What is it that you like about Morrowind compared to Oblivio

Post » Wed Dec 09, 2009 2:26 am

Some things just can't change.......

Devoted fans are devoted fans,they won't accept one single fact that goes against their game to whom they are devoted....if you know what i mean. :)

And there is a lot of devoted fans here especially Morrowind's......it becomes annoying and very lame if you ask me ... :)

I'm getting out of here !!! :D

At first I thought you were just being facetious with your initial post but now I realize you're to just annoy everyone.



@Martut

Just give it some more time, it took me four tries before I got into morrowind. Part of the reason I didn't like it at first was. because I didn't understand the game mechanics(a friend let me borrow it so no instruction booklet). I would highly recommend you go to Balmora and join the fighters guild so you can earn yourself some money as well as help improve your skills. Just by doing quests for them you should get a generally layout of the land and where places are so you can become more daring in your adventures. Who knows you might even find more factions to join or quests to do from wandering NPCs as well as artifacts :P. When you're familiar with the gameworld and how NPCs give out quests and directions(not arrows) try the main quest. I would also recommend buying a lot of restore [attribute] potions for when you come across diseased or blighted creatures as nothing is worse than having your strength reduced thanks to a disease or spell and you become encumbered though once you talk to a certain someone that no longer becomes an issue.

Hope that helps Outlander!


:)
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NIloufar Emporio
 
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Post » Wed Dec 09, 2009 10:04 am

I like the fact that mods could be so well integrated, simply because they don't require voice-acting to be complete. As soon as I discover a lack of voice-acting where there should be some, or worse, baaaaaad voice-acting, I just can't play the mod anymore.

I also like the ease of decoration. Messing up my house can be fun, but only when it's intentional...


But Morrowind is just too hard to play. I don't mind not being the best thang since sliced mudcrab meat, but seriously... my sword went through the guy. Shouldn't that count for at least a scratch?
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Roberto Gaeta
 
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Post » Wed Dec 09, 2009 6:45 am

I prefer Morrowind to Oblivion in only two ways:

1. Morrowind's writing/dialogue/lore is really damn good. Oblivion's is like baby talk.

2. Morrowind has only occasional, limited level scaling. Oblivion has BLANKET level scaling.

Oblivion is better than Morrowind in a whole host of other ways. Fighting mechanics, magic mechanics, stealth mechanics, draw distance, graphics, NPC schedules, size of the world.

But those two flaws are SO big that they really overwhelm everything else. They are two ridiculously bad decisions that make Oblivion a pretty much worthless game to me.

OOO solves the level scaling problem, but nothing solves the baby talk.

Nailed it on the head. Well done. I'm trying to run OOO on my PC version of Oblivion (even on the lowest settings it's like playing through treacle. I really need a better PC) becuase the Level Scaling in the Console Versions just pissed me off (yes, that's right, it's so bad it converted a console gamer). Oblivion is easily the technical better of Morrowind in so many ways it's not even funny. But when it comes to writing, lore, books, and politics, Morrowind has Oblivion in a chokehold, and it won't let go.
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Monique Cameron
 
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Post » Wed Dec 09, 2009 8:35 am

If you add oblivion combat/magick system and havok to morrowind it will be near to what I consider as perfect...

Morrowind was unique.

Oblivion was fun.
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lexy
 
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Post » Wed Dec 09, 2009 6:45 am

I see I am again coming late to a thread since several things I wanted to say have already been said. But here we go anyway. ;)

Now, I'm not a person who usually judges harshly. I like to try to experience things from all sides and see things from different points of view.

What I'm seeing is that usually people rather like Oblivion better, or like Morrowind better.

I happen to have both, but Morrowind... never took off for me. I don't know what it was but after two hours of playing I turned it off and never really went back.


I bolded out the important bit. If you only played it for two hours you haven't seen anything yet. But I see from your further posts that you'll be giving it another try. :thumbsup:

People say that Morrowind has a steep learning curve. I partialy disagree since I've never had any problems. It does have a much steeper learning curve than Oblivion, but I find that to be because Oblivion's learning curve is practically flat. It also has a steep learning curve if you try to rush it, like you did. But if you aproach it knowing that you don't know anything (as Socrates would put it), take your time and pay attention to what NPCs say you should be fine.

