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Water is not wet!
(01-08-2011, 02:18 AM)
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#251
Originally Posted by LCfiner:
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Member
(01-08-2011, 02:19 AM)
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#252
Originally Posted by water_wendi:
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Member
(01-08-2011, 02:26 AM)
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#253
So, by removing Mysticism, we now will no longer have Telekenesis, Mark, Recall, and Soultrap? Or will these abilities be placed into another school of magic?
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360 release: 2005
PS3 release: 2007 I need the reminder. (01-08-2011, 02:26 AM)
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#254
Meh. Not as offensive as Oblivion, but the scaling in Fallout 3 was still noticeable.
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Member
(01-08-2011, 02:29 AM)
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#255
Ok, having seen the magazine I just have to say, it seems to be impossible for Bethesda to do realtime shadows on anything but character models! By now this is beyond standard! I realize you don't want the pc version to look a lot better than the consoles, but lets get with it! I put up with the fact that you stripped the realtime shadows from the pc version of Oblivion, (the earliest demo was showed realtime shadows, and even talked them up), but here we are in 2011. And lets not even mention the fact that you have Carmack around!
..........for God's sake!! As for it being a new engine, it doesn't look like it. Seriously without a proper shadow/lighting engine, it looks just like Fallout 3. I love the ES series. I have beatin every game in it. And I'm 100% sure I'll be rolling into the store to drop my bones on SkyRIM. But I am really disappointed! Now on with the, "Shadows are not important, blah blah blah". I am aware of all this, so please keep it to yourself. I just wanted to comment on the graphics! /takes another sip of wine. |
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Formerly Wakune
(01-08-2011, 02:30 AM)
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#256
Originally Posted by LCfiner:
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Member
(01-08-2011, 02:43 AM)
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#257
Originally Posted by water_wendi:
Magic - Mysticism Combat - ??? Stealth - Mercantile + Speechcraft combined, perhaps? I cannot imagine what they could cut from the combat section, assuming they did in fact cut one from each. Here are combat skills from Oblivion: Code:
Combat: Armorer | Athletics | Block | Blunt | Blade | Hand to Hand | Heavy Armor Magic: Alchemy | Alteration | Conjuration | Destruction | Illusion | Mysticism | Restoration Stealth: Acrobatics | Light Armor | Marksman | Mercantile | Security | Sneak | Speechcraft |
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Formerly Wakune
(01-08-2011, 02:44 AM)
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#258
Originally Posted by SirPenguin:
I'm STILL pissed that they cut Unarmored |
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Member
(01-08-2011, 02:45 AM)
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#259
Athletics maybe from combat? Ideally they could combine Athletics and Acrobatics, and also even Speechcraft and Mercantile.
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Banned
(01-08-2011, 02:54 AM)
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#260
Sounds awesome so far.
Any mention of the size of the world? |
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Member
(01-08-2011, 02:56 AM)
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#261
Originally Posted by bounchfx:
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Member
(01-08-2011, 03:01 AM)
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#262
Originally Posted by Yo Gotti:
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360 release: 2005
PS3 release: 2007 I need the reminder. (01-08-2011, 03:01 AM)
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#263
Enchanting is now a skill, so assuming it takes the place of Mysticism the Magic category hasn't lost any, though the way they're presented in the screen they don't seem to be classified anymore.
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Member
(01-08-2011, 03:03 AM)
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#264
HUD-free first person view :D
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Banned
(01-08-2011, 03:04 AM)
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#265
Classless system is fine, not like it makes much sense anyways to emerge as a lvl 1 nothing from a ship/prison/etc. with a badass title like Assassin or Witchhunter from the start anyways
Level scaling as it was in F3 was fine, as it didn't impede exploration (same stuff was in X building at level 1 as in level 20, and so on), so as long as they tweak that and improve on it it should work well Combat in morrowind and oblviion was terrible, so any improvement is welcomed. Any word on seamless interiors (no loading, working windows, etc.)? |
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Member
(01-08-2011, 03:04 AM)
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#266
Originally Posted by Grimm Fandango:
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Member
(01-08-2011, 03:06 AM)
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#267
I kinda hate those news; more hand-holding, less freedom... And not a word on factions :(
(I will buy this game day one.) |
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Member
(01-08-2011, 03:09 AM)
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#268
Originally Posted by Confidence Man:
Quote:
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Member
(01-08-2011, 04:11 AM)
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#269
The screens look great. I'm shocked to see a good-looking woman and the environments are beautiful. Some really interesting ideas in the article too.
