Skyrim Compilation and Explanation

Post » Tue Aug 24, 2010 7:03 pm

Cough You only follow one linear path Cough

cough about ten different endings cough
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Miguel
 
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Post » Tue Aug 24, 2010 11:32 am

Additions/Pros
1. more complex Combat
2. better level scaling than even FO3
3. more complex environment (shadow, snow physics, water physics, etc.)
4. 100+ Perks, an entirely new layer of RPG
5. can modify body looks + more differences between races
6. can cut wood, cook, mine, smith
7. extremely better AI that do cool stuff, with better faces, and immersive speech
8. No dungeon is the same

Removal/Possible Con
9. 3 less skills, probably merged


and some how its dumbed down? I'm glad noone is taking the whiners seriously.
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cutiecute
 
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Post » Tue Aug 24, 2010 4:14 am

I can see where you coming from I really can but they have had 4 yrs to test this engine and fine tune it, and unlike the last 1, this one was completely built in house with this game or TES anyway in mind, so we can expect alot from it for obvious reasons, they have had better backing in the last 5-6 yrs, they have had more people working on it by all accounts, and the quality of people working for them, by Todds own words, have made it much easier to read strengths and place people with expertise on their teams, heck they have over 100 people working on this game right now. I read alot of blogs and I never hear any1 use a number like that when referring to the group they have working on a game especially a game that has been in the works for so long.



Yes, I know how many people BGS has and it's great that this is the internal studio, just preocupied with TES and Fallout and I am completely positive the game is going to rock heavily. But on matters regarding the AI, we can't call anything for sure until we have the game in our hands. I promise I'll come here and praise the AI if at least is as organized as the one in the Gothic/Risen series. Until then, I won't talk too much about it because it's something too sensible to be able to know it from what the previews say.
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Flutterby
 
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Post » Tue Aug 24, 2010 9:09 am

Is there a sure source for "better level scaling than EVEN FO3" and 100+ perks?
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Wayne W
 
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Post » Tue Aug 24, 2010 1:14 pm

tough crowd
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Agnieszka Bak
 
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Post » Tue Aug 24, 2010 11:50 am

im still very worried about one MAJOR thing... fallout 3 was extremely unstable, people mostly had the game becoming unplayable at around 10mb files...

...but mine started freezing and crashing at around 4-5mb... and i had absolutely no problems with it before that.

so im worried, with skyrim sounding WAY more advanced than fallout 3, what if the game becomes extremely unstable, as well?

also, i dunno why, it seems like this happens with all large games, the more i play them, the games tend to stop rendering things as far away as they did when i first play them, and things look messy at a long distance, things may vanish, etc.

i mean, in oblivion, when you dropped things, they'd FALL THROUGH THE GROUND!

im just worried that skyrim will be extremely awesome for the first few sessions, but after a few days/weeks/whatever, it'll degrade and even become unplayable.

i really hope it doesnt, though... its sounding freaking awesome.

I for 1 never had trouble with fallout ........Never, heard others say the same thing as you but I logged well over 400 hrs playing it and never a real problem that pops to mind, and as for things dropping thru floor in oblivion sure a few times but effect game play ???? hardly !! I have had every fallout and every TES since the beginning even those fallouts not done by bethesda and I cant say I have ever encountered a problem that made me want to throw out the game,... sounds more like system problems on your part with the unstable talk because I never had to deal with it never and I am still playing those games today on comp, on old x box, and on my 360
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Leanne Molloy
 
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Post » Tue Aug 24, 2010 8:36 am

I have been unable to find a quote that explicitly confirms any of the following information. [If I missed any relevant quotes, I'd appreciate it if you could post them.] If not, I think you have assumed some things based on the information we do have, and while they may be correct, there is no proof that they will be in the game. Here are the points in question:


Each of the dungeons and ruins are completely customized and unique, no one part of one dungeon will look like another.

What GI says: "Even underground areas are rich in variation, from icy caves to forgotten crypts" (p. 48). Unless I missed something, that is the only time they talk about dungeon environments, and that sentence is definitely not enough evidence for anyone to deduce that every dungeon will be uniquely crafted...


