What's the worst thing in Morrowind?

Post » Mon May 07, 2012 11:15 pm

Kwama Warriors.

Why the hell do they have a shock spell?
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Jeremy Kenney
 
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Post » Tue May 08, 2012 5:48 am

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:

I was prepared to have this big epic fight, then I got there and got a good look at him. First thing I thought was, "He looks like a tiki!". Thank goodness the Divine Dagoth Ur replacer's complete, when I eventually get there he won't look like a tiki anymore.
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Erin S
 
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Post » Mon May 07, 2012 4:57 pm

By far, for me, it was the repeating conversation topics and the generic responses. Its been a while since I played where this was an issue however, thanks to mods.
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sunny lovett
 
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Post » Tue May 08, 2012 12:05 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.
The expansions improved this.
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Lakyn Ellery
 
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Post » Mon May 07, 2012 10:56 pm

Who says just because a game is an RPG, it should have a crappy combat system? It CAN be both you know.
While waiting to be pelted with rotten Kwama eggs, I say Oblivion did this very good.
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luis dejesus
 
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Post » Mon May 07, 2012 8:47 pm

Cliffracers, easily. Everything else can be fixed by mods. Including the "outdated" graphics.
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Pixie
 
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Post » Tue May 08, 2012 5:04 am

While waiting to be pelted with rotten Kwama eggs, I say Oblivion did this very good.

Oblivion's combat was good for an "action/adventure" game, but sadly inadequate for a stat-based RPG. If it had taken the character's weapon skills into account in some way, such as determining what the opponent did, or in the animations, attack speed, and aim point of your own weapon, then it might have been "the best of both worlds". Since it merely nerfed damage based on skill, it poorly portrayed (or failed to portray at all) the difference between an unskilled and a highly skilled fighter.

Morrowind's combat was terrible for an "action" game, but served its purpose to "resolve combat" in a character-based RPG fairly well. It should have taken the defender's combat skills into account as well (the difference between your skill and theirs), since most of the reason for "missing" in real combat is that you're too occupied with defending yourself to attack properly, and the failure to use the 3 different forms of attack in unique ways as Daggerfall did was a step backwards. Since OB was less of a character-based RPG, and Skyrim definitely isn't one, the MW-style combat system as it was is no longer acceptable in the newer games.

I'll save the Kwama eggs for somebody who makes some actually "inflammatory" remark, rather than from one who approaches the game from a different perspective. Besides, they need a few more years to rot fully, and reach "maximum stench", before I toss them at someone.
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Alex Vincent
 
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Post » Mon May 07, 2012 8:29 pm

Oblivion's combat was good for an "action/adventure" game, but sadly inadequate for a stat-based RPG. If it had taken the character's weapon skills into account in some way, such as determining what the opponent did, or in the animations, attack speed, and aim point of your own weapon, then it might have been "the best of both worlds".
I like to think there is a combination, or rather cooperation, between me and my character. Not just me and not just my character. He holds the sword and his stats determines how good he is with it, while it is me who control his arm which swings it.

And thanks for holding back the eggs ;)
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Andrew Tarango
 
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Post » Tue May 08, 2012 8:35 am

For me, the worst thing in Morrowind is those escort quests which is really irritating as they tend to get lost, stuck or die, which I'm glad that Oblivion did a much better job in that area. Despite Morrowind's combat and others, I feel that the escort quests are still in a pain, unless I install some mods to make them faster, and improved their A.I.
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Baylea Isaacs
 
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Post » Tue May 08, 2012 12:46 am

Probably the Journal without expansions.
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Nick Tyler
 
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Post » Mon May 07, 2012 9:08 pm

Probably the Journal without expansions.

Heck yes! Then again, if you truly were adventuring, you would actually remember everything you wrote there and everything you've done so far. It's a bit different because it's only a game and the game writes it for you. But the original journal was "the most realistic" anyway. ;) (Not that I liked it one bit.)
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~Amy~
 
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Post » Mon May 07, 2012 11:41 pm

While waiting to be pelted with rotten Kwama eggs, I say Oblivion did this very good.

