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391
Other Games / Re: Elder scrolls V: Skyrim
« on: February 04, 2011, 05:17:39 am »
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-No spears. Just the expected one-handed weapon, two-handed weapon and bow skills. Grouped around playstyles rather than actual styles of combat.

Remains to be seen how this will go. I assume crossbows and throwing weapons are still out...
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-Something vague about wanting to make Enchanting feel magical rather than something you can statistically gauge. Went on to describe different ways fire magic could be used - as a fireball, a flamethrower, as a kind of fire trap when cast over a rune on the ground, as a wall that can be spread over the ground or ceiling.
Both of these could be cool. Enchanting...well, anything's an improvement.
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-Alchemy described as the most magicky of the stealth skills...
Interesting. I wonder if they'll fix how broken potions are...mainly the fact that you can pause the game to pick one, drink it in an instant and have its effects hit you instantly. I've always thought it would be cooler to do potions as something that takes time to drink. So higher alchemy skill would produce more concentrated potions that you can down instantly, like a shot, whereas a poorer potion would have the same effects but take time to drink. Then the effects would be ongoing instead of instant. Instead of a shot of health, you'd bet a constant healing effect over some period, or protection or what have you. If you want to heal instantly, you already have spells and items, so why not have potions be a different mechanic?
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-No confirmation on werewolves/shapeshifting into other animals.
I wouldn't be hugely surprised if werewolves were (again) an expansion.
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-Horses/mounts should differ from Oblivion in how they feel to be controlled - less like tanks, apparently. Dragons will not be mounts.
Just lift the system from Mount and Blade, tbh.
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-Characters will start out as more or less a blank slate, since character creation will be mostly aesthetic. Choice of race will make certain attributes higher than others to start out with, and grant different racial abilities.
Very interesting. No idea if this'll be good or not.
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-Less choice when making faces (i.e. pick from different types of features and then tweak them rather than messing with a lot of individual sliders) but they will look better; there was an example of this on the podcast page but the image (originally a female Nord) seems to have been replaced.
Thank baby Jesus. All those sliders in Oblivion were a headache.
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-The level of each skill will matter less, with the emphasis placed on perks spent when you level to define your character.
If they're going in the direction of leaning it towards player skill more, this could be a really interesting way to it. I'm interested.
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-There will be around 280 perks in the game. Each skill has its own perk tree, which will allow for further specialisation, e.g. one-handed weapons has perks for swords, axes and maces.
Ahh, so it looks like they're making up for the loss and condensation of skills in an innovative way. I like.

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-Faster levelling than in Oblivion, because of the perk system. No hard cap on levels - designed for up to level 50, but if planned out beforehand a character could perhaps reach level 75.
I assume raising skills still raises your level?
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-Dragons have special AI that dictates how they act when two or more dragons meet each other (presumably won't happen normally but can be modded to happen). They can attack from the air, dive bombing and breathing fire, or from the ground. There will be variation among the dragons.
Awesome. Fighting dragons has a lot of potential...to be good or to be disappointing.
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-Played down Radiant Story - simply a tool used to tailor parts of random events and quests to each specific character, e.g. rescuing an NPC with a good relationship to the character from a cave they haven't already explored, along with a quest reward to suit the character.
I dunno how I feel about a quest reward to suit the character...I think knowing you'll get a good item every time reduces the fun of the game. People are more likely to keep doing something (i.e., it's presumably more fun to do) when they're rewarded unpredictably and sporadically; when you know every time that you'll get something good, the fun wears out a lot quicker.
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-From the sounds of it, the player's character will start in a prison once again. They will then discover that they are one of the dragonborn, and be summoned to High Hrothgar by the Greybeards. Nothing else said on the plot for obvious reasons.
I was kind of hoping this game's plot would involve any kind of predestination - no ancient prophecies or people marked at birth to fulfill some role. I mean, when I heard about "this one guy who fights dragons" I figured it would be cool if he was just that, not some reincarnated hero, but just a badass dude, and the main quest involved not your character fulfilling a prophecy, but just deciding you want to be badass too and going to learn from him or something.
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-In addition to snow and mountains, expect tundra, volcanic tundra, glaciers and pine forests too.
As long as there are alien and unearthly landscapes like in Morrowind I'll be happy.
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-Area of the world around the same size of Oblivion, but mountainous terrain should increase the time taken to travel around it.
That's good. Morrowind used mountains to create the illusion of size, to great effect. The thing is, MW also "used" lack of view distance to that same effect. Once computers got good enough to use graphics extenders, suddenly everything felt much smaller. I hope this game feels large.
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-Dungeons/caves will look better, as will the architecture of towns (i.e. won't look as if all built at the same time). Think Howard mentioned Skyrim having a more primitive feel to the world.
I don't care about dungeons looking better, I care about having more variety in them. As for towns, yeah, I hope there's some variety and creativity there. I like the idea of a more primitive world.

392
General Discussion / Re: Least Favorite State
« on: February 04, 2011, 04:49:12 am »
I'm not sure how New Jersey has so few mentions.