[...] snow truly falls from the sky and lands on objects and builds up. So in theory if it snows heavily enough you may have to wade through snow or even have mountain passes blocked by avalanches.

What GI says: "Snow falls naturally onto the stones and branches, appearing not as a present texture, but falling exactly as it would on the object given its shape and size" (p. 48). This does not mention snow building up; that is perhaps implied but not explicitly stated. And there is definitely nothing to suggest entire passes may be blocked by snow drifts... Again, it could happen but there is no evidence of that being the case at this point.


You gain perks as you get skill levels that give you bonuses like those in Oblivion, Daggerfall and Fallout.

The GI says that you gain perks for every increase in your character's overall level, not for increases to skill levels (p. 50).


All items have the same set stats, and all non-human enemies have the same HP and stats across all levels. Quest rewards are always the same. This makes it so it better than Oblivion's Level-scaling. NPCs are scaled in their equipment.

Random spawns out in the world are scaled (stronger enemies appear at higher levels), but weak enemies aren't written out of the system, just become less common.

I don't see anything about these quotes in the GI... AFAIK, the only mention of level scaling outside the GI article was Gstaff's post that said the scaling in Skyrim will be more akin to the scaling in Fallout than the scaling in Oblivion. If that is your only reference, it's definitely not enough to make the above conclusions. If you have some other source as well I'd like to see it.


It hasn't been confirmed that spells will have finishing moves but I can say it is almost certain to have finishing moves for spells.

Based on what?


85 unique spell effects, which is far more than most other TES games.

What GI says: "Pushing left from the main menu calls up your selection of magical spells — 85 in all if you're a dedicated collector" (p. 54). Spells != spell effects. Granted I highly doubt it means that there are only 85 total spells in the game; it most likely does mean spell types or spell effects. But we shouldn't assume that this is the case... [Clarified by Mr. Tissue Box.]
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Mark Churchman
 
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Post » Tue Aug 24, 2010 3:27 pm

Okay I made this list of explanations yesterday but it faded down the forum list and some people are still confused about the info released in GI so I'll post it again and I revised it to go into even more detail. Here you go. If anyone has anymore questions that aren't listed here, post down below, I will try to answer them and update this information if it is something that I can answer/left out. Feel free to discuss the information of Skyrim here so that the forum doesn't get cluttered with repetitious threads.

Features of Skyrim:




Thanks for putting this together, it's nice to have all the info in one place. I do question where you get some of your info from though. Isn't pretty much all of the info we have so far from the GI article? Much of this information is new, and a lot of it sounds like speculation. The following info regarding level scaling is all new to me, but if it is true than I am very happy:

Random spawns out in the world are scaled (stronger enemies appear at higher levels), but weak enemies aren't written out of the system, just become less common. Unlike Oblivion where imps and boars become impossible to find at higher levels, A single spawn at lower levels can have enemies spawning in pairs at higher levels.
.
After you enter an enclosed area, all enemies will be set to your level there for the rest of the game. You cant keep coming back to the same ruin to get better stuff as you level (especially since enemies usually don't respawn).

Stronger enemies exist in the world at the start of the game. You're usually given enough warning if you don't want to fight anything too strong. The fallout system was created from Oblivion's but Fallout was a testing ground for tweaking level-scaling from too easy from no level-scaling (Morrowind) to too much level-scaling (Oblivion).


Was all this from the GI article, because I don't remember reading all that? I was really hoping for a hybrid of Morrowind and Oblivions scaling systems, and that is what this sounds like. A world where you would see high level enemies (and try to avoid them) early on, and still see lower level enemies later on in the game. Now if they just made some higher level loot available (albeit hard to come by) early on, I would be happy. Again, thanks for the info, it really has me pumped for the game!
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GRAEME
 
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Post » Tue Aug 24, 2010 7:24 pm

But on matters regarding the AI, we can't call anything for sure until we have the game in our hands. I promise I'll come here and praise the AI if at least is as organized as the one in the Gothic/Risen series. Until then, I won't talk too much about it because it's something too sensible to be able to know it from what the previews say.


I can live with that.

