Blue Ninja
Member
There'll be companions, but indeed, none that are as 'deep' as those in, say, New Vegas.disappeared said:I believe temporary companions were mentioned already, but nothing permanent ala F3's or New Vegas' cast of characters.
There'll be companions, but indeed, none that are as 'deep' as those in, say, New Vegas.disappeared said:I believe temporary companions were mentioned already, but nothing permanent ala F3's or New Vegas' cast of characters.
Based on what? :> Oblivion was selling well on PC, so i dont believe that console sku sold 9 times more. There arent that many games that sells so many times better on consoles and its definitely not RPG genre.Tobor said:Sounds about right, actually.
Fraull said:This game looks great, I am just worried about how it will look on 360/PS3
Aren't all these screenshots and videos from the 360 version?Fraull said:This game looks great, I am just worried about how it will look on 360/PS3
i can not believe that at all. That would mean that the PC version of Oblivion didnt even crack 500,000 sales years after original release. No fucking way.Tobor said:Sounds about right, actually.
I remember the Witcher being at 1,000,000 pretty early on, who knows how much it's at now, and Two Worlds 2 over 2,000,000 while being mostly PC-centric. These are games with zero advertisement compared to Bethesda marketing, and (at the time) non-existent franchise recognition, especially in the US.water_wendi said:i can not believe that at all. That would mean that the PC version of Oblivion didnt even crack 500,000 sales years after original release. No fucking way.
G4 said:Thats not to say that there wasnt plenty of work to be done to get the systems in place to create the caliber of game that players expect from this period in the current-gen lifecycle. As Howard explained:
We wrote the entire renderer. We have full shadows and everything now. We wrote all the pathing, the AI systems, the quest systems, the dialogue, the interface, the animation system. Were using Havok Behavior, which is one of the most advanced animations systems out there. And by the time we were done, we had rewritten all the gameplay and all the graphics in our engine, enough that weve now branded it, the Creation Engine, and our editor, the Creation Kit.
water_wendi said:Todd Howard had to be either exaggerating or perhaps the 90% audience refers to 90% desired/potential audience.
im pretty sure that any Bethesdas gaffers cannot talk units sold but can any of you at least confirm whether or not this 90% figure is accurate or just an embellishment?
Barberetti said:No wonder they rebranded it. Sounds like there's nothing left of the old one. Can't wait to have a play with the Creation Kit.
Blue Ninja said:Just to be clear, Bethesda's confirmed everything we've seen so far is the X360 version.
Blue Ninja said:Just to be clear, Bethesda's confirmed everything we've seen so far is the X360 version.
poisonelf said:I remember the Witcher being at 1,000,000 pretty early on, who knows how much it's at now, and Two Worlds 2 over 2,000,000 while being mostly PC-centric. These are games with zero advertisement compared to Bethesda marketing, and (at the time) non-existent franchise recognition, especially in the US.
It's ridiculous to claim that the much-hyped, award winning, Oblivion, part of the legendary PC RPG franchise that is Elder Scrolls, sold less than 500,000 all these years.
MiDNiGHTS said:I'm surprised they haven't used PC shots to make the game look even better.
astroturfing said:i still won't believe that. game looks too good for an open-world game on current gen consoles.. but then again, RDR looked fucking amazing too. hmm.
soultron said:Seeing these new screens makes me want to punch my one friend out.
He saw some screens and video and said, "Meh. Oblivion looks better." He's even a PC gamer.
Bat-like dragons are called wyverns.scar tissue said:So hyped!!
I'm glad this game finally gets dragons right.
Fuck Dragons with 6 Limbs (4 Legs, 2 Wings), that shit's stupid
Bat-like Dragons FTW!
Blue Ninja said:Bethesda wants console users to experience Skyrim mods as well, and is working with Microsoft and Sony to make sure that happens.
"We'd like to see it happen," Todd Howard said. "Because it works, it's how we made the game. I think it's something really cool about what we do, but 90% of our audience is on the consoles, so 90% of our audience can't even see this thing. So if we can solve that we'd like to."
However, even if their endeavour succeeds, he doesn't think the system would be up-and-running by the time the game rolls around.
He is being nice to consoles gamers here. Better textures and high resolution is what usually make PC games much better looking the console version.Blue Ninja said:Howard also talks about what Skyrim will look like on PC's: "besides higher quality textures and bigger resolutions, the PC version of Skyrim basically "looks the same" as the two console iterations."
PC gaming close to death. Breaking news from Todd Howard.momolicious said:90% of of Elder Scroll players are on the consoles?!
Why bother with the 360 version if you will be getting it on PC anyway?verbum said:If this game lives up to the hype, maybe I'll have to get the 360 version and then the PC version for the mods (if the mods are restricted on the console versions). Might have to move the PC out to the living room for this game.