393
Other Games / Re: Elder scrolls V: Skyrim
« on: February 03, 2011, 02:10:50 pm »
Did you seriously type out "sucksbox" all three times?

394
General Discussion / Re: Justifying Right-Wing Economics
« on: February 03, 2011, 10:34:24 am »
Are you supposed to be advocating extreme libertarianism or something more moderate? If the former, good luck is all I can say.

395
General Discussion / Re: Egypt and the world
« on: February 02, 2011, 02:49:28 pm »
Wow. What about going out with class? And not digging your own grave?

396
DF Suggestions / Re: Floor Bars should stop hoofed animals.
« on: February 02, 2011, 10:48:25 am »
Good idea. Also, if they're real dumb, they could go ahead and try to walk on the bars and get stuck. You know what happens when a cow gets stuck in a cattle guard and nobody rescues it? It ain't pretty.

397
DF Dwarf Mode Discussion / Re: Blueprints and Industry
« on: February 02, 2011, 10:35:39 am »
While you're at it, how are dwarves setting up those workshops anyway? A mason's shop needs chisels, a carpenter needs saws, nails and hammers, a kitchen needs pots and pans and a stove, etc. etc. etc.

I dunno, I just think some things are meant to be abstracted because it's too much of a headache otherwise. I sure don't want to get the error message "Urist cancels build Kitchen: No metal forge or hematite, which is needed to forge cookware, or ceramic for serving food, or wood to make kitchen utensils, or running water, etc."

398
Other Games / Re: Elder scrolls V: Skyrim
« on: February 02, 2011, 10:21:52 am »


There are three possible solutions, none of which they seemed to consider:
  • Don't assume that someone engaging in the expansion content has to be doing it after the main quest is already finished. After all, the early Tribunal quests would work fine for a character who's only mid-level, if the critters weren't so tough. There wouldn't be anything wrong with it story-wise either, since Tribunal (for instance) already has restrictions in place to prevent you getting to post-main-quest story content before its time.
  • If you assume that the character has already done the main quest, don't make the new expansion quests revolve around tiny little annoying monsters that aren't appropriate for that level. Why goblins at all, in that case?
  • Even if you assume the above, the expansion areas still can have weak enemies, just like Vvardenfell does. There's no reason why there can't be easy enemies in addition to the difficult ones on Solstheim, right?

Huh? The whole entire point of the expansions is that they're a place for characters to move onto once they've become powerful enough that the main game is no longer a challenge. It's not really relevant whether you've finished the main quest or not, just whether you can hold your own with the new, powerful enemies.

As for the goblin thing, I can't really tell what you're complaining about - that goblins are strong? So goblins are tough in the TES universe, how's that a problem?

399
DF Dwarf Mode Discussion / Re: Why 40d?
« on: February 02, 2011, 08:35:57 am »
Essentially two major things, that I've noted at least.  I haven't played 40d, but I've been hearing about it.  The big differences are

1) Everything kills you.  Always.  Elephants in 40d would massacre whole civilizations, dragons would eat elephants as snacks, and carp would kill dragons on accident!  You think skeletal giant tigers are tough now, go fight a 40d goat.

2) Economy was in place.  Economy is much like capitalist economy, once you get a manager and a bookkeeper, economy is activated, where dwarves get paid according to their work, and they use that payment to rent their living space and other such.  You had to mint coins for them, so you could control the economy much like the government simply by minting more coins, and different jobs get different payments.  A legendary armorsmith could make a suit of armor and rent the best room in the fort for a year, or a plant processor could make some thread and he wouldn't have to sleep on the ground.


Neither of these are true. Elephants and carp used to be overpowered in way older versions, but were toned down. There's nothing that especially tough in 40d from what I can remember.

As for the economy, it was completely broken; that's why Toady just took it out. You didn't have to mint coins, and nobody did since as soon as you did, dwarves would spend all their time hauling individual coins from place to place. Otherwise the system worked on credit, but given the level of chronic unemployment in any fort, and how messed up the "prices" were, most dwarves couldn't afford a room (even though it was never clear who they were paying for their room) and would be thrown out (even though nobody threw them out, they just stopped sleeping in their old room). And nobles would CONSTANTLY "change the prices of goods" and spam you with messages about it. Basically, a few small fragments of an economy were implemented in a really half-assed way, and since Toady isn't developing that part of the game right now and nobody played with it on anyway, he just took it out for the time being.

400
Other Games / Re: Elder scrolls V: Skyrim
« on: February 02, 2011, 07:38:08 am »

Difficulty was horrible in the expansions too because it was all falsely inflated. Even the tinier dudes like goblins and rieklings (sp?) had insane amounts of HP even compared to some of the harder stuff on Vvardenfell. It was obviously designed for post-main-quest characters, yet even the parts that would reasonably be easy for them were made difficult by extremely artificial monster (and monster weapon) stat inflation. Seriously, goblin footsoldiers had as much HP as a storm atronach, and 1.25 times the HP of a dremora.

