What was overlooked ignored in Oblivion

Post » Thu May 03, 2012 4:57 am

Not enough hats, hoods, clothes, shoes, no non armour boots or gloves, the wrist irons do not go with the dresses, no circlets or tiaras or other non armour headgear, it's not right to wear a hood in town when the sun is out.
Apart from that, no real quibbles.
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i grind hard
 
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Post » Wed May 02, 2012 9:04 pm

Pretty much spot on, Glargg...

As much as I love my modded version of Oblivion, its paper-thin story and patronising tone are almost impossible to rectify. Hopefully Skyrim has the depth and complexity of story that Morrowind possessed. And a lot more of the budget to go on getting more (and better) voice actors.
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TIhIsmc L Griot
 
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Post » Wed May 02, 2012 7:31 pm

I agree with glargg's comment about the quests. While I do indeed enjoy some of them (at least the first time I happened or happen upon them), they are quite linear in process.

For this reason most of my "questing" in Oblivion is done on my own and in my head. While recent posts by me about efficient leveling and slow leveling may lead one to suspect I only care about the numbers, nothing could actually be further from the truth! I care very much about the RP-side of this game!

((( I am a 40 year-old IRL and my RPG origins trace to the original brown box of D&D which included Men & Magic, Monsters & Treasures, and Wilderness & Underworld Adventures). My absolute fondest memories of D&D are not of the stats in the Monster Manual or the tables in old DM Screen, but of the characters and situations my players and I acted out (I was often the DM). )))

Similarly, in Oblivion, I enjoy just being in the moment, whether it's with my do-gooder warrior, my almost ascetic mage, or my solitary ninja. With each character I derive the greatest joy not from +5's at level up time (I barely pause at such screens), but from the wonderful little situations which Oblivion makes possible, and which my imagination enhances for me. This is why each of my characters has a preferred sleep schedule, and if they get behind in their sleep then when finally a safe haven is reached they often sleep for the better part of a day, or more! Similarly, they eat and drink, and take time to read, etc.

That said, I return to where I began: I agree with much of glargg's post, and would have liked to have seen branching quest lines and more intricate layering to the quests in general. I also wish the quests didn't put green or red markers in your compass. I would much prefer, as someone said earlier, to puzzle out the locations of quests and figure out the steps to take myself. The green/red markers remind me too much of WoW and other modern rpg's which barely deserve the RPG moniker.

Still, there is so much about vanilla Oblivion which I have come to love, that I only post this because the question was asked. I have an almost uncharacteristic (for me) optimism for how well I believe Skyrim is going to turn out. It is easily my most anticipated game in half a decade (at least) and I believe it will "answer" many of the charges and questions raised in this topic.

On, and unless I missed them, I wish there were non-alcoholic drinks in the game (ciders, water, milk, juices, etc.).
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Danny Blight
 
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Post » Wed May 02, 2012 9:53 pm

Some little things, that are typically addressable by mods. Like:

- Bound arrows with bows
- Hats and gloves
- Rebuilding some locations that are destroyed in game (no specifics because of spoilers)
- Deleting spells (though this doesn't bother me much)
- Spears would be nice
- An unarmored skill

probably a few more
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Andrea Pratt
 
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Post » Thu May 03, 2012 1:36 am

Quest/Livelihood options for characters outside the law.

For e.g.: A Bandit/Marauder band to join.
That would be great!
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Setal Vara
 
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Post » Thu May 03, 2012 1:32 am

Actually, when I first played Oblivion and joined the TG, when I started collecting the clues on the background of the Grey Fox, I was starting to wonder if it was possible to turn him in to the Imperial Legion and use those clues as evidence to prosecute him (join TG to infiltrate them). Alas, as it has already been mentioned, Oblivion's quests were rather linear.

Edit: @ OP. When I first played Oblivion, coming from thoroughly playing Morrowind, of course there were many disappointments, but I cannot deny one standing fact. I'm still playing Oblivion to this day from release.
When I first addressed one of the beggars in Oblivion about the Gray Fox, they asked why I wanted to know, and one of my speech options was "I want to kill him." or something like that. When I saw this I thought that I would be able to turn him in/ kill him. I was sorely disappointed when I never got the opportunity to. I was also disappointed that the mysterious, legendary, prestigious Gray Fox turned out to be nothing but a lovesick count.
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Laura-Jayne Lee
 
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Post » Wed May 02, 2012 10:18 pm

I second everything Pseron said and I′d like to add deletion of spells. I also have a problem with the ugliness of the Jeralls when it′s not snowing and it has even started to rain there at times even though the wiki says it′s zero chance of raining there. Fortunately I′m on PC and many of the issues have been fixed via mods or console commands.

