Skyrim Italian Coverage Thread #2

Post » Sat Jan 29, 2011 5:50 am

I hope we'll have the option to keep the compass on in non-combat. I don't want to have to keep opening up my map to make sure I'm still heading south.
User avatar
Carlos Vazquez
 
Posts: 3407
Joined: Sat Aug 25, 2007 10:19 am

Post » Fri Jan 28, 2011 6:56 pm

it's "Giochi per il Mio Computer" and no, they doesn't say anything about the armor

Thanks gonnna get it tomorrow , any nice pics in it? :) ...
User avatar
Tessa Mullins
 
Posts: 3354
Joined: Mon Oct 22, 2007 5:17 am

Post » Fri Jan 28, 2011 11:37 pm

I hope we'll have the option to keep the compass on in non-combat. I don't want to have to keep opening up my map to make sure I'm still heading south.


I'm assuming the HUD can be toggled so that it will always stay active, which is the route I shall take.
User avatar
Yvonne Gruening
 
Posts: 3503
Joined: Mon Apr 23, 2007 7:31 pm

Post » Fri Jan 28, 2011 6:26 pm

The problem is that brithsigns tend to be used by specific classes. If they don't want you to start out saying "I'm a mage", why would they let you pick a mage birthsign. There are numerous other reasons people have laid out as well. When you combine them all, it leans towards them being removed. We may be wrong but that is the way the evidence points.

Where did you see Pete's info about making the races play differently? I recall them wanting to make each race unique; I took that to mean graphically. They can also make each race play differently through quests and racial profiling. It doesn't have to be through stats. I don't have enough information yet to make a logical conclusion about whether each race will have different stats or not.


1. I'm not sure they care so much about what you call yourself; it's about being locked into using certain skills to level up for the rest of the game. By contrast, if you pick a birthsign which gives you 50 extra magicka points, as opposed to one which gives you 100 extra magicka points but gives you a slight weakness to magicka damage, then that doesn't make a huge difference for the rest of the game. You can compensate for those differences fairly easily.

2. Check the second video here, "Road to Skyrim" http://www.gameinformer.com/b/news/archive/2011/01/13/road-to-skyrim-the-todd-howard-interview.aspx at about 2:10. His words suggest that the differences are more than cosmetic. But you're right, the significance of picking one race over another could come via how quests play out, or even which quests you have access to, or something like that.
User avatar
Prue
 
Posts: 3425
Joined: Sun Feb 11, 2007 4:27 am

Post » Fri Jan 28, 2011 7:23 pm

Thanks gonnna get it tomorrow , any nice pics in it? :) ...

there is no new screenshot at all :(
User avatar
Luis Longoria
 
Posts: 3323
Joined: Fri Sep 07, 2007 1:21 am

Post » Sat Jan 29, 2011 10:23 am

United Kingdom

Official Xbox Magazine — on shelves February 10th

Official PlayStation Magazine — on shelves February 16th

edit: from http://bethblog.com/index.php/2011/01/17/dragons-preparing-to-deliver-skyrim-details-worldwide/

Much obliged. :foodndrink:
User avatar
Georgia Fullalove
 
Posts: 3390
Joined: Mon Nov 06, 2006 11:48 pm

Post » Sat Jan 29, 2011 5:31 am

Yes some people have the logic of "Skyrim is smaller than Cyrodiil, so the game world in Skyrim should therefore be much larger than in Oblivion". Then when they heard they're about the same size, people thought that that meant it would feel as cramped as Oblivion did.

They just can't comprehend the simple math of smaller area + similar size game-world = more spread out, larger feeling game-world.

Crowding was a bit of an issue in Oblivion. But one of the bigger issues I had was size. It didn't take nearly as much time as it should when travelling between cities in Cyrodiil. The only way to fix that would be to increase the time scale, but the time scale was already rather high (30:1) and making it higher just gets rediculous. I would've loved to have had a smaller time scale, snd take more game time to travel between cities.
User avatar
Amie Mccubbing
 
Posts: 3497
Joined: Thu Aug 31, 2006 11:33 pm

Post » Sat Jan 29, 2011 5:21 am

it's kinda sad that Pete feels the need to call out someone on twitter and yet can't be bothered to post on the forums to set everyone at ease... that my friends is a real twit.


IMO it is much more sad and lame that someone is bugging Pete on his twitter during the weekend and threatening suicide over some small detail of a video game.

Pete Hines' world does not revolve around the posters on these forums. We will learn more details sooner or later and the game will not even be released for another 9 months.
User avatar
Keeley Stevens
 
Posts: 3398
Joined: Wed Sep 06, 2006 6:04 pm

Post » Sat Jan 29, 2011 9:21 am

I hope we'll have the option to keep the compass on in non-combat. I don't want to have to keep opening up my map to make sure I'm still heading south.

I'm sure there will be a button assigned to display the HUD when you want.
User avatar
NeverStopThe
 
Posts: 3405
Joined: Tue Mar 27, 2007 11:25 pm

Post » Sat Jan 29, 2011 8:36 am

Thanks for the link on the first one there guys,.. it's kinda sad that Pete feels the need to call out someone on twitter and yet can't be bothered to post on the forums to set everyone at ease... that my friends is a real twit.

