Skyrim Information Explanation and Compilation

Post » Sun Dec 19, 2010 9:49 pm

I will give up my sword before I give up my shield. My battlemage rarely actually used his weapon, and did so only after running out of magicka. My shield, on the other hand, was used constantly. My mental picture of a battlemage is an ironclad, shield bearing spell slinger, not someone who actually transitions between sword and spell.


With shield bashing your character will now be even more effective in combat. :)
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Auguste Bartholdi
 
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Post » Sun Dec 19, 2010 11:12 pm

With shield bashing your character will now be even more effective in combat. :)


Can't wait! :thumbsup:
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Emily Jones
 
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Post » Mon Dec 20, 2010 6:19 am

Come on now, Oblivion was a fishtank in regards to world size? And even if it was, are you aware that the whole space still needs filling after it's built. And that means money and time. We can't ask for more space without knowing this also means content. And content doesn't come by itself.Still, Oblivion really had a big enough worldspace.

Lol , have you modded landscape making in Oblivion ? the Procedural vegetation system works pretty well and what you where doing in hours in morrowind you do in seconds in Oblivion , of course small touches are always a must but it speeds the time a lot , and anyway in Bethesta now area lot of people working on this , way more than befoure I guess so they have all the resources and time needed to make a more epic scale game , actually even myself alone I did a worldspace 9 times bigger than Oblivion so I do not see why they coudln't ....


And BTW


Any rupors or voices on piecemental armour?
I really hope they will reintroduce it liek in morrowind and do not go for one blobbystyle armour mesh that was in fallout ...
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BaNK.RoLL
 
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Post » Mon Dec 20, 2010 1:55 am

Lol , have you modded landscape making in Oblivion ? the Procedural vegetation system works pretty well and what you where doing in hours in morrowind you do in seconds in Oblivion , of course small touches are always a must but it speeds the time a lot , and anyway in Bethesta now area lot of people working on this , way more than befoure I guess so they have all the resources and time needed to make a more epic scale game , actually even myself alone I did a worldspace 9 times bigger than Oblivion so I do not see why they coudln't ....


And BTW


Any rupors or voices on piecemental armour?
I really hope they will reintroduce it liek in morrowind and do not go for one blobbystyle armour mesh that was in fallout ...


Uhm, "Lol", I didn't say it won't or cannot happen, the point is that I've seen too many people just asking for this like anything and everything coming must be bigger, like we cannot have anything smaller or the same in terms of worldspace because that is some kind of blasphemy that must not happen. We have to also know that that space needs filling with something and it would be ideal to be quality content. I'm sure you're doing great with your landscape modding, this doesn't automatically mean the game needs to be the size of Daggerfall just because it comes after Oblivion.
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Leilene Nessel
 
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Post » Sun Dec 19, 2010 5:51 pm

What do we know of the weapons that will be featured? More specifically, will there be spears? Are axes still blunt?


Well you can expect to see everything that was in Oblivion to return from what we have seen but we don't know much else for now. It is only speculation when we talk about seeing Javelins and halberds in concept art.

As for the world size. I'm expecting maybe 50% larger world possibly. Now if Bethesda came out and said "Surprise, it's the size of Daggerfall!" I would be ecstatic but that's unrealistic lol.
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yermom
 
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Post » Sun Dec 19, 2010 10:15 pm

If you havent played eithe fallout 3 or fallout new vegas and want a general ideal of the LIKELY size of the skyrim map..

Google fallout 3 map and note early on in dev the city.. that whiteish patch down in the lower right corner.. dominated the map.... And at THAT point the map was as todd put it somewhat smaller then ob... After that the rest of the map DOUBLED in size...

Now google fallout new vegas map...

Its alot bigger then falliut 3.

Now look at the skyrim map... notice anything?

If im right and yes I might not be the map is a good deal bigger.

So its as todd says himself a very very big map.
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CRuzIta LUVz grlz
 
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Post » Mon Dec 20, 2010 6:15 am

If you havent played eithe fallout 3 or fallout new vegas and want a general ideal of the LIKELY size of the skyrim map..

Google fallout 3 map and note early on in dev the city.. that whiteish patch down in the lower right corner.. dominated the map.... And at THAT point the map was as todd put it somewhat smaller then ob... After that the rest of the map DOUBLED in size...

Now google fallout new vegas map...

Its alot bigger then falliut 3.

Now look at the skyrim map... notice anything?

If im right and yes I might not be the map is a good deal bigger.

So its as todd says himself a very very big map.