Paying attention to what NPCs say is crucial. They will tell you a lot of things that don't get written directly into journal quest updates and they have a wealth of useful information. Talk to people and ask them about latest rumours, little advice, little secret, and Morrowind lore.

The journal is generally considered to be guardung and I agree, but it does have one feature that Oblivion's journal lacks. Namely it records every bit of text that NPCs ever told you about each dialogue topic. You'll need it too because the journal updates are much more spare and much more brief than the ones in Oblivion. I don't remember anymore exactly what you need to click to get the journal from quest mode to dialogue encyclopedia mode, but I think there might be something with "index" written on it when you open the journal.

Morrowind has a slower pace and you need to realize that at level 1 you svck. And since you're new to the game you svck even more. ;) You're weak and clueless and half of the things you do will probably border on suicide. So you need to prepare yourself. You need to examine your skills. Get a weapon and some armor that match your highest skills. Don't try to use a mace if Blunt Weapons is a miscelaneous skill for you. Don't even bother to use it if it's a minor skill. Only major weapon and armor skills are really suitable enough for a level 1 greenhorn. Then get some scrolls of Almsivi or Divine Intervention. These nifty spells will teleport you to the nearest Tribunal Temple (Almsivi version) or Imperial Shrine (Divine version) which basically means an Imperial Fort. That makes them great ways to escape danger as well as a quick transportation method. You'll probably want to use them primarily to escape danger at first. And don't forget to stock up on healing potions as well.

Another thing is be mindful that there are more weapon skills in Morrowind. Axes and Blunt Weapons are two separate skills, as are Short Blades and Long Blades. Many Oblivion players who come to Morrowind don't get that and get slaughtered as a result. And try to get a race that has a high bonus to your major skills. Long Blade + Redguard is very popular (+15 bonus), but Imperials are only slightly worse swordsmen (+10 bonus). If you want to be a sneaky marksman there is nothing better than a Wood Elf and nobody handles Short Blades better than Dark Elves. For those who prefer axes or blunt weaponry Nords are ideal and you can probably guess which two races make the best mages.

Overall I think a Redguard or Imperial Knight with the Lady birthsign is a very good character for a first time player. The Redguard is better in combat, but the Imperial is better out of combat. Alternatively if you favor stealth I'd suggest a Wood Elf Assassin, likewise with the Lady birthsign. And if you'd like something between combat and stealth a Wood Elf Archer would be an excellent choice. Yet agin with the Lady birthsign.

Lady is a must for all new players other than spellcasters. +25 Endurance and +25 Personality are extremly helpful. You'll be getting notably more health per level (especially if you racial Endurance is low) and the Personality boost amounts to a +12,5 improvement in disposition.


The first experience was walking into a cave where somebody talked about a bandit and said that somebody should do something, I went in, and I got killed within 50 seconds. I couldn't block, and my attacks missed most of the time. It was pretty off-putting.


Blocking in Morrowind isn't manual, it's automatic. There is a formula based on your Block skill, Agility, and Luck that determines what your chance to block attacks is. However, blocking alway blocks out all the damage done. And standing still instead of moving also improves your chances to block.

So, I started again and wandered around for a bit and started the main quest a little, and then I decided to go to Vivec City. Immediately I was lost, this game lacked a compass to tell me which way was up. I've been stuck on the second level of the city for a few minutes and I was thinking "Okay, just got to find a way down."

Well, about an hour later I still couldn't find a way down and when I went in the sewers some random Orc killed me for looking at him wrong.


Right. No compass pointing to targets, just a compass that shows wich way is north. You'll have to take out the map to see where you need to go.

The whole magic system confused me, my bow was... ineffective, at best, and I kept hearing an annoying wolf-ish "Ooooooh" from nowhere, and I don't even have Bloodmoon.


On the PC in order to cast a spell you need to switch to "spellcasting mode" by pressing R (at least I think it's R, been a while). Then you cast the spell by pressing your attack button. You can select which spell to cast by right clicking to bring up the menus and selecting it in the spell menu part. There are also next spell and previou spell keys, but I don't remember what they are. Feel free to experiment. ;)

Marksman is one of the most difficult skills to use when it's low. Unless you have it as a major skill or you are a Wood Elf who picked it as a minor skill you can forget about it alltogether. Even then only Wood Elves who picked it as a major skill can really count on it being useful at level 1.