I've got a lot of faith in Bethesda after the improvements from Oblivion to Fallout 3. |
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there is joy in sucking dick
(01-08-2011, 04:15 AM)
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#270
The shot of the woman NPC makes me wonder what the hell happened with the designs in Morrowind and Oblivion. Well, I can give Morrowind some slack but Jesus at Oblivion.
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Member
(01-08-2011, 04:26 AM)
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#271
I don't think this was mentioned in the OP.
If I break into a guy's house, will he still only have spoons? |
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knows his self-worth.
(01-08-2011, 04:28 AM)
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#272
Originally Posted by Speevy:
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Formerly Wakune
(01-08-2011, 04:29 AM)
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#273
Originally Posted by Speevy:
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Member
(01-08-2011, 04:38 AM)
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#274
I'm pumped for this. I've always enjoyed Bethesda games.
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Member
(01-08-2011, 04:43 AM)
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#275
Should i trust them this time, about the AI? Remember Oblivion's bullshit Radiant AI video?
http://www.youtube.com/watch?v=pjbx6-KQoRg uhm... |
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Member
(01-08-2011, 04:46 AM)
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#276
Originally Posted by UrbanRats:
Yeah thats what Im worried about, they made alot of promisses before Oblivion came out and didnt follow through on some |
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Formerly Wakune
(01-08-2011, 04:51 AM)
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#277
Originally Posted by UrbanRats:
*proceeds to show heavily scripted video* |
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Member
(01-08-2011, 04:52 AM)
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#278
Originally Posted by Gattsu25:
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Junior Member
(01-08-2011, 04:52 AM)
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#279
Originally Posted by Speevy:
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Member
(01-08-2011, 04:59 AM)
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#280
Originally Posted by UrbanRats:
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Member
(01-08-2011, 05:01 AM)
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#281
Originally Posted by UrbanRats:
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Member
(01-08-2011, 05:03 AM)
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#282
saw some of the scans. looks like magic effects/animations will still look like crap. but everything else seems decent
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Member
(01-08-2011, 05:10 AM)
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#283
Interesting info, some good amongst the bad. Hopefully enemies and allies for that matter have improved combat AI and varying behavioural patterns. If I recall correctly there was little to differentiate between the behaviour of an unarmed human and a heavily armed minotaur, they'd just charge you all the same.
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Expansive Ellipses
(01-08-2011, 05:10 AM)
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#284
Originally Posted by Speevy:
Oblivion had a strict adherence to the idea that everything should be balanced, in every facet of play. Bethesda developed a scaling system such that at level 1 you would never find powerful loot, no matter what enemies you defeated in the game world or regions you explored, and as you advanced in level the loot tables would provide you with level-appropriate loot from the dynamically generated contents of treasure chests and the corpses of enemies. Loot is WYSIWYG in Elder Scrolls, too, so at low levels you'd only encounter bandits wearing basic hide armor (because after defeating them you'd be able to wear that armor), and at high levels you'd encounter those same kinds of bandits wearing the most powerful magical glass armor. Only then did many players start to realize the treadmill-like scaling in place. Shopkeepers didn't sell good equipment, since the player could hypothetically save up and buy some armor or weapon and have it before it would be balanced with the difficulty of the enemies in the game world (all scaled to the player's current level). Completing the same quest at level 5 or level 20 would yield the same item but with vastly different stats, again so that the player would always be using something balanced and appropriate. Then we come to static objects placed in the game world, like items being proudly shown off in display cases by nobility or merchants. All of these items had to be unusable imitations to not upset the balance in case they were stolen by the player. Can't give the player too much money, either, even though nothing of value can be bought from merchants, so the nobility use copper plates and not anything that could be stolen and resold at a high price. In Oblivion the player's level is advanced by skilling up the skills tagged