Tes V Ideas And Suggestions Thread No.161

Post » Thu May 27, 2010 9:38 pm

I also just noticed the thread about nudity. Apparentally, it's a big thing :shrug:

Can't there just be a toggle function? Those of us who like our underwear could keep it on, and those who like being nvde, could take it off. I don't see an issue here.

And I don't care if it means 7 year olds can't buy the game. That's a good thing.


I think that the only way for that to happen should be mods just to keep it appropriate.
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leigh stewart
 
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Post » Fri May 28, 2010 8:11 am

I request that there be no respawning in dungeons unless it's full of magical creatures, I never enter the same dungeon twice in the same game as I see no point to it, once I've been somewhere I've completely cleared out everything. Only alternative I can see is when I go into a dungeon and I can't go further because I haven't done a quest or a side quest to unlock a part of the dungeon, or if I need to fly to get somewhere or breathe water and I haven't learned those abilities, in this case respawning is fine. Also I like to choose my own home, so if there's a cave I've cleared out I can move in and put all my stuff in crates and boxes I find inside without it dissappearing when the dungeon respawns loot. So please no respawning monsters or loot in most dungeons.

Flame away, I don't care, this is my opinion and you can't change it.

Stephen.


I don't see why it has to be so black and white.

I agree completly that spawning monsters right after you clear them out is stupid.

However, I'm sure monsters or bandits would fill the area after an ammount of time, it is just realistic. But I think if you are active in the area (Visit every few days) then it should preserve your cave.

Maybe even take it a step further and force you to defend it.
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Dalton Greynolds
 
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Post » Fri May 28, 2010 4:38 am

Hence the slider I suggested.:)

A slider regulating respawn rates might be good, but I'm not sure if it is something I would include if I were a game designer. For an RPG, you build challenges into the game and provide the means for players to solve the problems through their characters. You don't leave the rules of the game to the whims of the player, because then you risk having a game with an identity crisis. Creating new rules is one of the things mods are for. All this is just conjecture, though, not something I'm prepared to argue. :twirl:
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Irmacuba
 
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Post » Fri May 28, 2010 3:08 am

I request that there be no respawning in dungeons unless it's full of magical creatures, I never enter the same dungeon twice in the same game as I see no point to it, once I've been somewhere I've completely cleared out everything. Only alternative I can see is when I go into a dungeon and I can't go further because I haven't done a quest or a side quest to unlock a part of the dungeon, or if I need to fly to get somewhere or breathe water and I haven't learned those abilities, in this case respawning is fine. Also I like to choose my own home, so if there's a cave I've cleared out I can move in and put all my stuff in crates and boxes I find inside without it dissappearing when the dungeon respawns loot. So please no respawning monsters or loot in most dungeons.

Flame away, I don't care, this is my opinion and you can't change it.

Stephen.

I don't really see how you could effectively level up with that mindset. How could you get passed..say..level 20 in OB without visiting the same dungeon more than once? Without training 60% of your abilities? That just doesn't mathematically add up.
I see no problem with dungeons responding, as it's a part of gameplay and effective leveling.
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Natasha Callaghan
 
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Post » Thu May 27, 2010 6:50 pm

Well, you could train pretty effectively in MW without re spawning caves. So I am sure there is a way.
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Nicola
 
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Post » Thu May 27, 2010 7:52 pm

I second that.
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Beth Belcher
 
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Post » Thu May 27, 2010 9:24 pm

And I don't care if it means 7 year olds can't buy the game. That's a good thing.


Hey, there are teenagers (like me) that have strict parents ho wouldn't let them play the game if it had nudity. I love the Elder Scrolls and they are my favorite videogame series, so I would really like to be able to play the next one. SO for all the people that want nudity and six in the next game, please pause and think about fans of the series that can't play M-rated games and that really love the games before you start suggesting that. It's just hurtful to see that people don't even care about other, younger people that love the series. :sadvaultboy:

Well, you could train pretty effectively in MW without re spawning caves. So I am sure there is a way.


Yeah, but Morrowind had cliffracers to help out with that, remember? :P
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dean Cutler
 
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Post » Thu May 27, 2010 10:53 pm

Yeah, but Morrowind had cliffracers to help out with that, remember? :P


Good point, bring back cliffracers wooooo! LOVED those guys!

Okay just kidding.

As for the fast-travel toggle option idea, it isn't like you can go into the options at any time, turn it back on and fast travel, you make the choice at the outset of the game, or new character specifically whether you as a player prefer convenience or immersion, and that is one of your choices that lasts throughout the entire game and cannot be changed without starting from scratch.

