What from morrowind you DONT want in Skyrim

Post » Thu Nov 19, 2009 9:07 am

I do not want:
  • Morrowind-style side quests



What exactly do you mean by this? How are Morrowind's side quests a different style than any other game's?
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Jason Rice
 
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Post » Thu Nov 19, 2009 10:04 am

For example, there are many complaints about Morrowind's combat and magic system being based on (gasp) SKILL! Well, it's a role playing game, and your character's ability to do anything is supposed to be due to their skill (theirs, not the human being playing them, but the character's!) Same with actions like running or jumping. If it isn't good enough, raise the skill! If you want spells to work, raise the skill! (Not to mention that it doesn't matter, anyway, because pure spell casters should be spell chaining to cast spells due to the very limited magicka pool available in any of these games... characters who seldom or never use spells can try and fail or simply use scrolls and potions). Same with combat of any kind - raise the skill if you are not hitting, just as you would if you were actually in that situation yourself.


I think it was more the fatigue system that made combat a drag, on top of "missing" looking like you're hitting the enemy for 0 damage. It slowed down gameplay a lot for those looking to simply play the game rather than entertain a method of RPing.
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Steve Smith
 
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Post » Thu Nov 19, 2009 7:28 am

What exactly do you mean by this? How are Morrowind's side quests a different style than any other game's?

They feel too repetitive. They're almost always just simple fetch, escort, and/or kill quests with few truly providing unique settings, premises, surprises, twists, and references from my experiences, yet I've found many numerous twists and turns in Oblivion's that made them stand out for me. I've seen what I believe is an improvement in quest structure with each progressive Elder Scrolls game, so in comparison to the older games, I think Morrowind's side quests are fine, but I enjoyed Oblivion's more, and Fallout 3's even more. For example:

Spoiler

  • the quest involving Pale Pass; enough said
  • the quest involving Garridan; the tears of the savior; folklore and a subterranean forest with the frozen form of Garridan himself
  • the first Fighter's Guild quest where, instead of just killing rats, I had a twist in having to defend them, then going hunting a bit, then killing another, catching the source in the act, and having to choose who to side with; never experienced another quest like it
  • the quest involving buying Benirus Manor was just neat and, again, unique, although a bit foreshadowed, and therefore cheapened, by NPCs
  • the quest involving the Ghost ship of Anvil; a wonderful, eerie occurence
  • the quest with the all-female gang of thieves and the unique stuff they took from their victims;
  • all 15 Daedric shrine quests; whoever hasn't played them must do so now :stare:
  • the quest involving Agronak's lineage; very unexpected outcome and gave some evidence of crossbreeding for the lore records
  • the gang involving the grave robber; involved a bit of sneaking around and actually getting to enter a private gravesite
  • the quest involving searching the Amelion family tomb; nice little treasure hunt
  • the quest with the Order of the Virtuous blood; surprising result, critical choice to make
  • Glarthir's paranoia; memorable... and makes me mistrusting of my neighbors :P
  • the quest involving the forelorn watchmen; local superstition, a shipwreck, and a treasure map
  • the quest involving Hackdirt; nice "A shadow over Innsmouth" reference
  • the quest involving Aleron Loche and his debt; I am the hunted in this reference to "The Most Dangerous Game"
  • the entire Ayleid statue questline; enough said
  • assisting invisible people in Aleswell; brief, although surprising
  • stealing an Elder Scroll; please tell me that is enough said
  • the entire Dark Brotherhood questline
  • seeing a Hist tree and toppling a rival organization
  • killing innocent civilians in a Hist-induced rage
  • the quest involving the Staff of Everscamp; Those things were annoying, eh?
  • identifying Mazoga, hunting down Black Bow bandits for the Count, and becoming a Knight of the White Stallion
  • reuniting brothers separated at a young age and helping them to reclaim their family home; the drunken one was hilarious
  • the quest involving Rythe Lythandus and the enterable painting; simply a unique setting
  • avenging the farmer's wife's murder; truly felt sorry for the guy
  • etc.