as major or minor at the start of the game. So if you had an interest in alchemy or acrobatics or anything else not directly related to combat, you might tag a few of those skills. But if you actually used them frequently, you would level up and all the enemies in the game world would become stronger. Yet you had only increased skills not directly related to combat, so your combat proficiency hadn't increased. Since players had no idea that the game world scaled in such a way, this often spiraled out of control and left gamers with game worlds completely broken for their characters. It didn't help that if this delicate balance between player strength and enemy strength wasn't maintained, for whatever mechanical reason under the hood it could suddenly take dozens of sword slashes or spells to defeat every enemy. After people started realizing that these mechanics were in place, they would create characters where, intentionally, none of the skills they planned on using would be tagged as major or minor skills. That way they would never level up just by using the abilities they wanted to use, and could control the scaling curve or become all-powerful compared to the enemies. Destroying any sense of exploration, excitement, uncertainty, or challenge. All in the name of balance and design convenience. Morrowind was anything but balanced. The noble houses had bank vaults under extremely heavy guard, filled with powerful treasures. If you were clever enough you could use stealth and/or magic to break into these vaults long before you encountered treasures of that sort of power from the traditional routes of questing or dungeon crawling. Morrowind could be "broken" in dozens of different ways. Alchemy could be used to create potions that boosted your alchemy governing attribute and then making more of those potions while under the effect of those same potions. Rings could be enchanted with short duration effects to, for example, be able to jump for miles at a time across the game world. Levitation could be exploited to gain extreme advantages over grounded adversaries. There were many such opportunities, yet in potentially breaking Morrowind many times over, they didn't at all make Morrowind a bad game. On the contrary, that sort of freedom allowed for a strong sense of creativity to foster, and subsequently awe when something you came up with actually worked. It allowed players to plan out dramatic unscripted heists, or to defeat powerful enemies with careful planning and execution. It made Morrowind a brilliant game, not a bad one. |
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Member
(01-08-2011, 05:20 AM)
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#285
Exactly, it was nice to feel over powered sometimes during the game and smash enemies up and find powerful loot, that never happened in oblivion for the reasons you stated and made the whole game feel the same from start to end, you were never too powerful or too weak and it kindof sapped the fun from the game for me.
Give the freedom back to TES and all will be good. |
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knows his self-worth.
(01-08-2011, 05:21 AM)
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#286
Evilore is spot on.
The effect of scaling in Oblivion was to make an open game feel like a linear one. Coming to it from the world of linear console JRPGs, if felt very familiar. I would level up, and a new, better sword would be spoon-fed to me. And then I would use that new, better sword on the next set of stronger enemies. Then, rinse and repeat. When I first started playing it felt comfortably familiar. I loved the exploration and did dozens of dungeons before touching the main quest. And by then the hamster wheel was laid bare, as was the repetitive (and ultimately fruitless, as nothing of value was ever in them) nature of the dungeons. The system utterly destroyed the value of exploration. Fallout 3 was much better, and I seldom noticed the scaling. I ignored the main quest and went north, getting into often fatal battles with Super Mutants and high-ranking bandits, but at my lowly level 3 had a gatling gun for my troubles. That's the kind of game I want in Skyrim. I want to break out of the main quest and do high-risk, high reward adventuring. (Incidentally, this was one of the things I loved about the first Crackdown - being able to go to the hardest area as a lowly level 1 agent and, with careful planning and patience, swim away with a homing rocket launcher.) |
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Member
(01-08-2011, 05:26 AM)
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#287
Originally Posted by Gattsu25:
This is bringing back all sorts of memories of the broken AI, like homeless people and their magically changing voices |
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Member
(01-08-2011, 05:27 AM)
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#288
New loot in Oblivion pretty much began an ended with one single item for me:
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gimme some of that "black man dap"! hey, where are you all going? guys? guys
(01-08-2011, 05:38 AM)
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#289
Level scaling was all that I was really worried about. It definitely killed Oblivion for me. I can live with Fallout 3 scaling, although I'd still prefer none at all.