Of course gamesas would have to adjust other factors to compensate.

I had suggested earlier a separate horsemanship skill that dealt with effectiveness and modifiers for mounted speed, maneuverability and combat, so as you get faster at running, that should also effect how fast you can drive a horse, so that you can never be faster than a horse (because yes that is completely stupid).

But fast-travel has always actually been a part of TES in some way since DF, in fact, it was MW that had the least amount of it, but Silt Striders and teleports are effectively the same thing, you just have to go some place then hit a button, pay some gold and POOF you're across the map somewhere. Oblivion was the most 'robust' way and being an immersion freak like me, meant that completing the game took for-freaking-ever cuz I simply would not use it no matter how great the temptation (pro tip: learn some discipline :P)

Also, I didn't mind the landscape and found it serviceable, certainly no more varied than Vardenfell, it was just way way prettier and not all swamp and ashland, it was plains and forest for the most part, which makes sense, you aren't going to go through too many climate shifts in a country the size of Manhattan Island lol

Just you wait til they scale up the map x2 and make the game-space the entire mainland and take away fast travel, I guarantee that 90% of the FT haters who use it anyway (can you really hate it that much?) will be screaming about how long it takes to get anywhere even by ship!

The ONLY solution is to leave the player with the choice, but make him or her stick with that choice, so again, the toggle is only available when you first begin a new character. You have to make your decision and stick with it. And for those who opt-out of the fast-travel system there must be a myriad of other ways to get around, like what I had suggested in my earlier post (mounts, chariots, carriages, ships, teleports, etc).
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Ludivine Dupuy
 
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Post » Fri May 28, 2010 8:10 am

FT haters (like myself) want Morrowind-style.

By the way... ¡Necromancy!
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Soraya Davy
 
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Post » Fri May 28, 2010 8:02 am

FT haters (like myself) want Morrowind-style.

By the way... ?Necromancy!


Yeah MW style was ok, but could have been expanded upon...you teleport as far as you can, then travel as far as you have to.

I myself am an FT-hater, but that's why I simply don't use it. I did get the Oblivion Transport Network mod though and that was very cool, if a bit underdeveloped, (helped me out a lot since my only previous options were horse or foot) but a system like that would work if it was expanded as well.

And yes

Full-on necromancy and lichdom

Please, as a guild as well as a mechanic.
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Dale Johnson
 
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Post » Fri May 28, 2010 6:18 am

I also just noticed the thread about nudity. Apparentally, it's a big thing :shrug:

Can't there just be a toggle function? Those of us who like our underwear could keep it on, and those who like being nvde, could take it off. I don't see an issue here.

And I don't care if it means 7 year olds can't buy the game. That's a good thing.


I have a roommate who sometimes sits on the couch and watches me play my games. I would feel incredibly awkward playing with nudity if he is watching.
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Natalie J Webster
 
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Post » Fri May 28, 2010 2:28 am

A slider regulating respawn rates might be good, but I'm not sure if it is something I would include if I were a game designer. For an RPG, you build challenges into the game and provide the means for players to solve the problems through their characters. You don't leave the rules of the game to the whims of the player, because then you risk having a game with an identity crisis. Creating new rules is one of the things mods are for. All this is just conjecture, though, not something I'm prepared to argue. :twirl:

I think you're being a bit over dramatic. This is only changing the respawn rates, this wouldn't loose TES it's "identity". I don't see any downsides, myself.

If it's left to the modders, though, I think the game should start with non respawning NPC's. It's so much easier to tick off the respawn box, than to delete all the levelled NPC's, and replace them with standard, non respawning NPC's. (Going with my experience with Morrowind's CS)


Good point, bring back cliffracers wooooo! LOVED those guys!

Okay just kidding.

Grr... There's NOTHING wrong with Cliff Racers. The level of respawning, was the problem. Cliff Racers should make a comeback, even if they're just friendly creatures, to stop the whiners.

But fast-travel has always actually been a part of TES in some way since DF, in fact, it was MW that had the least amount of it, but Silt Striders and teleports are effectively the same thing, you just have to go some place then hit a button, pay some gold and POOF you're across the map somewhere. Oblivion was the most 'robust' way and being an immersion freak like me, meant that completing the game took for-freaking-ever cuz I simply would not use it no matter how great the temptation (pro tip: learn some discipline :P)

So it's really such a burden to have to walk all the way over to an NPC in town, instead? Considering it's exactly the same with a tiny bit of walking added...