"readies chain-sword"
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Scott Clemmons
 
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Post » Tue May 08, 2012 6:06 am

I've always disliked the way sneak works and having to sleep in order to regenerate mana.
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Stephy Beck
 
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Post » Mon May 07, 2012 9:13 pm

Cliff Racers have to be the most annoying thing, but they give experience for a battle skill when killed, so they aren't so bad. The stealth often makes no sense to me. Why can I steal some poor man blind just because he's not in his home? It's a minor annoyance, though. I still hate the cliff racers. I was even asking myself if I should use a mod to kill them forever, but I wouldn't experience the whole game like that... After 8 levels those things are out to get me as if I stole their house right off the ground.

I'd be fine if they spawned sometimes, but they spawn more often than I can say I ever encountered a Zubat in any Pokemon game. Cliff Racers are Zubats that have become part of an action RPG. That is scary.
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Marie
 
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Post » Mon May 07, 2012 5:59 pm

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.

Would it be possible to do a check for the existence of one or more of the "end" NPCs in the dungeon, and initiate a respawn if they're gone (or have a modified random chance of a respawn, based of some time variable) ? That way, it wouldn't trigger unless you killed that "key" bandit. Only one NPC in each "cell" or dungeon would be required, rather than scripting every last bandit. It should theoretically be possible to define the spawn points, without using the previous NPC's last position, otherwise they'd all tend to migrate toward the entrance over several respawn cycles, as they rush to attack you and die. FO3 had that problem at the entrance to Megaton, where the constant respawns would "migrate" toward the gates.

I hated the "3 day guarantee" in Oblivion even more than I disliked the "never again" in Morrowind.
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Ellie English
 
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Post » Mon May 07, 2012 10:37 pm

Most annoying thing in Morrowind? The guy who stands in your way at the bottom of the stairs in the Caldera Mages Guild, and says "How about a potion, Friend?" every time you go by him. ;)

Nah, it's the cliffracers.

The "combat thing" doesn't bother me at all. I'd say it's a failure of the animation to depict dodges and misses, more than anything else. The animation in the game is crude by today's standards, and it really shows up in melee. It's not just your character that "hits and misses" -- take a look at how simplified and crude the attack of any animal looks.
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James Hate
 
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Post » Mon May 07, 2012 5:50 pm

Would it be possible to do a check for the existence of one or more of the "end" NPCs in the dungeon, and initiate a respawn if they're gone (or have a modified random chance of a respawn, based of some time variable) ? That way, it wouldn't trigger unless you killed that "key" bandit. Only one NPC in each "cell" or dungeon would be required, rather than scripting every last bandit. It should theoretically be possible to define the spawn points, without using the previous NPC's last position, otherwise they'd all tend to migrate toward the entrance over several respawn cycles, as they rush to attack you and die. FO3 had that problem at the entrance to Megaton, where the constant respawns would "migrate" toward the gates.

I hated the "3 day guarantee" in Oblivion even more than I disliked the "never again" in Morrowind.
That is one idea, although then it does make it a bit more complex.

What I was also thinking was the scripts on the NPC could grab their current co-ords first time the script is run, and then place the activator that controls future spawning at the original location.

Still a big job though.
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Naomi Lastname
 
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Post » Mon May 07, 2012 4:57 pm

The "combat thing" doesn't bother me at all. I'd say it's a failure of the animation to depict dodges and misses, more than anything else. The animation in the game is crude by today's standards, and it really shows up in melee. It's not just your character that "hits and misses" -- take a look at how simplified and crude the attack of any animal looks.
The animations were crude by the standards of its own era. KOTOR 1 came out a year later, and its combat looks like a martial arts movie. Yet it too is entirely character based, rather than using any of the player's skill at button mashing.
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Trent Theriot
 
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Post » Mon May 07, 2012 11:53 pm

First: Crazy old ladies.

Look, if I'm coming to visit you bringing a gift (a beautiful skirt) and you're a high-ranking Telvanni lady and, as a mark of respect, I bring a Dremora and a Golden Saint as honour guards; don't go loopy and start flinging fire at me. Daedra have no sense of humour.

2nd: Cliff racers

3rd: Walking quietly through a room at night, trying not to disturb people and the NPC who busts into my game, calling up the dialogue window just to tell me they don't want to talk because it's night time. Swits.

4: Cliff racers

5: Bosmer men. As soon as I hear that "GREETINGS! and SALUTATIONS!" I turn and walk the other way. Seriously, if you're arrested for murder, you ought to "pay the fine", "go to jail", "resist arrest" OR "explain that it was only a bosmer and the little fetcher deserved it."

