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Part of The War On Saturnalia
(05-25-2012, 08:51 AM)
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#101
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The reasons were sound.
(05-25-2012, 08:52 AM)
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#102
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Maybe it's a "Rock the Casbah" sort of thing. You hear a group of people discussing about what mounted combat does to the game, I hear a paternity ward.
Last edited by Odrion; 05-25-2012 at 09:21 AM.
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Member
(05-25-2012, 08:56 AM)
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#103
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Member
(05-25-2012, 09:03 AM)
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#104
Do enemies and allies get to (effectively) use the feature too? If not it's not really something that will make me go back even just to check it out, it's just a slight convenience for people who for some reason are still hooked on the game, or have yet to play through.
If so, too bad there aren't any events that end with large mounted skirmishes, since they don't mention editing quests. I agree with the Oblivion 2.0 comments. At first I was impressed but the more I played the more of the same issues showed. Actually I haven't even finished the main story stuff of Skyrim yet, which I did for Oblivion. But it was probably shorter, not better. I replayed Gothic 2 & Risen recently, maybe they're not as large (and both have their own issues too, especially Risen) but with their budget & profit Bethesda should have topped them in content density and the quality of quests and the world design etc.
Last edited by Alextended; 05-25-2012 at 09:17 AM.
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Member
(05-25-2012, 09:08 AM)
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#105
Haha, all the haters... Skyrim a terrible game? Should have had this from the start? Come on. Skyrim has 100x more content than 99.9% of all other games, and a pretty amazing variety of stuff to do, and you complain that this specific feature wasn't there from day one? Well... Is the game perfect? No, and no such ambitious title ever will be. But Skyrim is pretty damn great, and them giving us new features for free is hardly anything to whine about.
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Member
(05-25-2012, 09:16 AM)
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#107
That said I might add that the dungeon design is amazing. It's so amazing, i even continued exploring them when i was already overpowered beyond the game limits. |
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Member
(05-25-2012, 09:20 AM)
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#108
Last edited by patapuf; 05-25-2012 at 09:24 AM.
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Member
(05-25-2012, 09:23 AM)
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#109
In fact, i don't even think that a Diablo-like loot would be any better. I was thinking more about something like Gothic/Risen/Ultima, etc. Oh, and thank you for implying that I'm stupid, but when you claim that an autoscaled loot system is a necessity for this game I think you are completely wrong, as those games I listed clearly proved in the past. Quite the opposite. It's exactly cause of its open world nature that autoscaled loot becomes even a worse offender, draining any joy out of the environment exploration.
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It's not even bad, it just doesn't exist. There isn't any "design" in those dungeons, as there isn't any gameplay involved. You enter the cave and follow the path slaying everything. in terms of player involvement is as bare as it can be.
Last edited by TucoBenedictoPacifico; 05-25-2012 at 09:30 AM.
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Member
(05-25-2012, 09:23 AM)
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#110
Shit, people don't even expect everything to end in a unique manner, just to be useful in some way. If the game was more challenging in every way, from the enemies to health regaining to the amounts of money available and required for actually useful things, to whatever else then almost every item would be basically resource gathering and with certain item types only available in dungeons or caves you'd definitely want to go through them even when quests didn't ask you to as they'd be both dangerous and rewarding even if not every one of them had unique loot and encounters (although more still should have that too). Fallout 3 took a step in the right direction with even the same weapons you already had being useful to find to repair your own with. So every weapon was a potential resource in more ways than one depending on your situation. Though it had flaws, that was a good concept. Btw, Diablo's loot is also mostly scaled iirc. Otherwise based on luck you'd find a good weapon in the first dungeon and never change it throughout the game. But people obviously constantly change their equipment in the Diablo games as they find better things or sell the old things for useful gold for other items. And do need to change them for the challenges ahead. Not speaking of Diablo 3 as I haven't played it. Edit: duh, Diablo also has stat requirements for weapons so even if you do find something amazing early on you probably can't use it yet. But now I'm even more confident it's also scaled since I don't remember encountering equipment I couldn't use all that often while playing through the games. Perhaps that will happen if you play co-op with high level characters through areas and difficulties you couldn't normally. But anyway, clearly Diablo isn't about exploration and role playing... But seriously, for all the complaints against "haters" (lol) it's this kind of complete bullshit and apparent ignorance (seriously, go try some of the suggested games, even if you don't like them because of their own issues or your tastes you'll see how some things can be done differently and successfully instead of only think of Diablo when someone mentions useful loot) used against their arguments that make the discussions heated and long, not that some people mention things they don't like or hope to see.