I played through Morrowind's Fighter's Guild questline, Morrowind's Imperial Legion questline, and half of Morrowind's Redoran questline waiting for the really cool stuff to happen (building my stronghold was nice and the corruption within the Fighter's Guild was too, but the quests just didn't seem worth it), but it all felt a bit... the same. I just don't feel motivated to go through any more faction quests and from what I've seen from non-faction side quests in towns, I don't feel like playing through those anymore, either.
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No Name
 
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Post » Thu Nov 19, 2009 2:52 am

Non-respawning dungeons and chests (in general). The kleptomaniac in me hates to run out of things to steal :P
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Camden Unglesbee
 
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Post » Thu Nov 19, 2009 6:10 am

Stop focusing on the negative and realize that we can all agree that the phrase "YOU NWAH!" needs to be reimplemented.
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Ann Church
 
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Post » Thu Nov 19, 2009 2:18 am

Well, this is a "What don't you want from Morrowind" thread, I am going to assume that all the responses are the taking away of the negative things from morrowind.
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abi
 
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Post » Thu Nov 19, 2009 1:07 am

It's Graphics :wink_smile:
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Carys
 
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Post » Thu Nov 19, 2009 4:12 am

I guess the terrible animations, lack of NPC schedules (shops shouldn't be open 24 hours a day), and the non regenerating magicka.

Non-respawning dungeons and chests (in general). The kleptomaniac in me hates to run out of things to steal :P


Whaaat? Only to find that a rare item you placed in this respawning container, un-aware of it's respawnedness, is now non-existent?
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Ashley Hill
 
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Post » Thu Nov 19, 2009 4:47 am

I want to see Skyrim be a clone of Morrowind with snow instead of ash o_O
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KIng James
 
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Post » Thu Nov 19, 2009 4:26 am

Don't want:
1. Morrowind's one-dimensional NPCs
2. Morrowind's combat system
3. Morrowind's crash bugs

Do want:
1. Morrowind's sense of wonderment
2. Morrowind's range of factions and quests (though not as simplistic)
3. Morrowind's customization options
4. Morrowind's moddability
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D LOpez
 
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Post » Thu Nov 19, 2009 1:01 pm

Two words:

Combat system. Or dice rolls I suppose.
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Brooks Hardison
 
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Post » Thu Nov 19, 2009 3:27 pm

Two words:

Combat system. Or dice rolls I suppose.


Same here.
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Lucy
 
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Post » Thu Nov 19, 2009 4:58 am

The thing that irked me most about Morrowind (despite it being the greatest game of all time!) was that you couldn't easily switch between normal combat and casting a spell - the mechanics of that were a bit slow and clunky, and deterred the use of classes, whether preset or custom, that use a mix of both magic and weapons. It's the one thing I vastly prefer in Oblivion, that you can cast a spell with your weapon drawn by pressing a different button - for characters that aren't pure warriors or pure mages but like a bit of both (or a thief/bard type who wants to cast invisibility or a calm type spell mid-combat), it's a necessity.

All the stuff about NPC schedules and behaviour that has been mentioned I agree with also, but somehow I can't imagine them going back to Morrowind style AI, that can only have moved forward in the time since Oblivion, surely.
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FLYBOYLEAK
 
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Post » Thu Nov 19, 2009 4:27 pm

The whole combat system, generally.



This, and also I hated the tedious slow running speed of Morrowind - and how it forced me travel to some far away place by foot on a quest, slowly, and then once I completed the quest, then I had to travel all the way back... sloooowly.... and hopping constantly to increase my athletics skill too. Besides graphics, the only thing I preferred about Oblivion to Morrowind, was the fact that they made the running far less tedious. Shame they took it too far though and added in all the instant travel.

I would also like to add the often boring and unimaginative quests. And also the boring locations - ie - the unbelievably basic dungeon design, and all the outdoor locations looking exactly the same.

