What's the worst thing in Morrowind?

Post » Tue May 08, 2012 4:00 am

Certainly the diary. Of course you can fix with the mod, but it's naturally a big mess. I'm playing the Xbox version of Morrowind and I was forced to use a txt file to keep the information of my quests.

It's the worst diary ever, in my opinion.
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Robert DeLarosa
 
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Post » Mon May 07, 2012 10:37 pm

Accidentally killing important NPC's or selling stuff that you need to complete quests later on.
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SaVino GοΜ
 
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Post » Mon May 07, 2012 8:45 pm

Accidentally killing important NPC's or selling stuff that you need to complete quests later on.
I like the fact that that can happen. Actions should have consequences.

For me, the worst thing in the game has always been the animation. The weirdest thing in the world is to see a guard who is stuck in the scenery, striding along for all he's worth, and getting nowhere. :facepalm:

I also never liked the fact that you have to put away your weapon, in order to cast a spell (I ended up fixing that with a mod.)
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victoria gillis
 
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Post » Tue May 08, 2012 2:01 am

The combat stinks to high hell.
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Chris Cross Cabaret Man
 
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Post » Mon May 07, 2012 11:58 pm

The combat stinks to high hell.
Only if you believe that there is actual combat depicted in the game. :)
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Tania Bunic
 
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Post » Mon May 07, 2012 6:35 pm

Every answer should be this:

"Cliff Racers."
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Emily Jeffs
 
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Post » Tue May 08, 2012 6:56 am

Cliff racers
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Frank Firefly
 
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Post » Tue May 08, 2012 6:43 am

The Main Quest ends.
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OTTO
 
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Post » Mon May 07, 2012 8:50 pm

The Main Quest ends.

You know, I never followed the main quest when I had Morrowind. Coincidentally, I'm waiting for it to download on Steam (lost the original copy somehow) and I think I might play through the main quest this time.
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CHangohh BOyy
 
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Post » Mon May 07, 2012 6:50 pm

You know, I never followed the main quest when I had Morrowind. Coincidentally, I'm waiting for it to download on Steam (lost the original copy somehow) and I think I might play through the main quest this time.

Morrowind's main quest I do. Oblivion on the other hand, I dont think I ever got past where you Jauffre sends you to meet Baurus
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Karen anwyn Green
 
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Post » Tue May 08, 2012 8:35 am

I've been off-line a while, nice response.

I've been playing recently and I forgot about NPCs blocking doors and cliff racers ARE annoying, mainly becuse they are so loud when they hit you. But I think it's not bad that the only beef I have is these two things. Sure, you can role-play, but having built-in fatigue mechanics and mechanics that work properly generally is even more desirable.

One of the improvments Oblivion had was zooming in for high level archery, which I miss with my Wood Elf Tree Shadow.


I'll have to get those mods.

Cheers!

~
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Cat
 
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Post » Tue May 08, 2012 5:54 am

Anyone find the journal annoying?
After a while you build up a huge number of quests and it's very tedious to have to scroll back 100 pages to try and find some Mages Guild quest you didn't feel like doing at the time. A bit more structuring would have gone a long way.
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Ana
 
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Post » Mon May 07, 2012 8:30 pm

The worst thing in worrowind, dam thats a hard one. I guess if I had to pick something it would be that the caves & dungeens dont respawn when you kill bandits and smugglers, since all npcs good or bad are named if you go around killing every body you really could end up with a dead island.
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Chase McAbee
 
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Post » Tue May 08, 2012 8:06 am

Anyone find the journal annoying?
After a while you build up a huge number of quests and it's very tedious to have to scroll back 100 pages to try and find some Mages Guild quest you didn't feel like doing at the time. A bit more structuring would have gone a long way.