With the HBO series "Game Of Thrones" having started, I am in the mood for some sword and sorcery this year.
Ickman3400 said:I'm a little baffled by the DX11 comment as every game I play that uses it cripples my fps.
Unless he meant using DX11 with the DX11 features off to boost performance like in Metro 2033. That works great.
DennisK4 said:He is being nice to consoles gamers here. Better textures and high resolution is what usually make PC games much better looking the console version.
Well i guess since PC gamers are only 10% of the audience so we'll get whats appropriate. In other words, im betting its a console UI again.Geoff9920 said:I wonder... are PC gamers going to have to wait for a mod to "fix" the UI this time around like with Oblivion? Has there been any mention if the PC UI will be different than the console version?
Ledsen said:That's what they said in the recent Bombcast. All effects are DX9 only but you can use DX11 to get a performance boosts.
Ickman3400 said:That's great news then. Raises the chance that I'll be able to max the game.
I might be wrong, but I think DX10/11 can process DX9 effects faster/more efficient.Ickman3400 said:I'm a little baffled by the DX11 comment as every game I play that uses it cripples my fps.
Unless he meant using DX11 with the DX11 features off to boost performance like in Metro 2033. That works great.
Barberetti said:Roll on November 11th!
No wonder they rebranded it. Sounds like there's nothing left of the old one. Can't wait to have a play with the Creation Kit.
1UP said:The most interesting combination that Howard casted was a circle of protection paired with a chain lightning; this caused any foe to be instantly zapped whenever they attempted to close in for a melee attack. Until we get a deeper demo or some hands-on time ourselves, we don't quite know how deep the spell combination system can get, but it already looks pretty snazzy.
Todd Howard said:We stripped the attributes to the core health, magicka, and stamina. Before you tell me, 'you took away Intelligence!' I would say, 'but why are you raising Intelligence? Probably to raise your magicka, right?' It was just a trickle-down effect. So now, instead of raising attributes to raise other attributes, you focus purely on the core three you were raising anyway.
This removal is so far the only thing thats giving me cause for concern. Seems like a serious misstep.Blue Ninja said:For those who haven't read it yet, Howard tries to assuage some of the fears people might have about "dumbing down".
water_wendi said:This removal is so far the only thing thats giving me cause for concern. Seems like a serious misstep.
Intelligence only governed your magicka pool. Dialog options and bartering were influenced by Personality, and more specifically by the Speechcraft and Mercantile skills.LCfiner said:It's been a while so I can't remember: what other attributes did Intelligence affect. I can think of dialog options and influence/ bartering abilities. anything else?
I'm not sad to see acrobatics and athleticism go. simple because the way you could upgrade them by jumping in place for hours was silly and potentially game breaking. but I think you're right that removing intelligence could have more serious effects.
I guess they'll have speechcraft style perks in that extensive perk system of theirs.
i would think the better thing to do would be to involve them more in the game rather than cutting them completely. Then again this is the developer that took the rpg combat out of their rpg so who knows what theyll think up next.LCfiner said:It's been a while so I can't remember: what other attributes did Intelligence affect. I can think of dialog options and influence/ bartering abilities. anything else?
Its not just Intelligence its the removal of all the Attributes. Sure you can link skills themselves to checks in dialogue but you could go a step further and add attribute checks like with what Obsidian did in NV (for example you might not be an [Explosives] expert but your [Intelligence] might be enough to get you partway out of a jam).I'm not sad to see acrobatics and athleticism go. simple because the way you could upgrade them by jumping in place for hours was silly and potentially game breaking. but I think you're right that removing intelligence could have more serious effects.
I guess they'll have speechcraft style perks in that extensive perk system of theirs.
Blue Ninja said:Intelligence only governed your magicka pool. Dialog options and bartering were influenced by Personality, and more specifically by the Speechcraft and Mercantile skills.
water_wendi said:Its not just Intelligence its the removal of all the Attributes. Sure you can link skills themselves to checks in dialogue but you could go a step further and add attribute checks like with what Obsidian did in NV (for example you might not be an [Explosives] expert but your [Intelligence] might be enough to get you partway out of a jam).
From the descriptions of perks so far they sound like, you know, perks and not a suitable replacement for attributes (Destruction perks increase/modify fire based spells as an example).LCfiner said:I don't mind reducing the attributes if they're able to get that perk system to work the way they keep talking it up. that could allow for the kind of cutsomization that you want in a character without having to make those decisions in the first 30 minutes of the game, running around and then leaving a dungeon.
but if the perks don't work as intended, then I think there'll be a lot of frustration from players (and not just from the old school Elder Scrolls veterans) who can't customize like they want.