What did you like or dislike from what system?

Post » Sat Feb 19, 2011 8:28 am

My favorites have gotta be Avalanches, Swinging Logs, Falling Logs, Rotten Planks, and Cave-Ins... but you couldn't exactly set that up... unless... you had a way to move large objects like rocks to push them down a hill. :o

Spiked Barriers and Dark Welkynd Stones are also awesome.

As you can probably tell though, I love physics-based traps. Just adds that extra element of "I just got smacked in the head with a chunk of falling rubble." :D

Perhaps strength could determine how easily one actually carries objects(with physics)? Those with high strength could pick up boulders as easily as a spoon, and, of course, hurling a boulder at your enemy with Oblivion's physics would hurt.
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Laura-Jayne Lee
 
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Post » Fri Feb 18, 2011 8:28 pm

Perhaps strength could determine how easily one actually carries objects(with physics)? Those with high strength could pick up boulders as easily as a spoon, and, of course, hurling a boulder at your enemy with Oblivion's physics would hurt.

Yeah, that's what I was thinking. :D

Do you think they'd actually include stuff like that, though?
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Ricky Meehan
 
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Post » Fri Feb 18, 2011 7:16 pm

Yeah, that's what I was thinking. :D

Do you think they'd actually include stuff like that, though?

Perhaps. Who here actually thought physics, physical traps, or breaking out of jail might have actually made it into the series pre-Oblivion? What about picking alchemy ingredients, showing the actual items when dropped, or sleeping while actually using beds pre-Morrowind? How about closing doors pre-Daggerfall? I believe each game gets more interactive. I can't wait to see what Bethesda does next.

On a side, non-series-related note, what about tipping cows in Fallout 3? :D
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Blessed DIVA
 
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Post » Sat Feb 19, 2011 2:13 am

tipping cows in Fallout 3...


Best feature in the game. There should be an option to tip over Oxen and Yaks in Skyrim. This makes me hope the game is in Skyrim. They could just add cows to other places though...
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Gill Mackin
 
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Post » Sat Feb 19, 2011 6:24 am

Best feature in the game. There should be an option to tip over Oxen and Yaks in Skyrim. This makes me hope the game is in Skyrim. They could just add cows to other places though...

I also hope we get to fight on horseback. Perhaps Bethesda could even bring spears back, add lances to their variety, and having jousting in the game. Also, log tossing would be a fun, but useless, ingame sport. The Scottish are familiar with that sport, right? Or perhaps it is the Irish?
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jessica breen
 
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Post » Sat Feb 19, 2011 5:13 am

I also hope we get to fight on horseback. Perhaps Bethesda could even bring spears back, add lances to their variety, and having jousting in the game. Also, log tossing would be a fun, but useless, ingame sport. The Scottish are familiar with that sport, right? Or perhaps it is the Irish?


Its the Scottish for sure. I have seen videos of people wearing plaid kilts doing it so it must be Scottish.


Jousting would be a nice addition to the Arena. I think it would be cool if there were different aspects to the Arena. Wrong topic i guess though. I am gonna go post this stuff in the suggestion thread.
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Sylvia Luciani
 
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Post » Sat Feb 19, 2011 4:24 am

It is not a riddle. It is not a matter of 3<4<5. There needs to be more notes and they need to be capitalized, including previous ones. I don't think newly added additions helped Oblivion to pass that certain threshold because it was lacking much more important things. With a little bit more content and development time Oblivion could have survived from the symptom described in this thread.

I don't think what happened during the transition from Daggerfall to Morrowind and Morrowind to Oblivion needs to happen again, if they keep everything previous and develop them to perfection and add more even if new additions aren't that perfect.

We need a game that lives up to hype and a little more, I guess. DNF will be a nice lesson on that. :)

PS. Long story short, clashing two games isn't really helping. We should take the key points:

RPG failing mechanics
Luck
physics integration
leveling system
Separate UI design for multiple platforms
Customization
Voice acting
text dialog
Stealth
AI
unique content
random encounters
Vertical environment designs
Traveling services
Magic
Fighting
Underwater above water environment
Mounts
.
.
.

and turn them into something better than Morrowind and Oblivion combined!


I could not agree more especially about the vertical environments, I mean do people at beth. play other game?
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Alyce Argabright
 
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Post » Sat Feb 19, 2011 1:20 am

No, not traps to trip, traps to lay for my enemies.

Like, in Fallout 3, when I leave a mine at the doorway, then knock something over to cause my enemy to run in my direction, then BOOM.