The sound you heard isn't a wolf howl, it's the local Silt Strider. In case you haven't learned yet, that are those giant bugs you'll find in most cities and towns. There is always a ramp leading up to them and a caravan operator standing nearby. If you pay the operator money he can transport you to various places which is helpful if you wish to avoid the bloodthirsty local wildlife.

I'm willing to give it a second try, but the game confused me beyond no end. Should I just let this one slide or try it out again. I just don't see how everybody calls it enveloping and enthralling when I tried to deal with it but couldn't stand how slow-paced but most of all, uneventful it felt; and I'm a person who reads, draws, and meditates from time to time. Which anybody who does them knows, are usually pretty time-consuming, uneventful, and slow-paced.

I don't mean to offend anybody by saying all of this, I'm just confused how so many call Morrowind a great game. And I'm actually willing to listen and I'll try it again, I'm not just ranting.


Morrowind is great, but it doesn't start out great, it grows great over time. At first it's just weird. Then as you explore it's world and learn about it it becomes increasingly better. Especially once you get into your teen levels and can hold your own against most opponents.

Now to reply to the topic title, what I like in Morrowind compared to Oblivion.

1. Only mild leveling, no level scaling

There is no such thing as bandits in glass armour. All creatures have fixed stats. The only leveling you really notice is that at low levels almost all the Daedra are Scamps and later stronger versions start to appear. That and the improved quality of soulgems found in smuggler caves. The reason I like this is that it simply makes more sense.

2. Variety

There are many distinct landscapes. There are distinct architectural styles ranging from "Middleeastern" Hlaalu houses to Telvanni mushroom towers. There is a much larger number of joinable factions with different attitudes and goals nd you can't join them all with one character. There is a greater number of different armors and weapons. There are crosssbows, spears, and throwing knives. There are more things to talk about with NPCs.

3. Lore

The lore is not something that's written in dusty tomes. It's woven into dialogue and the main quest revolves around it. It's a living, breathing thing.

4. No handholding

The game assumes you're smart enough to figure most stuff out on your own. If you have to pick 5 flowers it won't tell you to pick more flowers each time you've picked one. If you want to get somewhere people give you directions instead of a green arrow pointing the way. The philosophy behind Morrowind is that you should be free to make your own choices, even if the choices are bad. Oblivion on the other hand has the philosophy you should have the freedom to go anywhere you want and not suffer any bad consequences. I prefer the Morrowind philosophy.

5. Politics

The factions have conflicting interest, especially the 3 great houses. Unlike the factions and counties in Oblivion who pretty much don't interact with each other, the factions in Morrowind are well aware of each other and there are many quests where you're doing damage to another faction in order to benefit your own. Thef act that you might actually be a member of both factions makes things even more interesting.

6. Atmosphere

Morrowind is a strange and foregin land while Oblvion is mostly a walk in the park.

7. Pace

Oblivion is trying to rush me into doing the MQ. Morrowind is much less urgent and allows me to tell it's equivalent of Jauffre that you're not going to work for him. Oblivion may allow you to ignore the MQ, but Morrowind actually allows you to refuse doing it.

8. Roleplaying

My definition of roleplaying is getting into the head of a character and making choices based on the personality of that character. It's even better if you get to experience the consequences of the choices you made. And while Morrowind is far from being a perfect RPG by these standards it's still much better than Oblivion.

Which factions do you want to join? Vanilla Oblivion gives you 6 choices, vanilla Morrowind 11 and many represent the same basic job from different viewpoints. For example the Fighter's Guild, House Redoran, and the Imperial Legion are all martial factions but they uphold different values (fighting for money, fighting for the Tribunal Temple, fighting for the Empire). You can play more than one kind of pious knight.

I'd continue, but I don't have anymore time. I think I managed to make my points well enough anyway and I do have this tendency to write monster posts that few people are willing to read so maybe it's for the best. ;)
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Rob Davidson
 
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Post » Wed Dec 09, 2009 12:43 am

Morrowind is great, but it doesn't start out great, it grows great over time.