How else is difficulty supposed to be inflated? The alternative to goblins having shit tons of health is goblins having not a lot of health and getting one-shotted, thus not being difficult. Well, or there being a whole crapload more of them at once, but MW was rough on top of the line computers when it came out, and adding swarms of enemies would have about the same effect as as fortress full of dwarves having running water added.

Plus, I found the difficulty slider, if you chose not to use it cheesily, could be adjusted to keep things at a reasonable level of challenge.

401
General Discussion / Re: Least Favorite State
« on: February 02, 2011, 07:32:45 am »
I've only been to like half of the states so far. Planning to hit all but Hawaii on my planned road odyssey. Of the ones I've been to, either New Jersey or Indiana is my least favorite...probably Jersey, because I have some happy memories of Indiana what with family and all. Jersey is just a shithole. Really, Jersey is a shoe-in.

If I'd been to all of them, I have a feeling Kansas might top Jersey, although that's hard.

402
Other Games / Re: Elder scrolls V: Skyrim
« on: February 02, 2011, 06:31:23 am »
I have a hard time believing that anyone who played Morrowind relied much on random loot. There was so much overpowered stuff scattered about (I actually developed flowchart behaviour when figuring out where I wanted to go next, since all the good stuff was guaranteed to be in specific places) that any loot that did happen to be random/levelled was entirely superfluous. The only thing that stood out was Saints/Dremora/etc always using Daedric weapons at PC level ~20, but by then you wouldn't need them.

Of course, this is more a balance issue than anything; pretty much everywhere short of vampire lairs and areas with Ascended Sleepers in confined quarters was completely nonthreatening once you hit level 5 or so. The cause of concern is that Bethesda implemented a near-perfect fix for the issue in Oblivion, and still managed to get it wrong. Anyway, this has already been discussed (even here, I think), so there's little point in me continuing.

Yeah, the balance was pretty screwed in Morrowind. You could crank up the difficulty and keep things going a while longer, but by level 30 or so you had to either start a new character, install difficulty mods, or go to the expansions.

403
Other Games / Re: Elder scrolls V: Skyrim
« on: February 02, 2011, 06:03:04 am »

As far as leveled monsters/items are concerned, I don't think any of that should be necessary, even by Morrowind standards. In my opinion, having to scale things to the character's level means that you've failed to provide an interesting world with varied and workable challenges in it. Granted, in Morrowind it was fairly unobtrusive, but you still had things like leveled loot, which I hate; if I have a character who (for an example) specializes in taking high risks at low levels and using illusions, cunning, and sneaky skills in order to infiltrate difficult areas, why shouldn't he be rewarded with amazing stuff instead of punished for it with lousier stuff than he'd get when that area is a cakewalk? The answer, of course, is that game design is haaaaaaard and that would require areas that aren't easy to get into and loot even at low level due to balance and AI issues.


I don't think Morrowind really had a problem in that respect. Plenty of good loot was hand-placed and was always there. More of it would appear randomly once you hit a certain level, sure, but if your level 3 thief wanted to be badass and sneak into some lair and pick up some phat lute, there was never a problem with that. The fact that you weren't guaranteed to find good stuff, if anything, is what makes it worth raiding caves over and over. If you know every time you sneak into some mine shaft that you're coming out with a sick item, pretty soon it gets old, and there's no pleasure in finding cool stuff anymore. Once you're high enough level, enemies are getting tougher and the game supplies you for that by having more powerful stuff show up in more places, sure, but it's still a crapshoot every time. I think that's a fine system.

404
Other Games / Re: Elder scrolls V: Skyrim
« on: February 01, 2011, 12:06:16 pm »
Whoa, I didn't realize they weren't even letting you pick skills at the beginning. I'm not sure how that's going to work out...in the other games, if you didn't have bonuses to a skill (i.e., your race gave you a bonus or you picked that skill) it was basically useless. It had to be at least at 25 or so to be any good at all IIRC. So what do all skills start at now? 5 where you suck at everything? 25 where you're decent at everything? I guess you could start out sucking at everything and all the enemies are really weak for a while.

If well implemented this could be really interesting, as detailed in Sordid' post above. If badly implemented it could be a horrific disaster which modders would have huge headaches trying to fix in a balanced way.

Also, any details on how the level scaling or lack thereof is supposed to work? I'm sure it won't be like Oblivion, given how well that was received. I liked Morrowind's system honestly and I don't know why it needed to change. Certain areas are safe, certain areas are more dangerous, other areas are certain death if you're too weak. Nothing wrong with that. There was some scaling in that more powerful monsters would only begin appearing randomly when you were high enough level, but generally it made the game open up more gradually: you didn't want to go into the Ashlands as a low level character, you didn't want to go into Daedric shrines or Red Mountain until you were quite badass, and you couldn't even step foot on Solstheim without getting your ass ripped apart until you were tough enough to laugh off 9 out of 10 enemies from the original game.

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Keep in mind that bronze isn't half bad, either. Not as good as steel, sure, but view it as somewhat of a challenge.

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