What do you miss from older Bethesda games?

Post » Sat Jan 16, 2016 8:19 pm

I've actually missed this quite a bit from all the games past Morrowind. While the scaling loot has its advantages, I will ever forget Morrowind's vaults. I remember as a low level to on somehow scrounging enough gold together to make my way to Vivec. I explored a bit and stumbled into the vaults. I don't remember how, might have been a lot of saving and reloadijg, but I managed to make it into one of those little treasure troves of loot, gems, and gear. I have not found anything comparable in a Bethesda game since. Even the areas with a lot of loot at high levels only seem to have a few interesting pieces. No huge troves of treasure or gear that make you go "Hell yeah!"
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Georgia Fullalove
 
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Post » Sat Jan 16, 2016 6:08 pm

You know what I get nostalgic for?

Fog.

On a foggy autumn/winter morning, driving through the countryside, I'll say "it looks like Daggerfall out here" and my husband knows exactly what I mean. I even missed the fog when I installed the MGE mod for Morrowind - seeing the landscape revealed a footstep at a time made the island seem so much bigger and more mysterious.

Then again, of course, nothing quite beat seeing the magnificent tower of the Imperial City from halfway across Cyrodiil, so I suppose there's an upside to the "modern era".
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Janine Rose
 
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Post » Sat Jan 16, 2016 1:15 pm


I don't know if that recipe would work properly in a FO game. I'm still on the fence about FO4's loot system, I like the legendaries but I dislike the randomness. Maybe it would be preferable to treat those legendary attributes as mods so we could remove them from useless weapons and put them on our weapon of choice.

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Haley Cooper
 
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Post » Sat Jan 16, 2016 8:46 pm

RPG stats, I really want that to come back in the next elder scrolls game, the health/stamina/magic system was a joke in skyrim and weight shouldn't of been tied to stamina, the tank characters really got screwed in that game having to wear more armor and deal with less weight.

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P PoLlo
 
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Post » Sat Jan 16, 2016 11:44 pm

good dialogue system. level listed enemies.

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Lloyd Muldowney
 
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Post » Sat Jan 16, 2016 3:29 pm

I felt fallout 4 was linear in it's construction compared to Bethesda's previous releases. I played Skyrim for 2 months finding all these little hidey holes, but I don't get the same sense of adventure from F4. It feels like a lot was missing. Don't get me wrong, I've enjoyed exploring Boston but I feel it haven't really offered much.





Man why didn't I think of that... Fog would have been totally awesome! Probably a mod out there somewhere.

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Project
 
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Post » Sun Jan 17, 2016 12:27 am

As this is spanning the BGS catalogue, I'll spin this out to Community Discussion where more people will see it :)
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jessica sonny
 
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Post » Sun Jan 17, 2016 1:34 am

Maybe I'm crazy but there is fog in this game sometimes, a haze very low visibility.

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clelia vega
 
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Post » Sat Jan 16, 2016 8:58 pm


Oh, of course, you're right - but that's a "special effect" rather than an engine limitation :)
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Lil Miss
 
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Post » Sun Jan 17, 2016 3:03 am

Dancing nvde girls
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Tiff Clark
 
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Post » Sat Jan 16, 2016 11:58 am

I could see it returning, but not all of the stats. I felt like personality and luck was abit meh. Rest though could be a nice fit.



What good dialogue system?

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Emily Jones
 
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Post » Sat Jan 16, 2016 8:15 pm

From fallout 3, that would be nice, and if you ever played fallout 1 and 2 it was like you had an actual conversation back then.

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Sheila Esmailka
 
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Post » Sat Jan 16, 2016 8:27 pm

Ah gotcha :P

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BethanyRhain
 
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Post » Sat Jan 16, 2016 6:39 pm


Heh.. yeah Morrowind got me hooked on Bethesda games. I do miss the seemingly endless dungeon crawls then finding some really cool stuff.



I think the problem with loot in Fallout 4 is that there's too much loot. You find power armor everywhere, guns everywhere, legendary items everywhere, and what is the deal with this syth armor?? bleh...



It would be nice to find more experimental armor or weapons in some of the old government, scientific, and military buildings like one quest I won't mention because spoilers.