This is pretty much what usually kills off newcomers, at the beginning everything just takes forever. What you (the OP) need to do is train, remember that you can train an unlimited amount of times, only hindered by money.

basically in the beginning, you need to get out of the stalemate loop, which consist of:

can't do jobs, because you've got no skill, can't get skill, because you got no money, can't get money, because you can't get a job.

Find a way to break this circle, and things should get better.
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vanuza
 
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Post » Wed Dec 09, 2009 2:58 pm

what I like in morrowind ?

its diversity, more to choose from in weapon-classes (have short and long sword,blunt and axe,spears,trowing weapons etc),more armor-classes (light,medium,heavy and unarmed).
landscapes clearly diffierent from each other,wider selection of clothes,and interesting stories,persons, guilds and factions.

put it gentle it is more choises in everything in morrowind,makes it more fun.oh and you can decorate your home with nice items you found during your travels,always nice to actually see results from your work displayed carefully on a table,desk or some such,instead of flying halfway to oblivion,no pun intended :D
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Rachell Katherine
 
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Post » Tue Dec 08, 2009 10:57 pm

So... what I liked better in Morrowind compared to Oblivion:
- No (or at least hardly any) level scaling.
- No GPS compass. You said it annoyed the hell out of you, but I like the fact that you had to find stuff out for yourself, and getting lost is also something I enjoyed. Having a GPS compass that shows you even were NPCs were walking was just stupid. If it was just so that it showed the way to some city you needed to go, then ok, that's fine, so you need not have to look on your map all the time to see if you're heading the right way. But to have it point at the direct thing that you have to find, which isn't finding at all, just following an arrow, then no, I think that's stupid.
- Wearing clothes under your armour, and wearing a robe over your armour.
- The atmosphere. Ok, I understand this is a hard thing to get right, and I don't blame Bethesda for Oblivion not having the majestic atmosphere Morrowind had. I understand they did their best on Oblivion, but it just doesn't have "it". To me Morrowind's atmosphere felt really awesome and it's going to be very hard to make it better than that (although Shivering Isles did a good job).
- Like people mentioned above; hand-placed artifacts.
- Enchanted armour only having constant effect enchantments and weapons only having on strike enchantments (where's the cast when used enchantment? I also want weapons to have constant effect and armour cast when used enchantments, etc.).
- Less skills.
- Less armour and weapons.

And probably more things I can't think of right now. But this doesn't mean that I think Morrowind is superior to Oblivion in every way, no. Oblivion's magic and stealth system is far better than Morrowind's, for example. Also its combat system is better, although I don't really mind the missing when attacking someone in Morrowind.
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Marie
 
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Post » Wed Dec 09, 2009 10:33 am

- Enchanted armour only having constant effect enchantments and weapons only having on strike enchantments (where's the cast when used enchantment? I also want weapons to have constant effect and armour cast when used enchantments, etc.).
- Less skills.
- Less armour and weapons.


This sounds like you switched from what you liked better in Morrowind to what you liked less about Oblivion in the middle of the list. ;)
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Hayley O'Gara
 
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Post » Tue Dec 08, 2009 11:12 pm

....
The first experience was walking into a cave where somebody talked about a bandit and said that somebody should do something, I went in, and I got killed within 50 seconds. I couldn't block, and my attacks missed most of the time. It was pretty off-putting.

So, I started again and wandered around for a bit and started the main quest a little, and then I decided to go to Vivec City. Immediately I was lost, this game lacked a compass to tell me which way was up. I've been stuck on the second level of the city for a few minutes and I was thinking "Okay, just got to find a way down."

Well, about an hour later I still couldn't find a way down and when I went in the sewers some random Orc killed me for looking at him wrong.

I sighed, loaded up the game and started looking around for a way down. Couldn't find one.

The whole magic system confused me, my bow was... ineffective, at best, and I kept hearing an annoying wolf-ish "Ooooooh" from nowhere, and I don't even have Bloodmoon.

I still experienced most of the features people talked about loving. It's just Morrowind was too aggravating and confusing for me, I couldn't remember how to switch/cast magic so I didn't even try using that.
.....