Also, I didn't mind the landscape and found it serviceable, certainly no more varied than Vardenfell, it was just way way prettier and not all swamp and ashland, it was plains and forest for the most part, which makes sense, you aren't going to go through too many climate shifts in a country the size of Manhattan Island lol

Umm... http://www.darkrune.dk/the-elder-scrolls-4-oblivion/TamrielMap.jpg

Just you wait til they scale up the map x2 and make the game-space the entire mainland and take away fast travel, I guarantee that 90% of the FT haters who use it anyway (can you really hate it that much?) will be screaming about how long it takes to get anywhere even by ship!

If the gameworld is huge, there would be considerably less detail, and it would end up more dull than Oblivion. But, no one hates fast travel, when it doesn't ruin the game. Fast Travel worked in Daggerfall, because it wasn't an instant magic poof to half way across the world. There was strategy involved. That wouldn't be in TESV if they're catering to mainstream again.

The ONLY solution is to leave the player with the choice, but make him or her stick with that choice, so again, the toggle is only available when you first begin a new character. You have to make your decision and stick with it. And for those who opt-out of the fast-travel system there must be a myriad of other ways to get around, like what I had suggested in my earlier post (mounts, chariots, carriages, ships, teleports, etc).

The ONLY solution in my books is to get a better fast travel system that actually makes sense.

Check my sig, also.


I have a roommate who sometimes sits on the couch and watches me play my games. I would feel incredibly awkward playing with nudity if he is watching.

I dislike nudity, too. Hence, toggle it off.
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Alyesha Neufeld
 
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Post » Fri May 28, 2010 4:19 am


1. Grr... There's NOTHING wrong with Cliff Racers. The level of respawning, was the problem. Cliff Racers should make a comeback, even if they're just friendly creatures, to stop the whiners.


2. So it's really such a burden to have to walk all the way over to an NPC in town, instead? Considering it's exactly the same with a tiny bit of walking added...


3. Umm... http://www.darkrune.dk/the-elder-scrolls-4-oblivion/TamrielMap.jpg


4. If the gameworld is huge, there would be considerably less detail, and it would end up more dull than Oblivion. But, no one hates fast travel, when it doesn't ruin the game. Fast Travel worked in Daggerfall, because it wasn't an instant magic poof to half way across the world. There was strategy involved. That wouldn't be in TESV if they're catering to mainstream again.


5. The ONLY solution in my books is to get a better fast travel system that actually makes sense.

6. Check my sig, also.


1. True, true and true, I was kidding about 'loving them' but I think more flying creatures in general are a plus, not just hovering like imps, actual creatures that fly. Sure some can be docile, but I have no problem with them attacking me either, keeps me on my toes! Like those lethal flying bastards in Borderlands, MAN those were rough if you're weren't expecting them.

2. That's what I'm saying, it's not a burden at all, in MW I pretty much walk everywhere, in OB I walk or ride everywhere, traversing the terrain and fighting/avoiding random enemies is part of the fun, as well as getting sidetracked by the odd cave or ruin or shrine, etc. But for those who don't like that and want to just 'get to the mission' so to speak they should also have an option, and for those who hate fast-travel with a burning passion but can't resist the temptation to use it anyway and break their own immersion in the game, they can turn it off at the beginning and never be able to use it.

3. On the map, yes, but in my view it's also far less diverse, and in game-space the scaling is different, its actually not THAT much smaller from game to game, but the mechanics change your perception of that.

4. Not necessarily, only if the dev cycle was the same and the team was the same number, I'm saying, ideally, they stack double the people on their payroll and double the amount of dev time, I'd be willing to wait ten years if it meant the whole mainland was available. Also, they have major veterans in their team now, whereas when they made OB, they were making a transition from last to next-gen, and PC to consoles. There was a massive learning curve that restricted their abilities in other areas and thus they couldn't include too many other features. Also, unlike MW, there was immense pressure to have the game be polished and AAA-quality, which still exists but this time around they are old hats at it. (Gotta get Emil back from Fallout though and have him write the main story)

5. What you're talking about is compromise, do I have to start quoting Abe Lincoln? In compromise, no side is ever completely satisfied. Easy example, you like eggs and hate fish and i like fish and hate eggs, so we order fisheggs...doesn't make much sense really, better that I just get the fish and you just get the eggs. Options are the key, let each player decide how they want to play.