Last edited by Alextended; 05-25-2012 at 09:53 AM.
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The reasons were sound.
(05-25-2012, 09:24 AM)
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#111
Well sure! You can keep bitching. It only makes what I said all the more humorously tragic.
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Member
(05-25-2012, 09:27 AM)
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#112
Diablo 3 has perfected scaled loot, however scaled loot is the very thing people here are complaining about, its bad for exploration which isn't important for diablo but it is for skyrim.
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Member
(05-25-2012, 09:36 AM)
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#114
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(05-25-2012, 09:38 AM)
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#115
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Member
(05-25-2012, 09:41 AM)
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#116
I'm still waiting for Mudcrab God, though. |
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Member
(05-25-2012, 09:41 AM)
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#117
There is a ton of shit in Skyrim that will absolutely wreck you if you go there too early. Not everything scales to your level as it did in Oblivion. But yes, loot does, and if there was a good solution to that (in a game as wide-open as Skyrim) which didn't break the game I wouldn't complain.
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Member
(05-25-2012, 09:42 AM)
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#118
I didn't bitch about this additional feature at any point of my previous posts. Quite the opposite, I said I'm glad for it. If you can't manage the fact that despise this I still don't like the game, it's just your problem, and in all honestly nothing I'm willing to be bothered with. |
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Member
(05-25-2012, 09:46 AM)
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#120
Last edited by patapuf; 05-25-2012 at 09:51 AM.
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Member
(05-25-2012, 09:50 AM)
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#121
More monsters and mobs is always cool, Arrows would be great with some variation (craftable and enchantable bow enchants still work the same) so you could have ice bow with fire arrows. and the rest are for immersion |
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Member
(05-25-2012, 09:51 AM)
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#122
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(05-25-2012, 09:59 AM)
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#124
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Member
(05-25-2012, 10:03 AM)
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#126
Lol. I'm done, it's clearly going nowhere with that kind of shit.
It's too bad people can't at least agree to disagree instead of throw that bullshit around to pretend they actually have solid arguments. I mean shit, from pretending Diablo is what the "haters" want to saying those games aren't RPGs of the same type just because you can point to the things they do differently or their size, what else are we going to read here? After also seeing some of the issues are acknowledged yet people defend Bethesda saying they apparently CANNOT be fixed, ever, I don't even want to find out, as it's one thing to like things the way they are and a whole other thing to so fiercely defend things that you agree aren't good, on top of dragging the discussion on and on only to then say it's the "haters"' fault the thread is going in circles.
Last edited by Alextended; 05-25-2012 at 10:12 AM.
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The reasons were sound.
(05-25-2012, 10:06 AM)
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#127
It is still about you. Because you
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Anyways it's funny that a pretty cool act by Bethesda is met in return with quite a lot of vitriol. Because hey, why not just take a huge dump in this thread? It has "Skyrim" on the title, so it is obviously begging for your unique and incredible opinion that this game and/or the company is terrible. That'll make them think twice about doing something noteworthy.
Last edited by Odrion; 05-25-2012 at 10:35 AM.
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Member
(05-25-2012, 10:13 AM)
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#128
Though I dont think it ruins the game. Smithing and other rewards like Dragon Shouts mitigate some damage scaling does to exploration. |
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Member
(05-25-2012, 10:54 AM)
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#131
I'll comment on the rest when I'm home. Writing on phone in a thread like this is annoying. |
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(05-25-2012, 11:10 AM)
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#132
You can't do it just cause you would most likely die, but the world is potentially open to exploration from the start, from most of its extension. Beside, the fact that some more specific areas have some extra pre-requirements to be reached is actually something that adds value to exploration and makes it even more meaningful, not the opposite. It's the "Metroidvania" principle: having that specific item or being finally able to beat that specific "gatekeeper" creature to access some area/treasure previously out of your reach is FUN, it makes the player more involved with the exploration of the environment. |
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(05-25-2012, 12:00 PM)
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#134
Uh no not really. Some dungeons aren't really linear as I found myself getting lost in some of them with their massive designs. Some of them actually require you to think and look around to find out where you're supposed to go next.