Unlike in Oblivion, where everything is adjusted to be at the same "level" as the Player Character, MW's NPCs are mostly "static". They're hard to fight at low level, easy at high level. As for not being able to take on those fairly "easy" NPCs in Addamasartus Cave, my suspicion is that you either "min-maxed" your character's skills (which works in OB, but not in MW) and didn't have a decent starting weapons skill, or else you were using a weapon other than the one your character was skilled in (Long Blades and Short Blades are DIFFERENT skills in MW, as are Axes and Blunt weapons). Agility helps to hit, as well. Unlike in OB, where hitting is automatic, but damage is based on skill, hitting in MW is based on skill but damage is only dependent on whether you took enough time to draw the weapon back fully or else "jabbed" for a weak hit, with a bonus for your strength. Blocking is involuntary, based on your skill level, so with a really low Blocking skill level it will rarely happen. That cave serves as a "test": if my character can't fight his/her way through that in a couple of tries, then the character needs some re-thinking. Of course, in MW you can play a pacifistic character if you so choose, and only do "non-violent" side quests (and just ingnore the MQ).

Vivec city is confusing: the locals will even tell you so. It's not as difficult as it seems, though. Each level has a set of ramps outside, leading from each of the four corners toward doorways on the next level located in the middles of two opposite sides. The entrances to the upper Plazas are on the other two sides. To go up, head to a corner and take the ramp. To go down, find which sides have the Plaza entrances and then head to the middle of one of the OTHER two sides. The internal arrangement of the "Waistworks" levels is sort of like an "H", with the crossbar of the H extending out to the exit doors leading to the ramps, while the vertical bars of the H come out flanking the Plaza stairs. The Foreign Quarter is slightly different from most of the other cantons in that it has an extra level, which is accessable either via the standard external ramps or by internal staircases. The only real "confusion" is figuring out which canton has the Plaza doors facing E-W and which are N-S. Your in-game mini-map has a directional arrow, so you at least know which way your character is facing. If all else fails, finding the upper Plaza of the Foreign Quarter will eventually lead you to the Mages Guild, where you can pay for teleportation to some place less bewildering.

Marksmanship is difficult at skill levels under 30 (MOST skills in MW are all but useless below 20-30), but gets easier as you get beyond that, and becomes frighteningly powerful at high levels. You can't poison arrows like in OB (one of the good things that was actually "added" to OB), but there are some enchanted arrows you can buy or find. Enchanting the bow allows it to affect undead, and you can still use the enchantment as a "Cast on Use" item, even if you don't actually "hit" with the bow itself to use a "Cast on Strike" spell. Check the pinned topic on Enchanting in the Hints, Tips, and Spoilers forum for details on Enchanting or Alchemy if you decide to go that route: it's not as intuitive or easy as in OB, but far more versatile and rewarding when you get good enough to succeed at it.

Casting spells is just a matter of selecting the spell or enchantment you wish to cast from the list in the right menu box (below the map), exit the menu and then hit the "R" key (at least on PC) to "ready" the spell, which raises your characters arms into "casting" mode. Clicking the mouse or attack button unleashes it.

I loved Oblivion's initial look, but the longer I played, the more "empty" and "unsatisfying" the game felt. Morrowind was relatively awkward to learn, but has paid back the effort with interest. Getting a basic texture replacer (I use Visual Packs by Khalazza), and Better Bodies to get rid of the ugly disjointed puppets that pass for NPCs, will do wonders to bring the game up to at least acceptable standards, and such things as MGE with animated grass can give the game almost the same look as OB, but with a much more original and inspired "artistic viewpoint".

Oh, by the way, the "Oooooohhh" sound was probably one of the giant Silt Striders. You'll hear their lonely call from anywhere near a platform. Sadly, they're extinct in the wild, so you won't come across any others in your travels.
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Stacey Mason
 
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Post » Wed Dec 09, 2009 6:01 am

The hand-place artifact. I hated oblivion for not letting the player get an artifact without the daedric shrine quests.

That, and I like the non leveled items in Morrowind and no map marker. Not having the map marker made the game fun. You had to actually use the map, read books, and your journal. Oblivion wins at everything else though.
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Mark Hepworth
 
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Post » Wed Dec 09, 2009 1:51 pm

At least it's a talk,and you can hear someone talking.And you don't have to read what character "says".


I always feel quite sad when I see people who don't like reading. There is so much to be gained through rich, deep interesting dialogue that you just don't see so much with speech because it takes up so much space. The talking npcs in Oblivion are near worhtless when compared to morrowind's
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[Bounty][Ben]
 
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Post » Wed Dec 09, 2009 1:50 pm

Erm...