Sadly, most of this was true of Oblivion as well.
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suzan
 
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Post » Thu Nov 19, 2009 9:48 am

The thing that irked me most about Morrowind (despite it being the greatest game of all time!) was that you couldn't easily switch between normal combat and casting a spell - the mechanics of that were a bit slow and clunky, and deterred the use of classes, whether preset or custom, that use a mix of both magic and weapons. It's the one thing I vastly prefer in Oblivion, that you can cast a spell with your weapon drawn by pressing a different button - for characters that aren't pure warriors or pure mages but like a bit of both (or a thief/bard type who wants to cast invisibility or a calm type spell mid-combat), it's a necessity.

All the stuff about NPC schedules and behaviour that has been mentioned I agree with also, but somehow I can't imagine them going back to Morrowind style AI, that can only have moved forward in the time since Oblivion, surely.



thats precisely what i hated about oblivions magic system. that and the incredibly high regen rate. it made the game way to easy to play. if you going to cast a spell then switching stances is the best way to simulate chanting or focusing on the spell. it seems a bit ridiculous that a knight in heavy armor carrying a sword and shield in the middle of combat who diesnt even have any of the magic skills as a major can just wave his hand a bit and out comes fireballs and lightning bolts. it makes it way to easy. they could probably make it more fluid or a bit faster but i miss that the most from the morrowind system.
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Dale Johnson
 
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Post » Thu Nov 19, 2009 3:15 am

Animations and "I could kill that guar..". What i do want is "We're watching you, scum!" :D
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:)Colleenn
 
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Post » Thu Nov 19, 2009 6:40 am

The combat... Dear Azura... the combat...
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Sarah Bishop
 
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Post » Thu Nov 19, 2009 4:59 am

The combat... Dear Azura... the combat...


I agree completely
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laila hassan
 
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Post » Thu Nov 19, 2009 8:05 am

They should bring back Cliff Racers. I kinda miss them.


That was actually pretty funny, if somewhat annoying (the sound just grates). Imagine with Vvardenfell near-destroyed, and Jiub having driven the cliff-races from Morrowind, they may have settled in Skyrim! Oh, the possibilities. Actually, I wouldn't mind one cliff-racer if only to do homage to our most hated foe (kind of like the stuffed on in Skaal village).

What I don't want?

Combat system
Lack of NPC schedules
NPC blockages in doorways (and narrow hallways)
Running speed
Housing system (though the Ahnassi quest-chain was fun)
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katie TWAVA
 
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Post » Thu Nov 19, 2009 12:52 am

I'm not going to post in this thread because anything Seti18 will say or already has said, I sign under. Apart from the MW running animations. Those were badass.
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Neko Jenny
 
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Post » Thu Nov 19, 2009 9:53 am

Like a pimple on a lovers backside, buy the time you are close enough to notice it you'll probably have other things on your mind.

If you don't like MW then a list of changes is easy to make. If you do like MW then, well, it is far more than the sum of its parts and changing a single part carries the risk of destroying the entire illusion. If Skyrim is sufficient to create the illusion and the mechanics don't scream 'you are playing a game' them I'm sure my imagination is sufficient to paper over the cracks.
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Mariana
 
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Post » Thu Nov 19, 2009 3:23 am

The combat
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Katie Samuel
 
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Post » Thu Nov 19, 2009 7:55 am

:evil: spears and crossbows :evil:
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leni
 
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Post » Thu Nov 19, 2009 8:22 am

:evil: spears and crossbows :evil:

:slap:
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James Potter
 
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Post » Thu Nov 19, 2009 2:40 pm

This is easy for me. The most clunky feeling thing about Morrowind for me was the "whack 10 times and miss most of the time, even when swinging directly at the enemy" thing. It should happen perhaps with an NPC with an avoidance enchantment or spell effect, but not due to weapon skill. It just felt sloppy to me when I started Morrowind and barely won versus a silly minor enemy, missing most of the time I swung directly at it.

Swing 50 times... rest to get health back. Swing 50 times... rest to get health back. No.

As for Oblivion, leveled enemies if they do that should be based on skill as well as level. It makes little sense to have enemies power up for many levels of attack all because I talked to everyone in town and leveled many times just from speechcraft for example (which happened to me in Oblivion).
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Ria dell
 
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