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Member
(05-25-2012, 12:09 PM)
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#136
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Member
(05-25-2012, 12:20 PM)
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#137
And it's not like I'm talking after visiting a couple of them. I explored dozens of ruins, caves, temples and even the biggest ones, those linked with the main quest, are just linear. Sure, here and there the path forks, but in the end you always come back on the main path few meters ahead. Beside, that's not even what I'm talking about when I say there's no design involved. I'm talking about how there's simply no interaction in those dungeons. You don't have to figure out anything, you just walk through them. There aren't traps worth noting, there aren't unique fights, there aren't hidden secrets. I can remember only ONE relevant exception, in the same dungeon where you get the Spirit Form shout, where you need to exploit one of your shouts to access the final area. It was nice, it actually gave me hope for the rest of the game. I said to myself "Well, they are learning, let's see if this improves through the game"... But in the end the game didn't deliver, and that was confirmed like an unique circumstance. Now, compare this with any dungeon from Zelda, Ultima VII (and believe me, dungeons weren't really its strength), Ultima Underworld 1 or 2, Arx Fatalis, Eye of The Beholder, Lands of Lore, Legend of Grimrock, Might & Magic 6, etc, where every few steps there was something hidden to discover, a puzzle to solve, a trap to avoid and so on. |
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(05-25-2012, 12:24 PM)
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#139
And having actual game structure while still allowing exploration within the areas and rewarding that with the completion of quests and challenges and unique findings allowing access to more of the game in that manner is hardly a flaw. And hey, let's pretend nobody stressed that Bethesda should be able to have more and more open content as they do as well as this quality of hand crafted structure per area/dungeon/quest line without necessarily compromising your ability to travel much (beyond special progress, for example if you're meant to stop some malevolent demon in his own hellish realm in a quest line then of course you shouldn't be able to do that at level 1-10 like you possibly could in Oblivion, how is allowing that to happen good design, and how are Gothic and other games like it not RPGs just because they don't allow that to happen, when all that does is give importance to your character's development and the chosen journey to that end instead of marginalize its importance and make everything of no consequence?), considering the vast difference in sales/budgets involved here. Hell, just earlier it was pointed out as a positive that there are in fact the occasional not heavily scaled enemies that could own you early and be pushovers later in Skyrim, though the rewards remain scaled (and crappy). But when other games do similar and far better it's a bad thing... I really should have taken my own advice and stopped reading, now RPGs are apparently defined by being fully accessible to everyone sandboxes from the start regardless of character strength and build, otherwise they're action adventures, Christ. Oblivion, Grand Theft Auto = RPGs, Gothic 2, Baldur's Gate 2 = action adventures. Winning logic right there. I'll take my advice, now.
Last edited by Alextended; 05-25-2012 at 02:27 PM.
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Member
(05-25-2012, 12:42 PM)
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#140
It's almost the same for Gothic 2 (where there are two areas, three with the expamsion pack). And It's the same for Ultima VII, where the whole world is one big, seamless map. But that's not even the point. The point isn't if the map is all loaded at once or in pieces, the point is that those are open worlds cause you can explore them at full and go back to every area at any given moment.
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What about being sure that the player has plenty of options at any level range without scaling ALL the content to his level. Beside, I just talked about this in another thread, so let me quote myself:
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The whole "I can do anything and face anyone at any point" is exactly what makes these games dull.
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Running around for Skyrim's landscape facing mostly autoscaled enemies is so much more intriguing. Of course, it makes progression pointless and if you exploit the crafting you can top the best loot in the game barely a couple of hours into the game, but there's so much freedom! Well, enjoy it. Just don't pretend it's the only way to handle these things, cause *factually* it isn't.
Last edited by TucoBenedictoPacifico; 05-25-2012 at 12:58 PM.
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Member
(05-25-2012, 12:45 PM)
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#141
I'm into this. But really want DLC.
I don't hate Skyrim like the gaf-mind does these days. Glitches aside, I got 100+ hours out of it, and while there were flaws and it got tiresome at the end, the overall experience was great and better than most other games for me this generation. |