6. Waaaay ahead of ya! :P

This brings up an important drawback however to how robust the Modability of TES is. This means the devs can be a bit lazy about this stuff and say 'well if they don't like it they can mod it.' And yeah, for me a modded Oblivion is a better experience, but that also means that console players and those who simply don't like or don't understand mods, get the shaft if they, say, share the opinion that fast-travel should 'die a horrible fiery death' as someone earlier said. A reasonable amount of built-in tweaks and options is really where the game could shine. Just like people who don't like crosshairs (like me) and like to turn them off, that is now a pretty standard option in any game with a crosshair.
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Robyn Lena
 
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Post » Thu May 27, 2010 6:41 pm

I'd like to see flying mounts like the Akatosh Dragon mod for Oblivion. Flying is so much better than riding a horse. Obviously a TES game wouldn't feature rideable dragons because of how sacred they are, but I'm sure Bethesda can make a rideable creature that flies but isn't a dragon.
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roxanna matoorah
 
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Post » Thu May 27, 2010 10:02 pm

Sort-of makes it pretty hard to level and make money, is all I'm thinking. And nobody's running around trying to change your opinion, as far as I know... not that I know a lot... anyway, I never did much dungeon crawling, so it wouldn't really effect me, but those people who live in the dungeons, those who work hard to gain money through clearing out dungeons. What happens when it's all cleared out?

I'm not stating this as a challenge or a way to flame, I'm just pointing out that taking respawning away from some areas can have some negative effects to go along with it. Picture being in a game with no more monsters in dungeons/forts/buildings/caves/ruins because you cleared them all out, it'd be pretty boring, hard to level, and hard to raise money.

Again, no attack on your opinions in any way, shape, or form.

If you could maybe explain a little more about how you intend for this to work, and how people could still make money and level their skills easily, I'd be happy to support it.


I never really had any problems making money or leveling in Morrowind. And, aside from creatures, there was no respawning NPCs or loot. IMO, I think it should actually be harder to become rich. Hopefully the next ES will give more attention to creating a more believable economy, as well as include more money-sinks. I liked that Oblivion allowed you to buy multiple homes, but I still thought the homes weren't quite expensive enough. Also, I really wanted to be able to buy my furniture piece by piece and place it as I see fit, rather than buy 'packages' and have their placement predetermined. To put it simply, I should always 'need' money. In both TES III and IV, it seems you run out of use for money once you get to level 50 or so.
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Chris Ellis
 
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Post » Thu May 27, 2010 9:11 pm

I'd like to see flying mounts like the Akatosh Dragon mod for Oblivion. Flying is so much better than riding a horse. Obviously a TES game wouldn't feature rideable dragons because of how sacred they are, but I'm sure Bethesda can make a rideable creature that flies but isn't a dragon.

As long as its lore friendly. I would have loved to have seen flying netch riders in Morrowind.
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Francesca
 
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Post » Thu May 27, 2010 11:57 pm

As long as its lore friendly. I would have loved to have seen flying netch riders in Morrowind.


I could see this too, but I am hesitant so I think it'd have to be something you really EARN through a lot of questing and gets you mega amounts of fame "Holy crap it's one of them such-and-such riders!!!"

It should not be a common sight either but a mysterious order, like dragon-riders, but not dragons of course, hehe.

I actually used that akatosh mount in OB but I only ever installed it after I'd completed the MQ so it was like that was one of the prizes, instead of just the armor...
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Mr.Broom30
 
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Post » Fri May 28, 2010 5:48 am

I'd like to see flying mounts like the Akatosh Dragon mod for Oblivion. Flying is so much better than riding a horse. Obviously a TES game wouldn't feature rideable dragons because of how sacred they are, but I'm sure Bethesda can make a rideable creature that flies but isn't a dragon.


Giant Cliffracer!!!! :goodjob: Hehe

Anyway, I was making a new character in MW today, and I was doing the whole "stealing-everything-in-sight" thing on the mini-tutorial thing. That was when I realized: Thiefs could actually make a living out of thieving in MW. Like, silver plates and glasses were actually pretty expensive in MW, while in OB they were only 1 gold. That would help out with thieves that want to make money by stealing, and only stealing.

Also, Daedric armor needs to be rare again. As in, one-suit rare. That actually makes you feel proud when you finally get that one suit of armor, because almost nobody has Daedric armor. Glass and Ebony also need to be rare, though nowhere near as rare as Daedric. There should be 4-5 FULL suits of Ebony and 3-4 of Glass.