Could you give a source for this info? I was really hoping for a hybrid of Morrowind and Oblivions scaling systems, where you would see high level enemies (and try to avoid them) early on, and still see lower level enemies later on in the game. Now if they just made some higher level loot available (albeit hard to come by) early on, I would be happy. Again, thanks for the info, it really has me pumped for the game!


That's the break down of the Fallout level scaling, I'm sorry if people were taking it as I was saying that it was Skyrim's level scaling for sure, I was just breaking down Fallout's level scaling to give you an idea of what it might be like due to the statement that Skyrim's level scaling was more like Fallout's than Oblivions.
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Pixie
 
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Post » Tue Aug 24, 2010 3:47 pm

cough mass effect cough
cough dragon age origions cough
cough bioware games cough
cough i love bioware cough

I've enjoyed both ME and DA:O, immensely. For the kind of games they are, they are fun.

You don't need a compass or quest markers in those games, though.

You literally can't go anywhere other than where you are supposed to go.

ME you can vary the order of the planets you go to, but can't go to Virmire until the Council tells you about it. Until you get to a certain point in the main quest, the path is blocked. You can't explore all the areas of the Citadel, you are restricted by non-functioning doors to the path they allow you to follow.

DA:O is even more limited. Yes, you can vary the order of the visits to enforce the treaties. However once you get to an area, you're pretty much on rails. In the Korcari Wilds, try to cut a corner through the water just before you see the hanging soldiers. You can't. Head down the hill from the mabari crate on the top, only you can't go down the hill off the side. In Lothering you can fight a bunch of giant spiders outside the town. Try to walk from that side of that hill where the spiders are over the hill to the other side by the field. You can't. In any given area there are only certain paths you can follow. If you can only access areas a,b,c,and d, why bother with quest markers? I found the side quests for the Chasind stash, the box to take to Jetta, and Gargaroth by exploring only the directions the game let me go. If it let me head in a certain direction, there had to be something over there I was supposed to get to. I can't tell you how frustrating it was to try to walk the shortest distance through an area only to run into the invisible walls on small hills, ankle-deep water, or woodland.

I'm looking forward to getting back to the "if you can see a place you can try to get there" from Morrowind and Oblivion both.
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Adam
 
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Post » Tue Aug 24, 2010 8:13 am

OMG its like they actually read our ideas and suggestions posts. I can put up my hand and say "I did that".

I dont think I could ask for any more...

Other than PLAYABLE child races and killable kids.

"Thats right! Your going to DIE in here."
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Esther Fernandez
 
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Post » Tue Aug 24, 2010 8:41 am

What GI says: "Pushing left from the main menu calls up your selection of magical spells — 85 in all if you're a dedicated collector" (p. 54). Spells != spell effects. Granted I highly doubt it means that there are only 85 total spells in the game; it most likely does mean spell types or spell effects. But we shouldn't assume that this is the case...

Pete Hines clarified and said 85 spell effects, not total spells.
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kelly thomson
 
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Post » Tue Aug 24, 2010 4:11 am


Other than PLAYABLE child races and killable kids.



Can't have killable kids.
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Ebony Lawson
 
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Post » Tue Aug 24, 2010 6:41 am

Pete Hines clarified and said 85 spell effects, not total spells.

Ah, thanks.

Just checked his twitter out of curiosity, and saw this:
We know how to do good trees. Did new stuff for those. Our new system for fog and clouds is even more amazing, IMHO.


I'm excited for that. And for the trees as well. One of the screens that I noticed was the one with the stealthy hunter stalking an elk/deer in a birch grove. The trees in that shot look gorgeous.

But I didn't see anything about spell effects. Did he post about it in the forums?
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Marion Geneste
 
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Post » Tue Aug 24, 2010 7:49 pm

Pete Hines said it on Twitter about the spell effects.
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Strawberry
 
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Post » Tue Aug 24, 2010 5:35 am

I wish my words will go in right direction.
  • TES5 MUST be interesting to play by common player, who will just play it rapidly and will spend in game not much time. So game MUST be pretty easy but not primitive.
  • Game must be User-friendly. Maybe some time-notes that says User to make some exercises. For eyes :ninja: and boody.. :dance:
  • But game must have, in the same time to 1) , much "details" for PRO/advanced players. :starwars:

:thanks:
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Kevan Olson
 
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Post » Tue Aug 24, 2010 5:37 pm

I for 1 never had trouble with fallout ........Never, heard others say the same thing as you but I logged well over 400 hrs playing it and never a real problem that pops to mind, and as for things dropping thru floor in oblivion sure a few times but effect game play ???? hardly !! I have had every fallout and every TES since the beginning even those fallouts not done by bethesda and I cant say I have ever encountered a problem that made me want to throw out the game,... sounds more like system problems on your part with the unstable talk because I never had to deal with it never and I am still playing those games today on comp, on old x box, and on my 360


I had a few crashes in Oblivion, but I would say it was less than 20. At the time that seemed ok because I loved the series, and the game was so exciting and new. However, Fallout3 and NV were a completely different story. I barely finished FO3 after many crashes, and I gave up on New Vegas about 2/3rds through the main quest (although I did have around 100 hours into it). It was to the point where the game would crash like clockwork every 10-15 min. I was so uptight playing it because every time I got a framerate stutter or anything I just assumed I was in for another reset.

If there is one thing that will kill Skyrim for me, it is crashes. After countless crashes in the Fallout games, I just can't deal with them anymore. I know these are very complex games, but c'mon guys, do some serious bug testing this time please!!!!
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Jason Wolf
 
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Post » Tue Aug 24, 2010 5:56 pm

Ah, thanks.

Just checked his twitter out of curiosity, and saw this:


I'm excited for that. And for the trees as well. One of the screens that I noticed was the one with the stealthy hunter stalking an elk/deer in a birch grove. The trees in that shot look gorgeous.

But I didn't see anything about spell effects. Did he post about it in the forums?


God, I hope they are finally done with speedtree trees. I can't stand moving and seeing the tree moving with me. I know it is efficient, but it bugs the hell outta me. One thing they have always done well imo is the skies. The way the clouds move around and the stars come out at night is mesmerizing. I cannot wait to see what kind of effects they have in place for weather/skies!
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Phillip Hamilton
 
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Post » Tue Aug 24, 2010 10:07 am

God, I hope they are finally done with speedtree trees. I can't stand moving and seeing the tree moving with me. I know it is efficient, but it bugs the hell outta me. One thing they have always done well imo is the skies. The way the clouds move around and the stars come out at night is mesmerizing. I cannot wait to see what kind of effects they have in place for weather/skies!


Regarding this, procedural clouds (Far Cry 2 / Risen) would be a great addition.
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Tamara Primo
 
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Post » Tue Aug 24, 2010 6:12 am

[quote name='D4rk 0ne' timestamp='1294547129' post='16943388']
I have been unable to find a quote that explicitly confirms any of the following information. [If I missed any relevant quotes, I'd appreciate it if you could post them.] If not, I think you have assumed some things based on the information we do have, and while they may be correct, there is no proof that they will be in the game. Here are the points in question:



What GI says: "Even underground areas are rich in variation, from icy caves to forgotten crypts" (p. 48). Unless I missed something, that is the only time they talk about dungeon environments, and that sentence is definitely not enough evidence for anyone to deduce that every dungeon will be uniquely crafted...

I'll come back and cite the source. Going to answer your other questions first.


What GI says: "Snow falls naturally onto the stones and branches, appearing not as a present texture, but falling exactly as it would on the object given its shape and size" (p. 48). This does not mention snow building up; that is perhaps implied but not explicitly stated. And there is definitely nothing to suggest entire passes may be blocked by snow drifts... Again, it could happen but there is no evidence of that being the case at this point.

True, it didn't explicitly say it would build up, simply implied by the wording. I am willing to change that so as to not claim something that isn't for sure. As for the blocking entire passes, I said "So in theory" meaning that I was speculating at what possibly might happen if such a thing is possible like building up too much snow and an avalanche happened. I deliberately made sure to add things like "So in theory" to make sure no one took it as fact.

The GI says that you gain perks for every increase in your character's overall level, not for increases to skill levels (p. 50).

Well this is just splitting hairs. I didn't say that you get perks each time you leveled, I said you got them from gaining skill levels
but I guess I'll change it to reflect you get one each overall level so that no one gets confused.