Think for a moment about what would happen if he'd came here and post something. The thread would be instantly filled with posts like "Pete, can you tell me...", "I want to know...", "How will..." etc. And if he'd create a new thread to adress the issue and close it (to avoid the mentioned outcome) people would cry that Bethesda is restricting their right to ask questions/discuss the matter...
User avatar
Markie Mark
 
Posts: 3420
Joined: Tue Dec 04, 2007 7:24 am

Post » Sat Jan 29, 2011 2:32 am

IMO it is much more sad and lame that someone is bugging Pete on his twitter during the weekend and threatening suicide over some small detail of a video game.

Pete Hines' world does not revolve around the posters on these forums. We will learn more details sooner or later and the game will not even be released for another 9 months.


bugging Pete on his twitter during the weekend and threatening suicide over some small detail of a video game.



threatening suicide


What? Is this for real? If so, Hellmouth was right... =/
User avatar
Adriana Lenzo
 
Posts: 3446
Joined: Tue Apr 03, 2007 1:32 am

Post » Fri Jan 28, 2011 11:04 pm

Crowding was a bit of an issue in Oblivion. But one of the bigger issues I had was size. It didn't take nearly as much time as it should when travelling between cities in Cyrodiil. The only way to fix that would be to increase the time scale, but the time scale was already rather high (30:1) and making it higher just gets rediculous. I would've loved to have had a smaller time scale, snd take more game time to travel between cities.

That happened not because of size, but because of land topography. Traveling in Morrowind could take far longer due to the various mountain ranges cutting the world into pieces and the fact that Red Mountain was smack dab in the middle of the map. All travel usually literally revolved around Red Mountain, as no one wanted to travel up and over it to get to the other side. So a trip from the Grazelands to the West Gash could take a VERY long time (several in game days) if you didn't want to use travel methods, or because you couldn't. Even with a map it was easy to get lost in the ashlands, especially when ash storms hit.

I hope Skyrim has blizzards and the such. The topography looks rocky and craigy. One thing that disappointed me in Oblivion was that I never got lost. I want to get lost. I want to fight my way through the wilderness, using my wits and skill to survive. It was always such a fun experience when I came out of the ashlands, infected with 3 diseases, barely and health, no supplies, but damn it, I had made it. Those were game defining experiences.
User avatar
butterfly
 
Posts: 3467
Joined: Wed Aug 16, 2006 8:20 pm

Post » Fri Jan 28, 2011 9:38 pm

Yeah you guys are right, dude shouldn't have bothered to tweet to pete about this in the first place and it probably wouldn't have done any good for him to say anything here.
They also presumably have a bit more time before reaching the code complete milestone, which seems late but it is a brand new engine.

Pretty much no matter what actually ends up happening with the magic system I hope they get a gold candidate through certification in october so we can get shiny Skryim discs in november!

also..


-you can set oil on fire



Nice! Can't believe I glossed over that one,... finally I can burn the piles of corpses after sacking a village.
User avatar
Mrs shelly Sugarplum
 
Posts: 3440
Joined: Thu Jun 15, 2006 2:16 am

Post » Sat Jan 29, 2011 6:05 am

I wonder, if oil can be set on fire...does that mean outside objects can have an effect on magic? Can I still use fire or lightning attacks while under water? Does lightning attacks work in the rain? Can I lead an enemy into a large puddle and then freeze said puddle with an ice attack?
User avatar
Peetay
 
Posts: 3303
Joined: Sun Jul 22, 2007 10:33 am

Post » Sat Jan 29, 2011 7:11 am

Nice! Can't believe I glossed over that one,... finally I can burn the piles of corpses after sacking a village.

:lmao: Same for me. Setting everything I can find on fire is booked for in-game hours 10 to 25.
User avatar
Charlie Sarson
 
Posts: 3445
Joined: Thu May 17, 2007 12:38 pm

Post » Sat Jan 29, 2011 8:47 am

I wonder, if oil can be set on fire...does that mean outside objects can have an effect on magic? Can I still use fire or lightning attacks while under water? Does lightning attacks work in the rain? Can I lead an enemy into a large puddle and then freeze said puddle with an ice attack?


This is the kind of stuff we need in combat. Not fancy finishing moves, but an environment that feels like it can be used to your advantage.
User avatar
LittleMiss
 
Posts: 3412
Joined: Wed Nov 29, 2006 6:22 am

Post » Sat Jan 29, 2011 10:21 am

This is the kind of stuff we need in combat. Not fancy finishing moves, but an environment that feels like it can be used to your advantage.