To finish this of, I played F3 and FNV, but I'm not measuring their dike - I mean map sizes. I don't play these games for that. And so we're clear, my problem is not that I don't want big maps, but to just ask for bigger and bigger like this is all that counts won't really make the game better. In the end we all want a better game and that means better content overall. Just wanting the map to grow like that's a given won't suffice.
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Iain Lamb
 
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Post » Mon Dec 20, 2010 12:44 am

Can you post the quote please?


Every item in your inventory has a detailed, zoomable, rotating image to examine, which pops up as soon as you select the item, giving a tactile quality to the objects you carry with you. Thus it is rendered unless Bethesda draws in the 3rd dimension. I understand some skepticism but I think that this thread has proved it's merit that it is in fact real information.
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Francesca
 
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Post » Mon Dec 20, 2010 6:05 am

From what I've read so far it looks like Bethesda is taking a sidestep with Skyrim instead of a step forward. They're some things I like such as Duelwielding, Improved Graphics, Improved AI and no more Leveled Quest Rewards (Somebody must have heard me say that) but NonRespawing Dungeons is a Big No No in my book and they're a couple other things that I won't talk about because it will lead to arguments.
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Shelby Huffman
 
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Post » Mon Dec 20, 2010 5:10 am

From what I've read so far it looks like Bethesda is taking a sidestep with Skyrim instead of a step forward. They're some things I like such as Duelwielding, Improved Graphics, Improved AI and no more Leveled Quest Rewards (Somebody must have heard me say that) but NonRespawing Dungeons is a Big No No in my book and they're a couple other things that I won't talk about because it will lead to arguments.

Did the magazine even talk about non-respawning dungeons? Or did someone misunderstand something and post it as fact on the forums?
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Marine x
 
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Post » Mon Dec 20, 2010 5:48 am

Did the magazine even talk about non-respawning dungeons? Or did someone misunderstand something and post it as fact on the forums?

I read the article several times. I never saw this anywhere.


Where I did see it was in the description of vaults in Fallout 3.
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Cagla Cali
 
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Post » Mon Dec 20, 2010 7:29 am

Did the magazine even talk about non-respawning dungeons? Or did someone misunderstand something and post it as fact on the forums?


That's what I assumed what it was when I read the OP's post. I hope we have Respawing dungeons because if we don't then the game's going to end at a certain point.
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Assumptah George
 
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Post » Mon Dec 20, 2010 1:18 am

From what I've read so far it looks like Bethesda is taking a sidestep with Skyrim instead of a step forward. They're some things I like such as Duelwielding, Improved Graphics, Improved AI and no more Leveled Quest Rewards (Somebody must have heard me say that) but NonRespawing Dungeons is a Big No No in my book and they're a couple other things that I won't talk about because it will lead to arguments.


>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>Content is explanation of Fallout Level-scaling. So please no more "OMG HE MADE EVERYTHING UP!" posts<<<<<<<<<<<<
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. 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 almost no level-scaling (Morrowind) to too much level-scaling (Oblivion).
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>End of Fallout level-scaling explanation<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<

Please people, please read the thread carefully. I clearly separated the Fallout Level-scaling system (the part that talks about non-respawning mobs) It is just an example to give you an idea of a close comparison to what it might be in Skyrim with the comment "the level-scaling will be more like Fallout than Oblivion". I might as well remove the part that talks about the non-respawning mobs in fallout because no one seems to see the seperation even though it shows up twice and I'm tired of having to explain the same thing twenty time in one thread. So out that goes and I'll give you most of the rundown of the Fallout level-scaling system which of course I'll prolly start getting replies that say that I forgot that feature in the level-scaling...oh well, we shall see.
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sally R
 
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Post » Mon Dec 20, 2010 3:25 am

Someone I think just got confused confusing the spawn system fo3 used with its critter leveling system and those are totaly different things.

Also in general very few people liked the no respawn interiors in fo3 and in fact modded them to respawn.. so I doubt they will make that mistake again.
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Rob Smith
 
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Post » Mon Dec 20, 2010 4:58 am

Please people, please read the thread carefully. I clearly separated the Fallout Level-scaling system (the part that talks about non-respawning mobs) It is just an example to give you an idea of a close comparison to what it might be in Skyrim with the comment "the level-scaling will be more like Fallout than Oblivion". I might as well remove the part that talks about the non-respawning mobs in fallout because no one seems to see the seperation even though it shows up twice and I'm tired of having to explain the same thing twenty time in one thread. So out that goes and I'll give you most of the rundown of the Fallout level-scaling system which of course I'll prolly start getting replies that say that I forgot that feature in the level-scaling...oh well, we shall see.