Actualy the journal is the thing i miss, it was way more immersive than [censored] PDA oblivion and skyrim was,

And what i dont like most in MW are animations and combat (daggerfalls combat where better 0_o)
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Janeth Valenzuela Castelo
 
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Post » Tue May 08, 2012 8:37 am

Animations and..............cliffracers :wallbash:
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victoria johnstone
 
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Post » Mon May 07, 2012 9:26 pm

I liked the combat system for Morrowind. The dice rollin', hack and slashing added more to the game's aesthetic feel. I guess I would have to say I dislike the [censored] AI for the NPCS. But, it was made back in '03. :P
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Alexandra Louise Taylor
 
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Post » Mon May 07, 2012 6:12 pm

Cliff Racers.
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Jessie Rae Brouillette
 
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Post » Tue May 08, 2012 4:49 am

Anyone find the journal annoying?
After a while you build up a huge number of quests and it's very tedious to have to scroll back 100 pages to try and find some Mages Guild quest you didn't feel like doing at the time. A bit more structuring would have gone a long way.
I agree 100% with this. A better structure in the journal would have done so much.
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Star Dunkels Macmillan
 
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Post » Tue May 08, 2012 1:36 am

The worst thing in worrowind, dam thats a hard one. I guess if I had to pick something it would be that the caves & dungeens dont respawn when you kill bandits and smugglers, since all npcs good or bad are named if you go around killing every body you really could end up with a dead island.

One extreme or the other: Morrowind's named bandits didn't respawn.....ever; Oblivion's bandits respawned in 3 days.....inevitably. A "chance" to repawn after some amount of time would have been great, especially if it tracked the time since your last visit and varied the odds accordingly. That would make a constantly re-visited site relatively safe (so you could use it as a "home"), while one that you've ignored for the last three weeks might be occupied again, and one that's been ignored for 6 months is likely to be.
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Alina loves Alexandra
 
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Post » Tue May 08, 2012 1:55 am

1. Cliff racers.
2. Mods that get rid of cliff racers.
3. Cliff racers.
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Dylan Markese
 
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Post » Tue May 08, 2012 8:39 am

NPC's standing in your way in buildings.



A combat system for RPG's instead of action games.

Who says just because a game is an RPG, it should have a crappy combat system? It CAN be both you know.
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(G-yen)
 
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Post » Mon May 07, 2012 5:30 pm

One extreme or the other: Morrowind's named bandits didn't respawn.....ever; Oblivion's bandits respawned in 3 days.....inevitably. A "chance" to repawn after some amount of time would have been great, especially if it tracked the time since your last visit and varied the odds accordingly. That would make a constantly re-visited site relatively safe (so you could use it as a "home"), while one that you've ignored for the last three weeks might be occupied again, and one that's been ignored for 6 months is likely to be.

Yah, I really love the fact every one had a name and in my games I made a point of trying to aviod killing npcs when I could. I always thought it could be possible to have named npcs respawn just with different names, like a random name generator. I remember a lot of the ashlanders with names like assibinnonaina, well lets just say it wouldnt be hard to slap some letters togather for a fantasy elf name like in morrowind.
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Janine Rose
 
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Post » Tue May 08, 2012 7:19 am

Cliff racers and slaughterfish. Slaughterfish are the cliff racers of the sea. I'd be lying to myself if I said anything else could be considered as bad or worse. :tongue:

Anyone find the journal annoying?
After a while you build up a huge number of quests and it's very tedious to have to scroll back 100 pages to try and find some Mages Guild quest you didn't feel like doing at the time. A bit more structuring would have gone a long way.

If you have Tribunal, you can go in the options menu in your journal and there's a list of all your quests.
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Taylah Illies
 
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Post » Tue May 08, 2012 8:06 am

One extreme or the other: Morrowind's named bandits didn't respawn.....ever; Oblivion's bandits respawned in 3 days.....inevitably. A "chance" to repawn after some amount of time would have been great, especially if it tracked the time since your last visit and varied the odds accordingly. That would make a constantly re-visited site relatively safe (so you could use it as a "home"), while one that you've ignored for the last three weeks might be occupied again, and one that's been ignored for 6 months is likely to be.
Managed to do a proof of concept mod that produced respawning dungeons once the original named NPCs were dead, and also made it so that they would only respawn if you didn't keep visiting the dungeon.

Only downside was that it requires a script on every NPC that is in every dungeon, which is a little tedius, but not impossible. Also, new spawns would only appear at the location the original NPC was killed at.
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Strawberry
 
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Post » Mon May 07, 2012 8:22 pm

Dagoth Ur, the build up to meeting him was epic, then theres the WTF, and then a double WTF when you figure out how to beat him :down:
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maddison
 
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