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Roddy
 
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Post » Sat Jan 16, 2016 12:47 pm

I miss the armor and weapons degradation system, I miss throwing knives, I miss throwing stars, I miss spears, I miss attributes, I miss skills, I miss the birthsigns menus, I miss the classes menus, I miss medium armor, and I miss very well written dialogues and quests and the stories told by the quests.

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chloe hampson
 
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Post » Sat Jan 16, 2016 11:01 pm

The Elder Scrolls III: Morrowind's dialogue system with the text is one of the best ones after Baldur's Gate and Planescape: Torment, followed by The Elder Scrolls II: Daggerfall.

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priscillaaa
 
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Post » Sat Jan 16, 2016 11:49 am

A strong, silent playable character and a laundry list of things that will likely never return.

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Lauren Denman
 
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Post » Sat Jan 16, 2016 8:59 pm

That is not a dialogue system, it is an info dump. Rarely can you actually reply, and have your voice heard. So i much prefer they keeping what they had in Skyrim going forward for TES.

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Cash n Class
 
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Post » Sun Jan 17, 2016 3:01 am

Whatever, it's one of my favorite text based dialogues ever. From those four video games I named.



In The Elder Scrolls III: Morrowind I felt like I can imagine roleplaying any different kind of voices, than I ever could try to imagine in The Elder Scrolls IV: Oblivion, Fallout 3, Fallout: New Vegas, and The Elder Scrolls V: Skyrim.

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Jack Moves
 
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Post » Sat Jan 16, 2016 1:17 pm

Cliff Racers.

:dance:

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Lizs
 
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Post » Sat Jan 16, 2016 3:24 pm




I'd say Fallout 3. Besides not being the most well written, it still possessed the many options one would expect from a Fallout game. A fair amount of responses, multiple questions to ask, responses that can be made to the answers you get from those questions, hearing the NPC react to your response. You know, genuine dialogue. On top of that having an extensive amount of your character stats such as a number of different attributes, skills, and perks have an effect on dialogue and what you can say, which would open up a variety of different paths one could take when dealing with a quest or NPC.



It wasn't necessarily Bethesda's area of expertise because dialogue was never as authentic in TES where it was just a means of just gaining information most of the time, but for their first Fallout game it was a good start. Something I had hoped would reflect on future Bethesda games. Boy, talk about false hopes.


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Cathrine Jack
 
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Post » Sat Jan 16, 2016 3:07 pm

Hah. I both strongly agree and disagree with this. As you pointed out with MGE (and earlier distant landscape mods), a lot of people did a lot of work to remove that fog. And I love some of the amazing views in Skyrim.



But the fog was atmospheric and added to the mystery. And it also made Morrowind seem much larger than it actually was (not counting Daggerfall because it really was that big).



I'd love to see a "best of both worlds" where maybe there was a huge valley or island that was misty most of the time. But that would require a really huge open world, even by current standards.

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Danii Brown
 
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Post » Sat Jan 16, 2016 7:54 pm

I remember in fallout 3, Evergreen mills I think it was. A dancing pole with bottle caps scattered around at it's base. Nice touch I thought, but still an absence of dancing girls :cry:

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Amy Cooper
 
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Post » Sat Jan 16, 2016 2:44 pm

Writing was never Bethesda Softworks and Bethesda Game Studios' expertise? The Elder Scrolls III: Morrowind did not have some very well written quests? I think it did.

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Quick draw II
 
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Post » Sat Jan 16, 2016 3:58 pm

http://www.fullrest.ru/upl/wmn1gpHi.jpg



This is more a criticism of 3d gaming in general, but it's particularly relevant in Bethesda's games now, where few characters are individually drawn or modelled (instead they are made from the same set of parts as the other characters).




I'm thinking more of Daggerfall's sprites, but I couldn't find any good examples that weren't showing nipbles, so Fallout can demonstrate. But there were some rather impressive looking people in the dialogue menus and in the world sprites. Now they have to worry about clipping so all the haircuts are taken down to thin and stringy things because they won't get in the way of animation and they look more normal as static body parts than would a huge frozen head of hair.



Physical appearance is also drastically limited now. You can't have anyone too curvy or it would screw with the animations and the predefined clothing they have. Their faces can only be a certain shape before it interferes with the speech animation of the jaw, so everyone has pinched faced and outsized teeth.




Bethesda has come a long way with improving character design in the last few years, and I do see why they make them the way they do. I just miss women having huge flowing hair and wizards with beards that reach their knees.

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El Goose
 
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