I don't see anything about these quotes in the GI... AFAIK, the only mention of level scaling outside the GI article was Gstaff's post that said the scaling in Skyrim will be more akin to the scaling in Fallout than the scaling in Oblivion. If that is your only reference, it's definitely not enough to make the above conclusions. If you have some other source as well I'd like to see it.

I explained up above that I was describing Fallout's system to give people an idea of what it might be like.



Based on what?

Once again a play on words. I said it is ALMOST certain that they will have finishing moves for spells thus is why I said this hasn't been confirmed. But it makes more than enough sense that if melee combat gets finishers, spells should get some too.
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Heather Dawson
 
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Post » Tue Aug 24, 2010 9:48 am

I wish my words will go in right direction.
  • TES5 MUST be interesting to play by common player, who will just play it rapidly and will spend in game not much time. So game MUST be pretty easy but not primitive.
  • Game must be User-friendly. Maybe some time-notes that says User to make some exercises. For eyes :ninja: and boody.. :dance:
  • But game must have, in the same time to 1) , much "details" for PRO/advanced players. :starwars:

:thanks:


I agree with everything you said except for it "must be easy" and the time-notes. It should be moderate difficulty. It shouldn't be so hard that casual players get frustrated and it shouldn't be so easy that it won't be fun. We really need the difficulty bar in this game also so that I can ramp up the difficulty to make it more of a challenge once I've played the game 12 times over and I want a new challenge.
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Lance Vannortwick
 
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Post » Tue Aug 24, 2010 4:13 pm

OMG its like they actually read our ideas and suggestions posts. I can put up my hand and say "I did that".

I dont think I could ask for any more...

Other than PLAYABLE child races and killable kids.

"Thats right! Your going to DIE in here."


Uhhhhh, ok. Killing children is your number one fantasy? Can we get a shrink or here (or a police officer)?
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TIhIsmc L Griot
 
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Post » Tue Aug 24, 2010 12:29 pm

Isn't the point of this thread to recap what we know to be true? You should abandon all speculation if possible. If you must include some speculation, you should at least make it abundantly clear whenever you are speculating. Maybe you could push all speculation down to the end of the post to separate all the sourced facts from the derived theories.

As I said before, much of the postulating you have done may well be true; indeed, I expect much of it will be true. However, it seems contradictory to the nature of this thread if you lump the guesswork in with the verified facts.
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Je suis
 
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Post » Tue Aug 24, 2010 10:31 am

Isn't the point of this thread to recap what we know to be true? You should abandon all speculation if possible. If you must include some speculation, you should at least make it abundantly clear whenever you are speculating. Maybe you could push all speculation down to the end of the post to separate all the sourced facts from the derived theories.

As I said before, much of the postulating you have done may well be true; indeed, I expect much of it will be true. However, it seems contradictory to the nature of this thread if you lump the guesswork in with the verified facts.


I thought that the phrase "It hasn't been confirmed that spells will have finishing moves" would be abundantly clear. I guess not. I "lump"in the speculation clearly stating that it isn't fact because it belongs under that section. The only thing so far that fits only under the speculation section at the bottom is Attributes.
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Naomi Ward
 
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Post » Tue Aug 24, 2010 2:01 pm

I agree with everything you said except for it "must be easy" and the time-notes. It should be moderate difficulty. It shouldn't be so hard that casual players get frustrated and it shouldn't be so easy that it won't be fun. We really need the difficulty bar in this game also so that I can ramp up the difficulty to make it more of a challenge once I've played the game 12 times over and I want a new challenge.

That thing you said about "easy" is what I really wanted to say. :whisper: :)
But I think there must be some improvements in difficulty system. Just 1 difficulty bar is too primitive. Some options from ini-file must be twickable (in "adwanced" submenu of difficulty, 4 example) settings.
Such as:
- distance on what npc's/enemies can detect you;
- ability to turn on/off influence what armor material you wearing to be detected easily/hardly.
Also – get back spell that detects on local map all keys :grad: (as it was in Morrowind), PLEASE! Sometimes I needed to use cheat to open the door rather going to find a key for next 40-60 minutes... :facepalm:
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latrina
 
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