At the same time, Morrowind's NPCs mostly stay in the same spot. I'm sure they might be more unique than Oblivion's NPCs, but it seems strange that you say Oblivion's NPCs have no job to wander around everywhere, when many NPCs in Morrowind do barely anything at all. With regards to that aspect, Oblivion could arguably be better at the believability of NPCs, and Morrowind better at the uniqueness and culture of NPCs.
But then again, I haven't played Morrowind yet, so this is rather pointless.

I guess it is because the NPCs in TESIII told you what they did, and they had the clutter to back it up. In TESIV: "oh look, there's that guy, he's going to go rake the vineyard (wtf?) again, like he does every single friggin' day of the week. Maybe I could ask him about his job and his background?" Nope, all I get are the same three rumors. Plus, there were soooo many commoners in TESIII: blacksmiths, fishers, dyers, weavers, farmers, and people just inhabiting Vvardenfell and trying to survive/scraqe a living.
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marie breen
 
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Post » Wed Dec 09, 2009 5:28 am

At the same time, Morrowind's NPCs mostly stay in the same spot. I'm sure they might be more unique than Oblivion's NPCs, but it seems strange that you say Oblivion's NPCs have no job to wander around everywhere, when many NPCs in Morrowind do barely anything at all. With regards to that aspect, Oblivion could arguably be better at the believability of NPCs, and Morrowind better at the uniqueness and culture of NPCs.


IMO you're right, Morrowind even uses more duplicated dialogue too IIRC, which is surprising due to the lack of VA. LCoV and LGNPC are vital mods for me now.
Dialogue and NPCs in general were a lot better in Oblivion, the only advantage I can see in Morrowind's is that it makes it easier to mod (which I am very, very grateful for :)).

The main advantage with Morrowind, for me, was it was much darker compared to Oblivion, and the setting (not as in graphics, as in background) was less generic and more immersive and believable.
I could really get lost in the Dumner world and culture. And I find it a lot better for RPing. This is a matter of opinion though, Morrowind just might not be your type of game. :shrug:
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Alexx Peace
 
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Post » Wed Dec 09, 2009 1:12 pm

This sounds like you switched from what you liked better in Morrowind to what you liked less about Oblivion in the middle of the list. ;)


Haha. Oops, yes, I see what you mean. Hopefully, though, people also understand what I mean.

Just to clarify for those who don't: I like that Morrowind has more skills, armour and weapons. And the fact you can wear clothes under your armour, and can wear robes over your armour. Clarifidededed.
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Beat freak
 
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Post » Wed Dec 09, 2009 3:11 am

IMO you're right, Morrowind even uses more duplicated dialogue too IIRC, which is surprising due to the lack of VA. LCoV and LGNPC are vital mods for me now.
Dialogue and NPCs in general were a lot better in Oblivion,

Really? I mean, I know there was duplicated dialog in MW, but there was A LOT of dialog to read. In TESIV, some NPCs only had Rumor dialog. Nothing about their Background, their job, the guilds and services and sights to see in the town, advice, hints, and so on. In OB, you couldn't ask alchemists about specific ingredients at all! You couldn't ask armorers about the different types and styles of armors and weapons, you couldn't ask about diseases and cures and recipes, geographic locations, and creatures... there's such a wealth of information in Morrowind!
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Crystal Clear
 
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Post » Tue Dec 08, 2009 11:56 pm

I wish there was more dialogue in Oblivion, but I don't want to talk to multiple people and hear them say the same generic things as each other, like in Morrowind.
If I haven't got LGNPC installed I avoid talking to NPCs except for when I need to. I don't find the atmosphere in towns enjoyable w/o LCoV either. It's too static.
Maybe it's just me, or maybe other people think the same too. :shrug:

I even find myself wanting to install Animated Morrowind now just so they aren't standing around.
I don't need to install anything to alter NPCs or dialogue in Oblivion, it's not perfect, but it isn't bad either.
Morrowind's speechcraft system is a hell lot better though.
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Roisan Sweeney
 
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Post » Wed Dec 09, 2009 2:52 am

MCA adds a lot more people (just beware of sudden bandit attacks) and I think it comes with NPC schedules.
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Lloyd Muldowney
 
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Post » Wed Dec 09, 2009 3:12 am

I use the 'Living Cities of Vvardenfell' mod (LCoV) to add schedules to vanilla NPCs, alongside MCA. It's probably my favourite mod.
I was talking about vanilla Morrowind and Oblivion though. If we include mods, then I prefer Morrowind's dialogue and NPCs.