:bowdown: The Power of the PC


And look! Renee Gade II is here! :D
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Joey Bel
 
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Post » Wed May 02, 2012 3:19 pm

I second everything Pseron said and I′d like to add deletion of spells. I also have a problem with the ugliness of the Jeralls when it′s not snowing and it has even started to rain there at times even though the wiki says it′s zero chance of raining there. Fortunately I′m on PC and many of the issues have been fixed via mods or console commands.

:bowdown: The Power of the PC


And look! Renee Gade II is here! :biggrin:
I completely forgot that this topic still existed! Ha!
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kirsty williams
 
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Post » Thu May 03, 2012 5:33 am

jumping animation lol
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Crystal Clarke
 
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Post » Wed May 02, 2012 10:11 pm

This thread was humorous to read post Skyrim. None of the issues brought up here have been fixed at all. And if anything the new quest marker makes things even easier and quests are just as linear as ever.
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Je suis
 
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Post » Wed May 02, 2012 6:55 pm

This thread was humorous to read post Skyrim. None of the issues brought up here have been fixed at all. And if anything the new quest marker makes things even easier and quests are just as linear as ever.
Some devs never learn, huh? ;)
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Erich Lendermon
 
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Post » Wed May 02, 2012 3:12 pm

My biggest pet-peeve has always been the suicidal nature of NPCs. Even with their life hanging by a thread they will not yield or try to run away. I don't know how hard it would have been to implement but it seems that all the game mechanisms are already there. All it would have taken is connecting a few dots. I get the feeling there is a reason you are forced to kill even after you have clearly beaten your enemy. That's a very disturbing feeling.
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Anna Beattie
 
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Post » Thu May 03, 2012 3:02 am

My biggest pet-peeve has always been the suicidal nature of NPCs. Even with their life hanging by a thread they will not yield or try to run away.
Yeah, pretty stupid ;)

I get the feeling there is a reason you are forced to kill even after you have clearly beaten your enemy. That's a very disturbing feeling.
I agree here too. Why are we forced to kill when we′ve already won?
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Anthony Rand
 
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Post » Thu May 03, 2012 5:39 am

This thread was humorous to read post Skyrim. None of the issues brought up here have been fixed at all. And if anything the new quest marker makes things even easier and quests are just as linear as ever.
I haven't played Skyrim, so I do not know if this is true. But I was told that quest-related NPCs could be killed, and sometimes are, before the player is able to be given the quest, or complete it. However, this only applies to side quests and not the main quest. Is that true?

As for what was left out of Oblivion... this is going to sound silly, since everyone else has such thoughtful critiques, but I missed seeing guars. Yes, I know they were unique to Morrowind, and valued for there hardiness in the Ashlands, but they were so darn cute! And who didn't fall in love with their purr? I always felt happier when I saw one. I kind of wish Oblivion had a creature which had that same effect on me.
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Misty lt
 
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Post » Wed May 02, 2012 6:48 pm

I haven't played Skyrim, so I do not know if this is true. But I was told that quest-related NPCs could be killed, and sometimes are, before the player is able to be given the quest, or complete it. However, this only applies to side quests and not the main quest. Is that true?
It happens in Oblivion too.
Spoiler
In my game Big-Head was dead before I could him the Fork.
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Dean Brown
 
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Post » Wed May 02, 2012 8:23 pm


I haven't played Skyrim, so I do not know if this is true. But I was told that quest-related NPCs could be killed, and sometimes are, before the player is able to be given the quest, or complete it. However, this only applies to side quests and not the main quest. Is that true?

As for what was left out of Oblivion... this is going to sound silly, since everyone else has such thoughtful critiques, but I missed seeing guars. Yes, I know they were unique to Morrowind, and valued for there hardiness in the Ashlands, but they were so darn cute! And who didn't fall in love with their purr? I always felt happier when I saw one. I kind of wish Oblivion had a creature which had that same effect on me.

Yes in Skyrim some of the side quest npcs can die. Thing is at least 1/3 of the npc population is marked essential and unkillable anyways its really kind of ridiculous. Its especially funny at the end of the civil war when you're told to kill some npcs who turn out to be invincible even tho they were not quest related at all.
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Curveballs On Phoenix
 
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