse button on map icon, the rest is self explaining I guess.


Or Shift+M

And believe it or not, Daggerfall, Battlespire, and Redguard all used the same game engine. Look at Redguard and then look back at Daggerfall, and you can see how much progress they made in only 2 years.
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Jennifer Munroe
 
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Post » Fri May 27, 2011 11:29 am

Also som various Terminator games.
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Gisela Amaya
 
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Post » Fri May 27, 2011 2:25 pm

Also som various Terminator games.


Yeah, Skynet and FutureShock. Both came out around the same time as Daggerfall.
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Monika Krzyzak
 
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