What version of TES V are you looking for?

Post » Sat Feb 19, 2011 2:43 am

Edit: Now I remember a very important thing: Could the guards not be a Sherlock Holmes-Army ?
[/quote]

epic sentence

:)
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Rozlyn Robinson
 
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Post » Sat Feb 19, 2011 2:45 am






Morrowind and Oblivion seem more alike to each other than any of the other games, to me, and I and feel the same way about Arena and Daggerfall. I play Morrowind and I feel like I'm playing Oblivion's predecessor. I play Daggerfall and I honestly don't recognize it as being Morrowind's predecessor as much, although perhaps that's just due to technical changes.

I've been playing Daggerfall a lot lately and I have the controls mapped to be exactly like Morrowind. Once you get into it, you notice how similarly they play.

Travel to a city, take a quest, do the quest, sell your loot. Randomly generated quests are still people giving you a job. It's still the action of reporting to someone, completing their task, and then returning for your reward.

The dungeons and world are bigger and less intimate, which gives it a different feel, but once you get into it, you're going through the same motions.
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Katie Samuel
 
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Post » Fri Feb 18, 2011 7:28 pm

I've been playing Daggerfall a lot lately and I have the controls mapped to be exactly like Morrowind. Once you get into it, you notice how similarly they play.

Travel to a city, take a quest, do the quest, sell your loot. Randomly generated quests are still people giving you a job. It's still the action of reporting to someone, completing their task, and then returning for your reward.

The dungeons and world are bigger and less intimate, which gives it a different feel, but once you get into it, you're going through the same motions.

Not exactly. The quests may be similar in style, my favorite part of the series is running off into the wilderness in Morrowind and Oblivion, looking for stuff. The first time I tried that in Morrowind, I stopped a little smuggling operation, found a wrecked ship, found Pelagiad, found a flying elf, and found someone who wanted me to find a bandit she loved. The first time I tried that in Oblivion, I found a bandit camp that had one of my favorite books in the series in it, a hidden necromancer deep into my first Ayleid ruin along with various letters describing what happened there and an Ayleid statue, a goblin throne room inside a fort, and a lost Ayleid city with translated stones describing the events as well as the corpse of an archaeologist and an underwater waterfall all deep within a cave. I found plenty more within both games later on, as well roads. The first time I tried that with Daggerfall, I didn't get results. The gameworld is too empty, and exploration is my favorite part of Bethesda's games. Guess how many quests I haven't completed in Morrowind and Oblivion because I was exploring instead. :P

I have the controls in Daggerfall the same way and I've played it quite a bit, but it's just a bit strange, if you ask me. Again, it may be due to technical aspects, but I love MP3 sounds, people who aren't sprites, and people who talk at least a bit other than repeating "Halt". "Muthsera, outlander" made that much of a difference to me. At least people seemed like people then. With that post, I'm not promoting full voice acting, but I just like the simple voiced greeting that makes the gameworld seem more like a world. Other than that, Morrowind and Oblivion share the same leveling system, lack of time limits, the same "fleshed-out" aspect, and more variety than "I could swear this looks exactly like the temple in ."
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m Gardner
 
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Post » Sat Feb 19, 2011 5:19 am

I, like always, agree with Seti. Daggerfall felt big and bold but it was not detailed enough to think much about exploring.

Morrowind and Oblivion are great for exploring for the reasons that Seti18 already gave.

Even though I like Oblivion the best I hope that the next game will be completley new just like the rest of the series has been like. Every TES game has been built from the ground up with the exception of lore. I hope it stays that way.
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Latino HeaT
 
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Post » Fri Feb 18, 2011 10:29 pm

I, like always, agree with Seti. Daggerfall felt big and bold but it was not detailed enough to think much about exploring.

Morrowind and Oblivion are great for exploring for the reasons that Seti18 already gave.

