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I don't know why people give a ♥♥♥♥ about the overworld of daggerfall. It kind of sucks, and honestly there might as well just be 4 cities for how much all the other ones matter. I think there's only 4 different tilesets for cities anyway.
They fixed character creation min maxing so you can't have max HP, easy leveling and super magic absorption right away. Magicka weakness can cause you to fail to resist spells you cast even if you absorb them, so the free spell exploit is much harder to use.
I mean, if you've never beaten daggerfall it's worth a try for the story at least. There's a lof of elder scrolls lore that won't make much sense without playing it. Also it's free, which never hurts when deciding what to play.
Daggerfall Unity at its current state fixed almost all of the bugs and made the game enjoyable and playable for the wider audience. Also there are many mods that improve grathics, sound , some even add new guilds like archeologists etc.
I agree with you that highlighting the size of the map as the main argument to play Daggerfall is a very dumb pont.
For me : Complex character creation and skill system , interesting lore , gigantic dungeons are the reasons to play this game.
I think procedural generation is great but I also think it should go hand-in-hand with some hard-coded stuff eg when you visit the lands of the Redoran, the architecture is different, and the people have a different skin colour but everything else is the same. You can travel to anywhere in Daggerfall, and the guilds are the same, the banks are the same, the orders are the same - basically there is nothing to distinguish each place as far as I'm aware.
Travelling to a different part of the world means you might be without your bank account but that's pretty much it. Having extra content means extra work of course.
The idea of owning a ship or house is cool but you don't do anything with them - the ship is just for free sea travel... wouldn't it have been cool if you could actually sail it and there would be stuff that happens only on the sea? Again - lots of extra content needed to make it actually good.
Procedural generation is fine and all, but I prefer more handcrafted maps. No reason Julian couldn't of done A mixture of the two. Shrink the map by like 75% (That sounds like a lot, but it would still be bigger then Morrowind, Oblivion and Skyrim combined.) to something that a person can realistically work with, do procedural generated Dungeons and Towns and what not on the master copy of the game then go through and edit those areas by hand to flesh them out.
That way you get the best of both worlds there. But yeah, Daggerfall would of benefited from someone telling Julian to just scale it back. lol
I mean, the pro of having such a cartoonishly large map is modders would probably never have to worry about conflicts.
what you are missing (deliberately or not) here is that you are comparing a game from 1996 with a game from 2016 like they are on the same weight category.
while having rapid change of technology of past 25 years in mind, is this fact in favor of daggerfall or what?
Yeah like said above, the unity mod fixes these glitches. And there's lots of mods that change the overworld, adding mountains and hills and valleys etc, and mods that just add stuff to the overworld to give it a point.
The unity mods have only been a thing for like 8 months or something, so it's still fresh and there's lots of mods added. I'd suggest checking them out and doing a replay of daggerfall, really makes the game much more enjoyable.