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Author Topic: The Elder Scrolls V: Skyrim  (Read 1550050 times)

Sensei

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Re: The Elder Scrolls V: Skyrim
« Reply #8565 on: March 26, 2013, 05:33:30 pm »

I dunno, perhaps consider that NPCs in the ES series did at least move around and pretend to talk to eachother and work? Even if the world wasn't quite as active, I'd still like to see the combat style in MMO form.
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alexandertnt

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Re: The Elder Scrolls V: Skyrim
« Reply #8566 on: March 26, 2013, 07:24:10 pm »

I read this and my expectations are not high...

"TESO doesn't try for that. Its world has an empty vibe to it, with very little interaction density and quest-givers just sitting around holding out for a hero."
How is that a comparative complaint? Oblivion and Skyrim is the same.

How is it not a comparitive complaint?

NPC's walked around and even talked to each other. They went between their place of work and their houses to work/sleep. Sometimes they came up to you. It made the NPC's seem like they had some purpose in the game world beyond dishing out quests.

It is implied that in TESO, they stand there stationary, 24 hours a day, never moving budging or showing any sign of being alive. It is basically hinting that the NPC's function like most other MMO's NPC's, in contrast to TES.
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This is when I imagine the hilarity which may happen if certain things are glichy. Such as targeting your own body parts to eat.

You eat your own head
YOU HAVE BEEN STRUCK DOWN!

Ivefan

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Re: The Elder Scrolls V: Skyrim
« Reply #8567 on: March 26, 2013, 07:42:18 pm »

NPC's walked around and even talked to each other. They went between their place of work and their houses to work/sleep. Sometimes they came up to you. It made the NPC's seem like they had some purpose in the game world beyond dishing out quests.
I guess it depends on how generous you are. Theres a few NPCs of matter, Skill trainers for example, that walks around in circles and in skyrim i don't think they talk to each other unless it's scripted and in oblivion it was only the awkward "hello! Mudcrab? Yes, Mudcrab. Goodbye"
To me, they are still just shops or quest dispensers even if i have to look for them in two places. Mainly because the dialogues(monologues) is crap and they fail to rouse any kind of emotion for them.
There's only one exception and that would be the mage with his mushroom houses(skyrim). Even if he's got quite the unlikeable character, I like him because it's the only one that actually has a character.

Anyway, Seeing that TESO seem to do a cookiecutter MMO, roaming NPCs would just be annoying.
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Teneb

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Re: The Elder Scrolls V: Skyrim
« Reply #8568 on: March 26, 2013, 09:16:45 pm »

I read this and my expectations are not high...

"TESO doesn't try for that. Its world has an empty vibe to it, with very little interaction density and quest-givers just sitting around holding out for a hero."
How is that a comparative complaint? Oblivion and Skyrim is the same.

How is it not a comparitive complaint?

NPC's walked around and even talked to each other. They went between their place of work and their houses to work/sleep. Sometimes they came up to you. It made the NPC's seem like they had some purpose in the game world beyond dishing out quests.

It is implied that in TESO, they stand there stationary, 24 hours a day, never moving budging or showing any sign of being alive. It is basically hinting that the NPC's function like most other MMO's NPC's, in contrast to TES.

Remember that in Morrowind, which is considered by many of the old fans the best game in the series (I share that opinion), NPCs just stood around doing absolutely nothing. Sometimes they walked randomly in an area. Only time when they'd come to you were guards attempting an arrest.
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WillowLuman

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Re: The Elder Scrolls V: Skyrim
« Reply #8569 on: March 26, 2013, 09:34:27 pm »

Thing about Morrowind, there were many NPC's with memorable character. Sure, there was all the usual dialogue shared by every friggin' person in the game, but you really have to treat that stuff as the equivalent of interjecting "like" randomly throughout sentences. I don't remember Crassius Curio as the guy who told me about how the Cantons of Vivec were organized, I remember Crassius Curio as the guy who told me... rather unsettling things. And Sharn Gro-Whatsherface the Orc in the Balmora mages guild, who kept assuring me she was *not* a necromancer.

So, give people some character. That's what matters. Maybe save detailed routines for the fleshed out characters, or maybe take the DF approach and just have dozens of people who have yet to become important, so the only thing the game has about them is their routines.
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alexandertnt

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Re: The Elder Scrolls V: Skyrim
« Reply #8570 on: March 26, 2013, 10:15:00 pm »

Remember that in Morrowind, which is considered by many of the old fans the best game in the series (I share that opinion), NPCs just stood around doing absolutely nothing. Sometimes they walked randomly in an area. Only time when they'd come to you were guards attempting an arrest.