Even though I like Oblivion the best I hope that the next game will be completley new just like the rest of the series has been like. Every TES game has been built from the ground up with the exception of lore. I hope it stays that way.

Todd's comments about the new game running on completely new technology gives me much hope that Bethesda will continue their building of games from the ground up. Fallout 3's dungeons/locations also gives me hope that Bethesda is getting better at building interesting gameworlds.

You might not want to be so quick to always agreeing with me, though. :P
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Sakura Haruno
 
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Post » Fri Feb 18, 2011 11:25 pm

You might not want to be so quick to always agreeing with me, though. :P


I will stop when I see fit. You have yet to fail Senior Camoran! :bowdown:
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sexy zara
 
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Post » Sat Feb 19, 2011 7:38 am

It probably could have a lot to do with the games you're used to. Because the way the NPCs look and the noises are atmosphere to me and not really the meat of the game. In fact, after getting into Daggerfall, I find the comments that everyone makes as I pass them in Morrowind kind of annoying sometimes.

Morrowind and Oblivion have Daggerfall beat in blind exploration, as in just setting out blindly and stumbling across something. But, to me, blind exploration is just one extra way to find adventure. It's an excellent addition and an even trade-off for the larger world, but it all still tastes like The Elder Scrolls, to me.

I say it's an even trade-off, because a small world packed full of stuff is just as immersive as a big empty world, to me. Why?

Because Morrowind is probably about the same size of my neighborhood, and when I go for a walk through my neighborhood, there is usually a lot of stuff going on along the way, like in Morrowind. So, it works. On the other hand, when I make a 3-hour trip from Philadelphia to D.C., it's all just trees and gas stations. So, the longer the distance, the blander the trip. That's why Daggerfall works for me, too.

Also, finding an easter egg, like letters on a dead corpse, is really a rare thing, and has nothing to do with gameplay. And if that's your favorite part of playing an Elder Scrolls game, I suggest you get back into Morrowind. Because you're kind of missing out.
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Sharra Llenos
 
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Post » Fri Feb 18, 2011 9:34 pm

It probably could have a lot to do with the games you're used to. Because the way the NPCs look and the noises are atmosphere to me and not really the meat of the game. In fact, after getting into Daggerfall, I find the comments that everyone makes as I pass them in Morrowind kind of annoying sometimes.

"Outlander..." I sometimes yell "shut up!" at my computer.

Morrowind and Oblivion have Daggerfall beat in blind exploration, as in just setting out blindly and stumbling across something. But, to me, blind exploration is just one extra way to find adventure. It's an excellent addition and an even trade-off for the larger world, but it all still tastes like The Elder Scrolls, to me.

I say it's an even trade-off, because a small world packed full of stuff is just as immersive as a big empty world, to me. Why?

Because Morrowind is probably about the same size of my neighborhood, and when I go for a walk through my neighborhood, there is usually a lot of stuff going on along the way, like in Morrowind. So, it works. On the other hand, when I make a 3-hour trip from Philadelphia to D.C., it's all just trees and gas stations. So, the longer the distance, the blander the trip. That's why Daggerfall works for me, too.

So, true.
Also, finding an easter egg, like letters on a dead corpse, is really a rare thing, and has nothing to do with gameplay. And if that's your favorite part of playing an Elder Scrolls game, I suggest you get back into Morrowind. Because you're kind of missing out.

Oblivion has LOADS of this. "Oford Gabings" "Arvena Thelas" To name a few. There is also Maiq. And the NPCs talk about loads of Morrowind stuff.
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Emma Pennington
 
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Post » Sat Feb 19, 2011 2:03 am

I want them to finally fix the &§(&"! rulesystem.

I want an intuitive rulesystem - you choose the skills you want to use, you play, it works.