And, bring back the artifacts!! Chrysmere, Lord's Mail, Fists of Randagulf, Auriel's Bow/Shield, all of those types of things.
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Shaylee Shaw
 
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Post » Fri May 28, 2010 5:54 am

People here seems not to understand that TES (and Rpg's in general) are not supposted to be easy and ann friendly. Oblivion made a joke out of that: Fast Travel without any small consiquense, Quest Compass to show exacly inch pr inch where the person you need to talk to is, and an annoying turtorial.

So before you say that fast travel should not be revamped because it makes you not want to travel by foot and explore the land, or by a fast travel system with a chance of letting the character somehow catch diaseases, or getting robbed or another consiquense, the think about that this game is supposed to be like that.

This is TES!
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Isabell Hoffmann
 
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Post » Thu May 27, 2010 11:43 pm

I don't think that the issue is fast travel itself, but rather the complete lack of any alternative method besides walking or riding a really slow horse (beth could have at least made them faster than any player could possibly get). Fast travel can be put into the next game if there is an efficient alternative method which is not immersion breaking. You would think that, being cities that are within the same province, there would be some sort of quick, popularized travel to get from place to place. In MW, it was the boats and silt striders, and it did work very well. Just make major cities into hubs for travel (on boats, since Nords are sailors, and maybe some sort of creature indigenous to the area that has been domesticated), and then maybe some minor travel systems for a few select outposts. It doesn't make much sense that no one wants to go anywhere, and so travel systems are irrelevant. I also posted this once before, but the people on the ships and guiding the animal transports could have valuable information on the whereabouts of artifacts (or at least know a good place to start searching for clues). It's not immersion breaking, as sailors and frequent travelers hear rumors and tales everywhere they go, so the knowledge of the items would make sense. With an efficient travel option (that also rewards the player for choosing the in-game travel option), the full immersion fans can have exactly what they want without the painful travel times of walking absolutely everywhere, and fast travel people can still teleport to where they want to be (granted you actually travelled there yourself first, otherwise you end up with the same issue as OB, with the province feeling REALLY small).

An interesting way to use the travelling rumors idea is to have them give you different rumors at different levels and for different classes, giving you information on what the best loot is for your level and class in the game. This is assuming, of course, that they stop with the level scaling and let the players level and skills determine if the player has what it takes to explore new areas. (I know I hate on it a lot, but I really just despise the fact that enemies level with you)
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Queen of Spades
 
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Post » Thu May 27, 2010 7:03 pm

Moving away from the controversial fast-travel topic...

How about the ability to challenge any NPC to a duel. They'd have to have a low enough disposition (10 or less?) to you for a duel-to-the-death but most stalwart NPCs would go for some sporting combat, which would stop, at say, one person getting to 20% or 30% health. Most NPCs however would be far too scared but it could be a nice way to engage in some combat without alerting the guards.

Also, Broken-Scale I agree that stuff should be worth something and allow thieves to make a living off of doing what comes so very naturally, ha! But I also agree about gold pieces, ie: septims being a bit too much for something like that and would move for the addition of copper and silver pieces as denominations of the Septim.
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Isabell Hoffmann
 
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Post » Fri May 28, 2010 8:04 am

People here seems not to understand that TES (and Rpg's in general) are not supposted to be easy and ann friendly. Oblivion made a joke out of that: Fast Travel without any small consiquense, Quest Compass to show exacly inch pr inch where the person you need to talk to is, and an annoying turtorial.

So before you say that fast travel should not be revamped because it makes you not want to travel by foot and explore the land, or by a fast travel system with a chance of letting the character somehow catch diaseases, or getting robbed or another consiquense, the think about that this game is supposed to be like that.

This is TES!

So I take it you're completily opposed to Morrowind's fast travel system, then? 'cause it's not like the mage's guild teleporter has a certain chance of strewing your atoms across the whole of Vvardenfell, or that the charter boats have a chance of sinking or getting swallowed up by some gigantic blight whale, or that you don't get mugged by the Strider operator or catch Mad Strider Disease, or some other appreciable, meaningful consequence. Oh, what a joke Morrowind is!

Instead of prattling on about how fast travel cheapens the game's "difficulty", maybe, juuuuust maybe, you should look at the people who let it cheapen the game's "difficulty".
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Krystal Wilson
 
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Post » Thu May 27, 2010 8:35 pm

Sort-of makes it pretty hard to level and make money, is all I'm thinking. And nobody's running around trying to change your opinion, as far as I know... not that I know a lot... anyway, I never did much dungeon crawling, so it wouldn't really effect me, but those people who live in the dungeons, those who work hard to gain money through clearing out dungeons. What happens when it's all cleared out?