It would be cool, in TES, to rig a doorway with a jar full of scorpions and stuff like that. And to be able to scale walls and climb in through the second-story window.
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Andrew Perry
 
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Post » Sat Feb 19, 2011 1:44 am

Oblivion.
+ The gameplay is very satisfying. I liked that your own skills, aswell as your character's mattered in combat.
+ Face gen. It was next to impossible to create a good looking character but it was nice to have the option non or less.
+ The Monsters and Animals.
+ Horses.
+ Buyable houses.
+ Pleasant landscapes. I loved Cyrodiil.
+ The Arena.
- Fewer skills and weapons.
- Enemies scaled to your level. While this was pressent in Morrowind aswell, it was not nearly as apparent and didn't prevent you from feeling that your character became stronger.
- Levelled loot. This was just ridicilous. There where no reason to explore dungeons and seek out loot at lower levels.
- No interesting or unique characters. While it was definitely an improvement from Morrowind, the NPC's still feel too borring and lifeless. You don't really care about them.
- No Werewolves. I can't understand why they would take away such a cool feature.

Morrowind.
+ Lots of joinable factions, Guilds and random quests. You can always find something to do in Morrowind.
+ More skills to chose from. I also liked minor skills.
+ Politic, racism and hate. Everyone had an opinion about everyone.
+ Dungeons. The dungeons in Morrowind feelt more unique.
+ Unique fast travel. Makes it much more fun to immerse yourself in the role.
+ Werewolves (Bloodmoon).
+ Slavery.
- Combat. The Combat system was easily the game's biggest flaw IMO. I really hated that hit or miss system and the fact that you couldn't even control your own blocks.
- Borring NPC's. It was even worse than in Oblivion. Atleast they didn't just stood there in Oblivion.
- Too many borring landscapes. I liked Bitter coast and Ascadian Isles but Vvardenfell was mostly interesting when you visited the outskirts of the map. Too much Ashlands.
- Cliff-Racers. I despise them. Generaly, many of the monsters and animals in Morrowind was less interesting IMO. Though i have to admit that i love the Guars. Bring them back please.
- Too claustrophobic. Everything just feelt too close. The next POI was never more than 20 steps away. Unlike Cyrodiil, i never really feelt that there was any wild untamed nature on Vvardenfell.
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Hayley Bristow
 
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Post » Sat Feb 19, 2011 3:02 am

- Too claustrophobic. Everything just feelt too close. The next POI was never more than 20 steps away. Unlike Cyrodiil, i never really feelt that there was any wild untamed nature on Vvardenfell.

Really? :huh:

I've always felt the complete opposite. I always felt safe in Cyrodiil. I was often stuck in the Ashlands with no health or potions, majorly encumbered looking for the nearest place of safety in Morrowind. It was also a lot more depressing (in a good way), and really added to the atmosphere of the whole game. I often felt afraid to go outside. I remember fearing Alit for months, because of the ones near Caldera!
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Austin Suggs
 
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Post » Fri Feb 18, 2011 6:16 pm

Oh the cliff racers... :facepalm:

*falls on floor in shock trembling with foam in mouth*
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Yung Prince
 
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Post » Sat Feb 19, 2011 6:10 am

Oh the cliff racers... :facepalm:

*falls on floor in shock trembling with foam in mouth*

Cliffracers could have been bearable if there weren't so damn many, they weren't all out to kill you and they could actually be brought down easier (things that fly usually can't take injures very well)
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Spaceman
 
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Post » Fri Feb 18, 2011 6:28 pm

Really? :huh:

I've always felt the complete opposite. I always felt safe in Cyrodiil. I was often stuck in the Ashlands with no health or potions, majorly encumbered looking for the nearest place of safety in Morrowind. It was also a lot more depressing (in a good way), and really added to the atmosphere of the whole game. I often felt afraid to go outside. I remember fearing Alit for months, because of the ones near Caldera!


I think that has more to do with the fact that you can't just fast travel to a safe destionation everytime your health is low and you have to sleep to regeneate magicka in Morrowind. Also, unlike Oblivion, you can easily find enemies who can trash your character at lower levels.

Vvardenfell appear bigger because of the lousy wiev distance, walking speed and obstacles but in reality, it's tiny compared to Cyrodiil.
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Gaelle Courant
 
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Post » Sat Feb 19, 2011 6:34 am

Cliffracers could have been bearable if there weren't so damn many, they weren't all out to kill you and they could actually be brought down easier (things that fly usually can't take injures very well)


i remember they used t make me so MAD that i just empty the enchanted glove of fire in there face even if they die from the first few hits DIEEEEEEEEEE :flamethrower: :flamethrower: :flamethrower: :flamethrower:
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Chase McAbee
 
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Post » Fri Feb 18, 2011 10:12 pm

Vvardenfell appear bigger because of the lousy wiev distance, walking speed and obstacles but in reality, it's tiny compared to Cyrodiil.