Not the anti-intuitive crap they have now, where you have to study every skill in detail, keep close track of the progression of skill, and have to train before leveling to actually end up with an optimal character.
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Gen Daley
 
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Post » Fri Feb 18, 2011 7:35 pm

Oblivion 2, Morrowind 2, Daggerfall 2... Why not Arena Fallout 3 (Or New Vegas) with swords and magic in Tamriel?
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christelle047
 
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Post » Sat Feb 19, 2011 10:56 am

they should ever combine the best parts of the series or make a completely new experience not that I'm against a oblivion 2.0
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Saul C
 
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Post » Sat Feb 19, 2011 5:57 am

Mix of what I hope, fear and expect:
Unmistakably the successor of Oblivion and for those wanting to admit, Morrowind too.
A true update of the pen-and-paper RPG to digital media. For some it will be conceived as butchering, for some it will be awesome.
(Action-packed, fast-paced, streamlined, lots of intelligent stuff through AI and scripting, new RPG elements, lots of graphic stuff. things we didn't even imagine)
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Chad Holloway
 
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Post » Fri Feb 18, 2011 8:46 pm

Oblivion 2.0

If they kept the core of Oblivion, plus Fallout 3's dialogue, descision making and leveling system and obviously prettier graphics, I'd be more than happy.
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Cameron Garrod
 
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Post » Sat Feb 19, 2011 7:52 am

I want to see story/quest progression of Morrowind. I want to see plenty of people in a city. I want an armor system more like Morrowind. I wouldn't mind written dialog. I want political intrigue, not just good vs. evil. I want Morrowind 2: Skyrim.
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Rachel Hall
 
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Post » Sat Feb 19, 2011 5:24 am

I want Morrowind 2.0
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sas
 
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Post » Fri Feb 18, 2011 9:09 pm

Have you ever tried to get people to see things your way by telling a joke, then suddenly threatening them, then boasting about your achievements, and then flattering them in real life? I doubt it would work.


I've never tried personally, but http://www.youtube.com/watch?v=tAHBMj2N5Qs, and from the looks of it, it worked. :D
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Harry Hearing
 
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Post » Fri Feb 18, 2011 11:18 pm

The game should be different yet still ES. If it's made it is going to be in a different province that has it's own character but is still part of Tamriel.
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Monika Fiolek
 
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Post » Sat Feb 19, 2011 2:59 am

I would be really unhappy if it was Oblivion 2.0. Games can't be a copy of the predeccesor, especially an elder scrolls game. I want to see some fresh and entirely new changes building on the strong points of all the games.
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Kieren Thomson
 
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Post » Sat Feb 19, 2011 7:40 am

maybe they can overhaul the series with completly new everything, but what everyone feels is elderscrolls. The races( they could possibly redesign or add), Weapons( could redesign or add), polish up the fighting system, and the choppy fast travel technique.
I would like them to keep the map, and have the ability to travel to another province, than being stuck in one. Keep the guilds, and all the weapons, spells, books, armor, from previous games.
and maybe add some quests to cities that you have to ride silt stryder's to. maybe...
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Maya Maya
 
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Post » Sat Feb 19, 2011 4:30 am

I would like to see that they get back to the basics and not continueing the line of Oblivion and Fallout 3.
So back to the "see for yourself" role playing style of Morrowind instead of taking players by hand and make it casual. More sandbox, less action. And more options this time please, just like in Morrowind.
There are too few real roleplaying games these days and too much action based. Don't get me wrong; i like action sometimes myself. I also play hack & slash rpg's like Sacred 2 and action based like Venetica.
But i also still play Morrowind and like it's gameplay. Oblivion is just too short. What i also like in Morrowind is the character development and the story telling. I would like to see something similar in the next TES.
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Daddy Cool!
 
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Post » Sat Feb 19, 2011 9:39 am

Well of course I want a different game.