Ah my mistake I skimread it and assumed the worst. Still it will be interesting to see what Bethesda does.
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Kit Marsden
 
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Post » Mon Dec 20, 2010 5:28 am

Ah my mistake I skimread it and assumed the worst. Still it will be interesting to see what Bethesda does.


No problem. I've just had issues with having to re-explain things multiple times and when I do I get attacked with people accusing me of making things up and demanding quotes. Just a little tense plus I have a fever so I'm not feeling well (damn you snow!) I removed it to leave it to the bare facts about Fallout's system and I may go ahead and edit it some more later to what I think it will be in Skyrim from the Fallout version but I will have to think about it because I'll most likely get attacked if I change it to what I think with people saying it's too much speculation and not enough facts... Once again, sorry for snapping.

Also in general very few people liked the no respawn interiors in fo3 and in fact modded them to respawn.. so I doubt they will make that mistake again.


Yeah definitely not good lol. I highly doubt the no respawn system will be in Skyrim.
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Erin S
 
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Post » Sun Dec 19, 2010 8:02 pm

I just hope they don't have high-level NPC's EVERYWHERE at low levels... Supermutant warlords or whatever that was added with Broken Steel in FO3 killed the game for me.

In other words, I'd rather not be confined to a small area for several levels like in MMO's.
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N3T4
 
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Post » Sun Dec 19, 2010 4:49 pm

I just hope they don't have high-level NPC's EVERYWHERE at low levels... Supermutant warlords or whatever that was added with Broken Steel in FO3 killed the game for me.

In other words, I'd rather not be confined to a small area for several levels like in MMO's.


Nah, high level NPCs typically aren't out in the open, they tend to be near or in ruins or caves like in Morrowind. You probably shouldn't worry about that.
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FABIAN RUIZ
 
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Post » Mon Dec 20, 2010 3:39 am

I just hope they don't have high-level NPC's EVERYWHERE at low levels... Supermutant warlords or whatever that was added with Broken Steel in FO3 killed the game for me.

In other words, I'd rather not be confined to a small area for several levels like in MMO's.


It'll probably be in Remote area's or in specific ruins or caves that you'll see something that's high level.
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Lalla Vu
 
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Post » Sun Dec 19, 2010 6:37 pm

Nah, high level NPCs typically aren't out in the open, they tend to be near or in ruins or caves like in Morrowind. You probably shouldn't worry about that.


Good, because I hated having to constantly be on the lookout for mutants with sniper-mini-laser-guns. :(

Can't wait to get my Game Informer. :D
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TIhIsmc L Griot
 
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Post » Mon Dec 20, 2010 6:58 am

Good, because I hated having to constantly be on the lookout for mutants with sniper-mini-laser-guns. :(

Can't wait to get my Game Informer. :D


Well the game informer makes me extremely excited for this game. Not just for the info it gave about the game but also for the information they didn't give. There is bound to be a lot more features in Skyrim than just what was released in GI.
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Ella Loapaga
 
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Post » Mon Dec 20, 2010 6:47 am

Well the game informer makes me extremely excited for this game. Not just for the info it gave about the game but also for the information they didn't give. There is bound to be a lot more features in Skyrim than just what was released in GI.


Bethesda won't release all their eggs into one basket. They gave us a lot of info that will last until closer to E3 or sooner. My guess is that Bethesda still has an Ace up their sleeve and has a big feature that they haven't announced yet in order to surprise the heck out of everybody. :celebration:
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Eibe Novy
 
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Post » Mon Dec 20, 2010 1:51 am

From all that info(speculation or fact or generalization or whatever you claim it to be) all I can say at this point is /drool. :celebration:
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Matt Bee
 
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Post » Mon Dec 20, 2010 8:20 am

Well thank you. I certainly appreciate it and I'm sure that the others that put forward the few extra pieces of information that I overlooked probably appreciate it too. Well I'm going to go to bed, need to sleep off this fever. Night all. Btw it's all fact unless it's under the speculation section or in the Fallout level-scaling explanation section.
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Bethany Short
 
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Post » Mon Dec 20, 2010 12:45 am

Thanks for compiling all of this. I don't have the magazine yet, despite living very close to Game Informer headquarters and the screens I've seen are not very clear and are missing a lot.

Between waiting for the magazine and watching the behind the scenes video I am definitely more excited for this game. The concept art couldn't have been more perfect for me. I love anything to do with Vikings and old Norse myths so the concept art look and feel was just awesome. I just love anything to do with Vikings and the Nords are very Viking like and the game through the concept art looks perfect for my tastes. :woot:
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Emily Shackleton
 
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