I'm not stating this as a challenge or a way to flame, I'm just pointing out that taking respawning away from some areas can have some negative effects to go along with it. Picture being in a game with no more monsters in dungeons/forts/buildings/caves/ruins because you cleared them all out, it'd be pretty boring, hard to level, and hard to raise money.

Again, no attack on your opinions in any way, shape, or form.

If you could maybe explain a little more about how you intend for this to work, and how people could still make money and level their skills easily, I'd be happy to support it.


Well, it works like this, you have maybe 300 to 1000 dungeons, depending on what sort of game they're making, you explore one dungeon at a time never revisiting the same dungeon twice unless a quest calls for it, after visiting a third of these dungeons you'd be fairly well levelled, by half or two thirds you're pretty much a master of whatever you want to be, by the time you've cleared out every last dungeon you're not only levelled to the max but you're sick of playing that character and you're ready to start a new one as a different race or even play a different game. So, I see no need to have respawning dungeons in the game (loot or monsters).

As for making money, it is too easy to make money in Oblivion as it is, I'd like it to be a lot more difficult to make money in TESV and have alternate ways of attaining an income such as respawning side quests where I walk into a bar and the owner is having problems that need fixing depending on location and how many times you've helped them before the quests would get harder and harder but there would be no end to it, so you complete that little quest for them and a week later (game time) you go back and he's got something else for you to do. There should be a quest at every business in the game and lots of random quests given by randomly generated npc's. I'd like also to be able to buy or build my own business, or work as a farmer or potter or blacksmith from my own home to sell stuff I've made from collecting raw materials to stores or at my own store.

Stephen.
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Dorian Cozens
 
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Post » Fri May 28, 2010 10:03 am

I don't really see how you could effectively level up with that mindset. How could you get passed..say..level 20 in OB without visiting the same dungeon more than once? Without training 60% of your abilities? That just doesn't mathematically add up.
I see no problem with dungeons responding, as it's a part of gameplay and effective leveling.


Sorry for double post.

I have never visited the same dungeon twice in Oblivion and I've been playing for 1000 hours or so. There is no need to go back to a dungeon once you've cleared it out as there are hundreds of dungeons in the game and I still haven't been to all of them. So yes you can effectively level up, yes you can max out your stats and abilities without ever going back to a dungeon twice. You don't need to go back to the same dungeon over and over again to level up, you just play the game and explore new places and it happens naturally.

Stephen.

EDIT:

I dislike nudity, too. Hence, toggle it off.


Have the parental setting on the xbox360 or ps3 kick in when the game is loaded, problem solved.

I never really had any problems making money or leveling in Morrowind. And, aside from creatures, there was no respawning NPCs or loot. IMO, I think it should actually be harder to become rich. Hopefully the next ES will give more attention to creating a more believable economy, as well as include more money-sinks. I liked that Oblivion allowed you to buy multiple homes, but I still thought the homes weren't quite expensive enough. Also, I really wanted to be able to buy my furniture piece by piece and place it as I see fit, rather than buy 'packages' and have their placement predetermined. To put it simply, I should always 'need' money. In both TES III and IV, it seems you run out of use for money once you get to level 50 or so.


I always wanted to light the fire in my fireplace at Bruma. (cold up there)

Stephen.
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Emerald Dreams
 
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Joined: Sun Jan 07, 2007 2:52 pm

Post » Fri May 28, 2010 6:19 am

So I take it you're completily opposed to Morrowind's fast travel system, then? 'cause it's not like the mage's guild teleporter has a certain chance of strewing your atoms across the whole of Vvardenfell, or that the charter boats have a chance of sinking or getting swallowed up by some gigantic blight whale, or that you don't get mugged by the Strider operator or catch Mad Strider Disease, or some other appreciable, meaningful consequence. Oh, what a joke Morrowind is!

Instead of prattling on about how fast travel cheapens the game's "difficulty", maybe, juuuuust maybe, you should look at the people who let it cheapen the game's "difficulty".


Well atleast you had to pay for travelling and the game didn't "hold you hand" like Oblivion did.

Not to start any issues, but be hournest most of oblivions quest was not even that hard, when a compass arrow showd you where the cave was, and even worse, where the character you need to find is at thats not even possible.

In Morrowind, it could actually require some time to find the entrance to the cave, and thats actually what made it a fun.


Seriously, if the quests rely only on fast travel, its like playing the quests like your playing a linar game with "stages".
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Shae Munro
 
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Joined: Fri Feb 23, 2007 11:32 am

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