I do not share the same opinion, plus I am sure that most people who preferred morrowind probably did not prefer the static NPC's per se. And that game is several years old now, so it sort of supports the idea that this MMO is just taking a step backwards in that regards.

NPC's walked around and even talked to each other. They went between their place of work and their houses to work/sleep. Sometimes they came up to you. It made the NPC's seem like they had some purpose in the game world beyond dishing out quests.

To me, they are still just shops or quest dispensers even if i have to look for them in two places. Mainly because the dialogues(monologues) is crap and they fail to rouse any kind of emotion for them.

Thats fine, but I want a world that feels somewhat alive, and not like I am the only single actor with any ability to even engage in locomotion.

It was also a huge gamplay plus to sneaking-and-thief play, where breaking in someones shop at night was easier than in the day, along with avoiding NPC's.
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This is when I imagine the hilarity which may happen if certain things are glichy. Such as targeting your own body parts to eat.

You eat your own head
YOU HAVE BEEN STRUCK DOWN!

WillowLuman

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Re: The Elder Scrolls V: Skyrim
« Reply #8571 on: March 26, 2013, 10:22:51 pm »

Maybe they should do like City of Heroes, and have cities populated by hordes of randomly generated NPC's who walk back and forth between residences and places of employment. Not much character in any of them, but it still feels better than all these RPG's where not even the biggest town has as many people as tiny tourist trap towns in the backwater of California. Basically, kind of a GTA or DF approach.
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alexandertnt

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Re: The Elder Scrolls V: Skyrim
« Reply #8572 on: March 27, 2013, 12:22:34 am »

That would certainly be a step above an MMO's usual barren and pointless towns.
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This is when I imagine the hilarity which may happen if certain things are glichy. Such as targeting your own body parts to eat.

You eat your own head
YOU HAVE BEEN STRUCK DOWN!

Imofexios

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Re: The Elder Scrolls V: Skyrim
« Reply #8573 on: March 27, 2013, 01:50:35 am »

My fear is they making another grind game for kids.
All games that comes out these days are holding players hand while they go poop and wipe afterwards.
The hope rests on Indie developers :)
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alexandertnt

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Re: The Elder Scrolls V: Skyrim
« Reply #8574 on: March 27, 2013, 02:01:07 am »

All games that comes out these days are holding players hand while they go poop and wipe afterwards.

What form of difficulty are you expecting or want from TES:O?
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This is when I imagine the hilarity which may happen if certain things are glichy. Such as targeting your own body parts to eat.

You eat your own head
YOU HAVE BEEN STRUCK DOWN!

WillowLuman

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Re: The Elder Scrolls V: Skyrim
« Reply #8575 on: March 27, 2013, 02:08:52 am »

For an MMO, I wouldn't mind a marker pointing the way to a quest location, but after that it should let you figure it out on your own. And preferably it should involve more than killing everything.
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NobodyPro

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Re: The Elder Scrolls V: Skyrim
« Reply #8576 on: March 27, 2013, 02:10:40 am »

What form of difficulty are you expecting or want from TES:O?
I remember the Runescape of old kicking my ass and not pointing me directly to quest items.
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WillowLuman

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Re: The Elder Scrolls V: Skyrim
« Reply #8577 on: March 27, 2013, 02:16:42 am »

Ah, Runescape. I blame that game for my middle school academic failings. In retrospect, it really was a horrid grindfest.

In all honesty, Morrowind style quests could very well be more fun in an MMO, having few precedents, but only if the NPC's gave better directions than those asshats in Morrowind. Stupid Urshilaku burial cave...
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Imofexios

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Re: The Elder Scrolls V: Skyrim
« Reply #8578 on: March 27, 2013, 02:18:54 am »

Here goes.

I want more than 1 stance on fighting maneuvers and more complex combat overall other than point and click spamm.
I want monster to be hard to beat so it would involve team play ( it is supposed to be MMO )
I want more puzzles in and not generic quests to kill all living thing in world.
Housing, mounts, crap loads of crafting, professions, lot of skills and foremost, 1 cant be master of all skills.
I could keep on going what i want. Even this i stated here would drop the casual younger customers.

So pretty much i fear it going to taste like Warhammer online, i hope im so wrong :(
« Last Edit: March 27, 2013, 02:20:28 am by Imofexios »
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Devling

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Re: The Elder Scrolls V: Skyrim
« Reply #8579 on: March 27, 2013, 02:19:31 am »

I am terrible at following directions, so Morrowind is basically a nightmare for me. But I love it so!
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