I disagree. I play Morrowind with distant land. The world still seems huge. The walking speed is nowhere near as different to Oblivion as people make it out to be. If I'm carrying a ridiculous amount of items, with a full suit of Daedric Armour, with a stupidly low speed, of course I'm going to be slower. People seem to judge Morrowind's speed on this. If I'm a more... lighter character, I will run a lot faster. My Mages and Thieves are fast.

The ONLY thing that makes Morrowind seem bigger is the obstacles. Mountains and trees are essential.

Also, Vvardenfell isn't tiny compared to in-game Cyrodiil. It was roughly the same size. It was just 1.2x the size, or something like that. Although, Cyrodiil was SUPPOSED TO be HUGE.
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Timara White
 
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Post » Sat Feb 19, 2011 12:04 am

I disagree. I play Morrowind with distant land. The world still seems huge. The walking speed is nowhere near as different to Oblivion as people make it out to be. If I'm carrying a ridiculous amount of items, with a full suit of Daedric Armour, with a stupidly low speed, of course I'm going to be slower. People seem to judge Morrowind's speed on this. If I'm a more... lighter character, I will run a lot faster. My Mages and Thieves are fast.

The ONLY thing that makes Morrowind seem bigger is the obstacles. Mountains and trees are essential.

Also, Vvardenfell isn't tiny compared to in-game Cyrodiil. It was roughly the same size. It was just 1.2x the size, or something like that. Although, Cyrodiil was SUPPOSED TO be HUGE.

They said 16 square miles for Cyrodiil in Oblivion. Vvardenfell in Morrowind was 8 square miles.

However, Vivec was definately better and bigger than the imperial city.
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Rachael Williams
 
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Post » Sat Feb 19, 2011 1:16 am

I disagree. I play Morrowind with distant land. The world still seems huge.


Well i quess it's all in the eye of the beholder :shrug:

I've never used distant land or any other mods. I just mention it because i feel the wiev distance helps to blur the fact that Vvardenfell is actually not all that big.



The walking speed is nowhere near as different to Oblivion as people make it out to be. If I'm carrying a ridiculous amount of items, with a full suit of Daedric Armour, with a stupidly low speed, of course I'm going to be slower. People seem to judge Morrowind's speed on this. If I'm a more... lighter character, I will run a lot faster. My Mages and Thieves are fast.


Ofcause it's faster but it's still a little too slow for my taste, atleast without horses or other rideable animals. And it's definitely not even close to the speed in Oblivion. I'll however admit that loot ofthen weight down on my characters speed in Morrowind but this is not always the case. Even without it. they are still not that fast, especialy not if you compare it to the superhuman speed in Oblivion.

The ONLY thing that makes Morrowind seem bigger is the obstacles. Mountains and trees are essential.


Don't forget the fast travel system in Oblivion. ;)

I think many people use it constantly and therefor, they never really get any idea about how huge Cyrodiil really is.

Also, Vvardenfell isn't tiny compared to in-game Cyrodiil. It was roughly the same size. It was just 1.2x the size, or something like that. Although, Cyrodiil was SUPPOSED TO be HUGE.


Sorry but that's not true. Cyrodiil is about 16 Square miles. Vvardenfell is only estimated to be somewhere between 6 and 10 square miles. Besides, Vvardenfell is also well below the size it should have been. The only way we are getting a realistic representation of the provinces is if Bethesda start to use computergenerated landscapes again, focus on even smaller regions than Vvardenfell... or perhaps if we are willing to wait a decade or 2. :D
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Jon O
 
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Post » Fri Feb 18, 2011 11:11 pm

They said 16 square miles for Cyrodiil in Oblivion. Vvardenfell in Morrowind was 8 square miles.

They were wrong, whoever "they" is.

The Construction Set help file tells us that "Each exterior cell is 8192 units by 8192 units or 385 feet by 385 feet." I opened the construction set and counted the number of cells I found as I moved laterally through the line of cells that pass through Balmora. I counted 26 cells. Traveling from the tip of the Ebonheart peninsula up to the last island above Vas I counted 40 cells. 385 x 26 is 10,010. One mile is 5, 280 feet long so that means that Vvardenfell is approximately 2 miles wide, according to the CS. 386 x 40 is 15, 400 feet, which comes to approximately 3 miles. So if the construction set help file is correct, the size of Vvardenfell is approximately 6 square miles.