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Member
(01-08-2011, 06:14 AM)
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#290
Originally Posted by Count of Monte Sawed-Off:
Why would it be any other way? Who wants the whole world of enemies to get better with you? Of course its about making smart decisions in order to stay ahead of the enemy curve, but rpgs should give you rewards just for the time you put into the game. If you play for 50 hours, your skills/items should make you godly against at least a portion of the enemies, even if you didn't designate your skills properly. They should reward experimentation and exploration, not sacrifice it for a hand-holding linear progression. |
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Member
(01-08-2011, 06:20 AM)
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#291
I'm not too thrilled on hearing about only 18 skills. It seems like they are dumbing down the series as it progresses... With that said, I did enjoy Oblivion the most out of the series. Hopefully the put back climbing and the such from Daggerfall.
Changing up the level system should help things a lot however. It was actually beneficial to stay around level 5 or so and run through the game as opposed to leveling up. It's never a positive in game design when you are actually punished for leveling up. |
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beaten too hard
or not enough <3 (01-08-2011, 06:27 AM)
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#292
Originally Posted by SirPenguin:
http://www.bitmob.com/articles/dimmi...ai-in-oblivion
Quote:
please include the batshit crazy AI in the pc version of skyrim (as a modder toggle switch or something), imagine stuff like "You Walk into random bar with a almost naked nord chasing a minotaur with his pants on his head, because the minotaur is a notorious silverware thief, and the nord can't eat his grilled magicians cat without his fork" I want to play that game!
Last edited by ZombieSupaStar; 01-08-2011 at 06:34 AM.
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(01-08-2011, 06:29 AM)
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#293
Originally Posted by EviLore:
That's where the PC comes in. FPS/AA/AF/resolution be damned. Irrelevant technical achievements to me. Just give me my mods. My precious game saving mods. |
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"Who said you should help?"
(01-08-2011, 06:29 AM)
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#294
It looks beautiful, as expected. I can only hope that many of the gameplay decisions that dragged it down are addressed. EvilLore is completely correct in his assessment of Oblivion's stalled sense of adventure thanks to level scaling.
Originally Posted by ZombieSupaStar:
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beaten too hard
or not enough <3 (01-08-2011, 06:32 AM)
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#295
Originally Posted by ivysaur12:
hell that skooma kill sounds even better, make a wild wasteland style perk that basically makes the game go apeshit with the turned up A.I. :lol |
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I've done nothing with my life except eat and fap
(01-08-2011, 06:41 AM)
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#296
Originally Posted by Confidence Man:
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Member
(01-08-2011, 06:54 AM)
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#297
Originally Posted by EviLore:
Just one article and a debut feature thing at that, but it seems that they're not going back to what Morrowind is. Of course, it's also a considerably bigger game than Oblivion, maybe they think a more guided and limited experience is in line with a smaller game? Maybe Skyrim will actually be shorter than Oblivion? It's really counterintuitive to create a huge, persistent(or is it anymore?), open world RPG and then insert all these limitations while reducing options for the player. |
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I've done nothing with my life except eat and fap
(01-08-2011, 06:59 AM)
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#298
Originally Posted by EviLore:
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Member
(01-08-2011, 07:08 AM)
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#299
Originally Posted by subversus:
FO3 was too long ago, I can't exactly break down how and where level scaling was more or less apparent off the top of my head. But, it was definitely noticeable in combat. Ever get the sense that any encounter could be dealt with your mid-powered rifle? Always keeping the best stuff in your inventory, never having to use it? Or that there wasn't ever an area that you had to simply turn away from and come back to at a later time, after say you got to Rivet City? It really takes the fun out of the whole exploring for loot stuff when you know it's all trivial. You inevitably became way overpowered in Morrowind, but it never felt pointless. Painstakingly crafting overpowered spells was fun... because raining down fireballs that destroyed a half dozen NPCs in Belmora at a time, is fun. But, FO3 had other advantages. I hope they can craft a world that is just as interesting and full of great sidequests for Skyrim. But then again, that enemy list once again includes skeletons, trolls and now... spiders.
Last edited by TTG; 01-08-2011 at 07:19 AM.
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Member
(01-08-2011, 07:09 AM)
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#300
If Skyrim is actually more dumbed-down than Oblivion... smh
I guess the modding community will be tasked with saving the game. Again. Thank god I will have PC gaming as an option soon. EDIT: Fucking procedurally generated quests? God damn it. "Help! My _____ has been _____ by some _____. They're over in _____. Please go there and _____." I can't wait!
Last edited by Night_Trekker; 01-08-2011 at 07:22 AM.
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