I like the spells and enchantment in Morrowind better too, even if it is just because it allows me to jump over the cantons in vivec and hop up Red Mountain (I <3 the jump spell).
For actually using the magic though, I preferred Oblivion.
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Danger Mouse
 
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Post » Wed Dec 09, 2009 12:21 am

I like the spells and enchantment in Morrowind better too, even if it is just because it allows me to jump over the cantons in vivec and hop up Red Mountain (I <3 the jump spell).

Not to mention we can throw poison missiles at people too. Seriously, by having that, it allowed me to play the character I always wanted to be in RPGs. Too bad there aren't disease spells, but poison works well enough for my purposes. But yes, the amount of spells and the types of spells in MW is highly superior. In fact, I love it how there's a delay in casting and a failure rate.
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Kate Murrell
 
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Post » Wed Dec 09, 2009 2:10 am

The mood Morrowind created was miles above Oblivions somewhat plasticky candyworld feel.
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Alina loves Alexandra
 
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Post » Wed Dec 09, 2009 8:06 am

The first experience was walking into a cave where somebody talked about a bandit and said that somebody should do something, I went in, and I got killed within 50 seconds. I couldn't block, and my attacks missed most of the time. It was pretty off-putting.

We come from different generations of gamers, then. To me, starting off weak and feeling the need to adapt and sometimes outright run to survive in a harsh unforgiving world is all part of the enjoyment. I don't want to be warned that I'll be ripped to shreds by entering an area, I want to experience it firsthand. :evil:

So, I started again and wandered around for a bit and started the main quest a little, and then I decided to go to Vivec City. Immediately I was lost, this game lacked a compass to tell me which way was up.

You know, in real life we don't have magical floating arrows telling us where to go either. Google Maps aside, it's all about asking for directions, reading signs, using your own intuition. At least I like it that way.
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Sun of Sammy
 
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Post » Wed Dec 09, 2009 9:20 am

I always feel quite sad when I see people who don't like reading. There is so much to be gained through rich, deep interesting dialogue that you just don't see so much with speech because it takes up so much space. The talking npcs in Oblivion are near worhtless when compared to morrowind's

I love to read ! I read books,and I love it. But i don't want to read characters dialogues I wanna play game and I want to feel like I am actually there. Oblivion is able to do that just perfectly(at least for me).
Talking is better then reading (in characters case). And I never said before that I don't like reading,but those from characters !!!

When I am playing Morrowind I have some ugly feel,like I am trapped in Tetris world ! :)
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Farrah Barry
 
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Post » Wed Dec 09, 2009 5:19 am

You know, in real life we don't have magical floating arrows telling us where to go either. Google Maps aside, it's all about asking for directions, reading signs, using your own intuition. At least I like it that way.


Wait, wait, in real life, most major cities are marked on maps, and you don't have a magical arrowhead showing where you are compared to everything else. Basically, in real life, everything is revealed to you, except your own location.

I always feel quite sad when I see people who don't like reading. There is so much to be gained through rich, deep interesting dialogue that you just don't see so much with speech because it takes up so much space. The talking npcs in Oblivion are near worhtless when compared to morrowind's


I always feel quite upset when people don't like talking. It's so much easier to convey a message or feeling, through tone and speech. They insult the deaf, when they have the ability, yet refuses to listen, only accepting a conversation if it written down.
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Lavender Brown
 
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Post » Wed Dec 09, 2009 3:52 am

I love to read ! I read books,and I love it. But i don't want to read characters dialogues I wanna play game and I want to feel like I am actually there. Oblivion is able to do that just perfectly(at least for me).
Talking is better then reading (in characters case). And I never said before that I don't like reading,but those from characters !!!

When I am playing Morrowind I have some ugly feel,like I am trapped in Tetris world ! :)

you sound like a really young gamer :(
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The Time Car
 
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