What can go

Post » Sat Feb 19, 2011 5:31 am

Get rid of the inventory mechanism that makes you select each line item, and then determine how many of each that you want to get rid of. Oy, putting my alchemy ingredients away is enough to make me not want to do alchemy!
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NAtIVe GOddess
 
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Post » Sat Feb 19, 2011 2:02 am

The fatigue system can go, it serves no purpose other than to slow a pc down.

Needing to sleep every time a pc levels can go, just let me level when it's time.

Encumberance can go, just give me a backpack and whatever I can stuff into it is what I can carry.

Loot that scales with pc level was one of the worst ideas in gaming history.

3D rotateable views of inventory items. Sorry Mr. Howard but this one's superfluous before it's even released. Huge waste of time.

"Go Fetch" quest lines. I've taken to killing any npc who even hints that they want me to go gather some easily found resource and report back.

A pc should never be a spectator for the final battle of a game.

Things masquerading as DLC's that should have just been included in the game or patches. IE: Horse Armor. If you want us to pay for something then at least present something worth buying.

Easily abused leveling system. What I mean is skills like acrobatics where I can just jump up and down on a tavern table and gain levels. With many TES games you can get to level 20 or so and never leave town. I'd like to see a system that makes at least a little sense. Perhaps it's time to go with an exp point system. *gasp* (I realize Acrobatics might not be in Skyrim, it's just an example of how easy it is to exploit TES leveling system.)

Nirnroot quest. While I didn't mind having a quest like this the reward was questionable at best. risk + time = reward just didn't add up here.

Respawning containers can go, heck you could even remove them from the world once looted. (Containers in pc housing should remain but not respawn their contents)

Stealth. No really. It doesn't make any sense that I can sneak and not be seen while standing right in front of someone. Just because I'm crouched down being sneaky doesn't mean they shouldn't see me. Either make a system that makes sense or just get rid of it.
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TWITTER.COM
 
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Post » Sat Feb 19, 2011 3:35 am

Level-scaling and the lockpicking/speechcraft minigames.
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Oscar Vazquez
 
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Post » Fri Feb 18, 2011 11:15 pm

personally I like that, gave a feeling the world was it′s own, not something just built around being there for the player, only having fancy swords and armours.


Then make them worth something, not 0. THAT broke immersion.
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louise fortin
 
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Post » Sat Feb 19, 2011 3:04 am

How about barrels with pointless.loot like tongs what do I want 30 of those for


Hopefully they can take a cue from lessons learned on Fallout, and have a few characters scattered around the world who actually WANT to collect that sort of junk, suddenly giving you a reason to go back and pick up a few when you find them lying around.
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Claire Vaux
 
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Post » Sat Feb 19, 2011 4:08 am

Level Scaling and Bland Dungeons from Oblivion, Cliff Racers from Morrowind ;)
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Natalie Taylor
 
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Post » Fri Feb 18, 2011 11:50 pm

Even the way these dungeons played out felt cookie cutter, because everything was made as convenient to the player as possible. For instance, the devs, so worried about players backtracking, had every cave loop you back to the entrance or back outside.


Hey now, I'll defend the devs on this one - just the other day I pointed out one of those cave loops to my wife as an example of brilliantly attentive design. Most of them were unobtrusively integrated into the layout rather well. I backtrack plenty in dungeons to make sure I've visited all the side chambers - it's nice to have a clever route back to the front door when I'm finally done.
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Angel Torres
 
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Post » Sat Feb 19, 2011 12:33 pm

Level Scaling and Bland Dungeons from Oblivion, Cliff Racers from Morrowind ;)


Amen. Let us never forget that flying enemies in an open world are never a good idea.

I also agree with earlier comments about the bothersome visual effects for night-eye and water. While I don't mind Oblivion's implied "don't bother with the water, there's nothing down there this time" (I'm not a big fan of Morrowind's grottos - I could do without too many of those as well), I would at least like to be able to tell which way is up if I accidentally fall in.
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Charlie Ramsden
 
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