6 Cliff racers
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Amanda savory
 
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Post » Mon May 07, 2012 8:51 pm

Having the stat increases at lvl up tied to skill use. Daggerfall's method was 1000% superior. Plus, the clunky mechanic of tied stats to skill use introduced in MW and then further clunkified in oblivion is what caused their removal in favor of the current skyrim, where every single race/class/character runs at the same speed.

Catching a blight disease from a blighted cliff racer at lvl 2 because I couldnt hit it with my iron sparksword because my skill was too low and my agility stat hadnt been improved enough yet to overcome the to hit penalty of my iron sword. That was like 10 years ago lol, and I kill every cliffy with my bow or magic now, every single one I see, even if they havent engaged me yet. The "Now you die!!" female voice acting bit plays in my head as I draw my bow. In a way, I am much less annoyed by them now as they have become my pitiful prey.

Money. Either you are scrooge mcduck, or trying to gather enough ingrediants to sell to get two drakes to rub together to buy a healing potion. Selling an Ebony tower shield worth 25,000 coins to a "normal" trader, who has the immense stock of 499 coins for trade. If uber loot is worth scrooge's moneybin, then somewhere there should be someone with scrooges money bin to give me for it. In any economy, fact or fiction, stuff is only worth what someone will give you for it. So apparently, that ebony tower shield is only worth 499 coins, plus a variety of rusty iron weopons and some chunks of mushroom and saltrice and a crappy potion or two. Seems like, somewhere in morrowind there should be the "uppercrusty uppercrust the 3rd fine shop or quality armorments" with a trader that wont deal with you unless you have been sponsored by some noble and deals in the top tiers of lootz. You could sell him the shield, buy some ebony arrows, and he would end dialogue if you try to sell him an iron shortsword and tell you to get out.
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Philip Lyon
 
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Post » Mon May 07, 2012 11:54 pm

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

yup - I have realised that this is the reason morrowind is infinitely more fun for me than oblivion or skyrim. In oblivion and skyrim, you start off good, and get better. In Morrowind, you start off worse than bad, and become a legend.
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Alyesha Neufeld
 
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Post » Mon May 07, 2012 9:13 pm

1) Slow moving - taking ages to move from place to another. And graphics isnt that great to walk for fun only without fighting.

2) Oblivion haters - that complain how much they hate Oblivion any place any time in Morrowind forums/Morrowind youtube videos, if you hate Oblivion so much go to Oblivion forums and complain there (not at Morrowind forums)

3) Quest Journal
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Dark Mogul
 
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Post » Tue May 08, 2012 7:07 am


2) Oblivion haters - that complain how much they hate Oblivion any place any time in Morrowind forums/Morrowind youtube videos, if you hate Oblivion so much go to Oblivion forums and complain there (not at Morrowind forums)


No, don't do that. Please. The Oblivion forums have lately become a mostly polite and respectful environment, and it would be much nicer to spread THAT around the rest of these forums. :)
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Kathryn Medows
 
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Post » Tue May 08, 2012 8:30 am

The worst thing in morrowind, 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.

This. AFAIK the only respawning NPC's are the different guards, dreamers and vampires... It could've used more respawning generic NPC's like in Daggerfall, and dialog can support it anyway.

5: Bosmer men. As soon as I hear that "GREETINGS! and SALUTATIONS!" I turn and walk the other way. Seriously, if you're arrested for murder, you ought to "pay the fine", "go to jail", "resist arrest" OR "explain that it was only a bosmer and the little fetcher deserved it."

My curiosity has not quite overcome my fear of Mehrunes Dagon knows hows many levels of oblivion you'd raise when a Bosmer male tells you "I have a feeling that you and I are about to become very close."
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Nadia Nad
 
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Post » Mon May 07, 2012 5:45 pm

My curiosity has not quite overcome my fear of Mehrunes Dagon knows hows many levels of oblivion you'd raise when a Bosmer male tells you "I have a feeling that you and I are about to become very close."

It usually ends with me shouting at the monitor, "No! You and MY FIST are about to become very close!" Which, when you think about it, is pretty cool. Ie, that a game can evoke that level of emotional involvement, not the RL shouting which is just pathetic.
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Marie Maillos
 
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