:nod: If I can set fire to building, can I with a spell or by hand cause rocks to slide, thus hurting, causing the fall of my enemy, or block his way ?
User avatar
Gemma Flanagan
 
Posts: 3432
Joined: Sun Aug 13, 2006 6:34 pm

Post » Sat Jan 29, 2011 3:02 am

I'd rather have finishers and a believable enviroment. :hubbahubba: But ya, I'd like to see something like that. We've been told that we can set up magic traps, so I kind of feel that things are working in that direction. If not in this game, I'd bet it'll be in the next.
User avatar
ezra
 
Posts: 3510
Joined: Sun Aug 12, 2007 6:40 pm

Post » Sat Jan 29, 2011 2:58 am

:nod: If I can set fire to building, can I with a spell or by hand cause rocks to slide, thus hurting, causing the fall of my enemy, or block his way ?


I'm hoping we see a stronger version of telekinesis, more akin to the telekinesis plasmid in Bioshock, where you can hurl big rocks at enemies to cause major damage (and possibly shatter frozen enemies).
User avatar
Baylea Isaacs
 
Posts: 3436
Joined: Mon Dec 25, 2006 11:58 am

Post » Sat Jan 29, 2011 1:18 am

I'm hoping we see a stronger version of telekinesis, more akin to the telekinesis plasmid in Bioshock, where you can hurl big rocks at enemies to cause major damage (and possibly shatter frozen enemies).


That'd be pretty scary to see a big rock flying towards me. I'm all for it. Then the tree's you take down with said rock, it would be cool if we could in turn then throw those too. Crazy large things getting thrown at me sounds pretty exilarating. Question though, if someone starts to push back with the same level of telepathing spell, how do you decide who wins? Will it enter into a dead lock where the two mages push against each other until one runs out of magic juice, or is it like they catch the incoming rock and then can choose to throw it back?
User avatar
dav
 
Posts: 3338
Joined: Mon Jul 30, 2007 3:46 pm

Post » Fri Jan 28, 2011 9:33 pm

This is the kind of stuff we need in combat. Not fancy finishing moves, but an environment that feels like it can be used to your advantage.

So long as it's not blatantly staged that could be very interesting.
User avatar
Your Mum
 
Posts: 3434
Joined: Sun Jun 25, 2006 6:23 pm

Post » Fri Jan 28, 2011 11:29 pm

So long as it's not blatantly staged that could be very interesting.


I don't know if you've play Dark Messiah of Might and Magic, but in that game you could throw jars of oil at things, or people and light them on fire. This could be used to block off a passageway and shoot the enemies with arrows or to just toss it on an enemy and kill them with a fire attack. You could also pick up barrels and rocks to throw at enemies- these would knock them down, allowing you to impale them with a sword or dagger (doing MAJOR damage if not killing them instantly). You were able to kick enemies into spikes or dungeon traps to kill them, or knock them off of high ledges. Water would conduct electricity... basic things like that. Bioshock did similar things, too.

There were also some set up parts where you could break pieces of wood and cut ropes down. This may not be too useful in typical combat for a game like Skyrim, but would be nice to see in dungeon puzzles.
User avatar
Jessie Butterfield
 
Posts: 3453
Joined: Wed Jun 21, 2006 5:59 pm

Post » Sat Jan 29, 2011 6:35 am

What? Is this for real? If so, Hellmouth was right... =/

What? Who is hellmouth and what is it right about?
User avatar
Ruben Bernal
 
Posts: 3364
Joined: Sun Nov 18, 2007 5:58 pm

Post » Sat Jan 29, 2011 9:59 am

:lmao: Same for me. Setting everything I can find on fire is booked for in-game hours 10 to 25.

In game hours 10-25?
User avatar
Queen of Spades
 
Posts: 3383
Joined: Fri Dec 08, 2006 12:06 pm

Post » Sat Jan 29, 2011 9:13 am

I think a world of similar size as Oblivion's with more substantial cities and settlements, with many less dungeons and landmarks that are far more unique, will ultimately feel huge. Oblivion always felt small because you'd walk for about a minute from the last landmark and there would be another one, with 3 more on your radar. It ultimately destroyed the sense of size because you never really felt like you were traveling. Better towns, more varied and unique dungeons, and increased immersion when it comes to the geography are just bonuses to fixing the mistakes of Oblivion's world layout and I think this world will be even better than Morrowind's in every sense of the word.

Also, when it comes to spells I think I can understand why they would take out spell creation:
1. More unique spell animations mean that combined spells wouldn't work very well.
2. Spells now scale up with the skill level, which makes a hell of a lot more sense than constantly creating new ones with slightly higher stats and paying money every time. It was a bad system and I am glad it's gone.
3. Spells have multiple cast types (effects/animation), which get altered by perks, possibly a selection menu, and the casting method/target of the spell.

That makes a lot of sense to me. Essentially they are replacing repeated spell making with no variation (ranged, touch, and self spells with damage and area effects were so fun and led to so much variation, right?) for each spell with multiple, balanced casting methods for each spell that differ in more than a couple variables, with actual animations to differentiate the ways they can be cast. Sounds good in my opinion!
User avatar
Portions
 
Posts: 3499
Joined: Thu Jun 14, 2007 1:47 am

PreviousNext

Return to V - Skyrim