Especially finally a rulesystem that works. Not this awful mess they have in Morrowind and Oblivion, where you have to study the skills in detail, avoid certain skills as majors as they rocketlevel, keep close record of your skills so you get your +5 improvements etc. :blink:

Also upgrades in graphics and technology
- Newest graphics features
- Improved Radiant AI
- A facegen that is simple to use, i.e. doesnt move other sliders if you move one of them :brokencomputer: :banghead: :swear: , comes with a bodygen, allows saving/loading designs (IMPORTANT!!!!!) so you can use other peoples designs.




I have a feeling that Bethesda is going to carry on the tradition of completely changing the game, and getting a whole seperate fanbase, and digging a deeper hole for themselves into all the arguing about how was better than , and how is unfairly flamed and how is a disgrace to Elder Scrolls lore.

It happens every time. Bethesda never learn.

Err ... what ?

What relevant change was there between Morrowind and Oblivion ?

Of course - better technology. Graphics, physics, AI etc.

Some small changes in the rulesystem which caused it to improve slightly. But its still an awful mess. You still need to control your levelup in masochistic ways.

Overdone level scaling. Smaller game world (though still large enough).

Combat system changed quite a bit so you need better reflexes now (and I never managed to manage it).

And so on.

But nothing really BIG. Its still the same old.
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Emma Copeland
 
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Post » Fri Feb 18, 2011 9:34 pm

Smaller game world...


Nope, Cyrodiil is larger than Vvardenfell.
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josh evans
 
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Post » Sat Feb 19, 2011 1:05 am

I don't want to see a "Morrowind 2", and I especially don't want an "Oblivion 2". It would please a LOT of people here if Bethesda takes the best elements and ideas from the last 3 installments (DF, MW, and OB), and creates something that exceeds all of them. Blending a small amount of random content to keep things "interesting" and bringing back some of the skills and detailed character development aspects of DF, some of the hand-placed content and equipment diversity from MW, along with the improved NPC scheduling and graphical improvements of OB, could be the closest thing possible to "all things to all people".

I would also consider it a big step in the right direction to bring back the risk of failure in spellcasting, alchemy, combat, and other tasks, but in a way that's less frustrating than in MW. Allowing the player to adjust the rate of failure by selecting an easier or harder goal isn't that difficult; by having a slider for "spell strength" (or duration, etc.) the character can either set it so there is no risk of failure but not much effect, or else go for a higher setting and greater effect but with a chance for things to go wrong. At the one end of the spectrum, MW always had you attempt to create the strongest effect possible with the equipment or skills available (leading to a high failure rate and much frustration), while at the other end of the spectrum, OB never let you fail at anything but never allowed you to attempt anything even one skill point above your limit (leading to boredom). I would much prefer to be able to "manage" the degree of risk in almost all aspects of the game, either by remaining in safer areas or venturing out into known trouble spots, by setting spell parameters within the "safe" limits or else pushing the character's abilities to where it's dangerous, or by selecting different grades of equipment to either work within the character's current skills or attempt to do someting more difficult. MW allowed control over SOME of those aspects, but not all; OB took all voluntary control away and delivered a flat and boring "same degree of diffiulty" throughout, with no chance to go beyond and no chance to fail. The result was that MW allowed you to powergame, but didn't require it; OB required you to manage your character in certain ways just to stay even with the "difficulty curve", which seriously compromised its effectiveness as an RPG. Taking the next game in the series any further in that direction would lead to it being nothing more than another "hack and slash" action title, in my opinion. Taking it backwards would be another mistake.

- Note: The map of Cyrodiil is MARGINALLY larger than Vvardenfell (funny, because Cyrodiil is supposed to be several times the size), but MW had levitation to allow access to virtually ALL areas of the map, while a significant portion of OB's terrain was inaccessible. Also, the perimeter regions in OB gave you that "you cannot go there" warning, even though your adversaries could "go there" and pelt you with arrows and spells with impunity. On the other hand, a sizable part of the map in MW was its uninteresting surrounding seascape with not much of interest, while OB had less water with not much there either. The net result was probably similar "playable" area.
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Michael Korkia
 
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