I made a similar test for Cyrodiil. The Oblivion Construction Set tells us that each exterior cell is 4096 units by 4096 units or 192 feet by 192 feet or 58.5 meters by 58.5 meters. I counted approximately 86 cells from the Topal Bay up to the invisible border north of Cloud Ruler Temple. 192 x 86 = 16,512 feet. 5,280 feet = 1 mile. 3 miles = 15,840. North to south, Cyrodiil is approximately three miles long. I did not measure Cyrodiil's width but a glance at the map indicates that's it's a bit wider than it is tall, although it narrows considerably as it extends west. My guess is that Cyrodiil might be as large a 9 square miles.
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Natasha Callaghan
 
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Post » Fri Feb 18, 2011 11:31 pm

They were wrong, whoever "they" is.

The Construction Set help file tells us that "Each exterior cell is 8192 units by 8192 units or 385 feet by 385 feet." I opened the construction set and counted the number of cells I found as I moved laterally through the line of cells that pass through Balmora. I counted 26 cells. Traveling from the tip of the Ebonheart peninsula up to the last island above Vas I counted 40 cells. 385 x 26 is 10,010. One mile is 5, 280 feet long so that means that Vvardenfell is approximately 2 miles wide, according to the CS. 386 x 40 is 15, 400 feet, which comes to approximately 3 miles. So if the construction set help file is correct, the size of Vvardenfell is approximately 6 square miles.

I made a similar test for Cyrodiil. The Oblivion Construction Set tells us that each exterior cell is 4096 units by 4096 units or 192 feet by 192 feet or 58.5 meters by 58.5 meters. I counted approximately 86 cells from the Topal Bay up to the invisible border north of Cloud Ruler Temple. 192 x 86 = 16,512 feet. 5,280 feet = 1 mile. 3 miles = 15,840. North to south, Cyrodiil is approximately three miles long. I did not measure Cyrodiil's width but a glance at the map indicates that's it's a bit wider than it is tall, although it narrows considerably as it extends west. My guess is that Cyrodiil might be as large a 9 square miles.

There we go. Better than obeying everything "they" say. Actual hard proof. Cyrodiil was bigger, I'm not denying, but Vvardenfel isn't "tiny".
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Emily Graham
 
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Post » Fri Feb 18, 2011 11:43 pm

There we go. Better than obeying everything "they" say. Actual hard proof. Cyrodiil was bigger, I'm not denying, but Vvardenfel isn't "tiny".

I think with that bowl design, Oblivion needed to be at least x3 bigger, creating maybe 3 bowls separated by mountain lines. Because Red in the middle was a great obstacle and land mark covering half of the land wherever you are on the island design. One bowl couldn't cut it.

PS. Actually let's say they should win over Just Cause 2.
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Klaire
 
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Post » Sat Feb 19, 2011 5:28 am

Who said Cyrodiil HAD to be a bowl?
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Christie Mitchell
 
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Post » Fri Feb 18, 2011 9:30 pm

Who said Cyrodiil HAD to be a bowl?

Indeed. What's with the bowl design Bethesda? I think the scale was wrong and it collapsed the natural environment into a bowl.
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Nany Smith
 
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Post » Fri Feb 18, 2011 10:15 pm

...The fact that it's a fertile valley that raises to the mountains of Skyrim and Morrowind on its north and east borders, and the Colovian highlands on the west (going from low to high tends to make a bowl shape...)? Just looking at the reaction to them not making Cyrodiil a jungle, can you imagine the uproar if Bethesda randomly decided that the Imperial City was a mountain fortress?
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Isabella X
 
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Post » Sat Feb 19, 2011 5:04 am

...The fact that it's a fertile valley that raises to the mountains of Skyrim and Morrowind on its north and east borders, and the Colovian highlands on the west (going from low to high tends to make a bowl shape...)? Just looking at the reaction to them not making Cyrodiil a jungle, can you imagine the uproar if Bethesda randomly decided that the Imperial City was a mountain fortress?

Apart from the fact that imagining a city on a high mountain shows me an epic image, I wouldn't want them to do that. I'm just saying they should have increased the scale to avoid the bowl feeling. 6 to 9 didn't cut it, 6 to 18 could do the trick maybe. To do this, they could have added some of neighbor provinces. I don't know, this is not an easy subject.
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Margarita Diaz
 
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Post » Sat Feb 19, 2011 7:03 am

...The fact that it's a fertile valley that raises to the mountains of Skyrim and Morrowind on its north and east borders, and the Colovian highlands on the west (going from low to high tends to make a bowl shape...)? Just looking at the reaction to them not making Cyrodiil a jungle, can you imagine the uproar if Bethesda randomly decided that the Imperial City was a mountain fortress?
It kinda was a mountain fortress compared to the city built on a hundred islands with fancy bridges.

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Casey
 
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