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Skyrim's NPCs, especially the filler ones, are still repetitive to a degree. It's just much less than Morrowind's are.
The vast majority do. You can walk into an inn that has like 20 people and rest assured that at least 19 of them will probably all say "HEY WHAT DO YOU WANT TO KNOW I CAN DESCRIBE AN IMPORTANT PLACE NEARBY OR WHAT IS HAPPENING HERE OR DISCUSS ANY OTHER TOPIC YOU CAN THINK OF WITH CITED LINKS" at which point they will give you the exact same information.
Seems like you forgot the first half of your comparison here, mate. Usually there's something before "just like __" to establish comparison.
You seem really attached to this exceptionally vague "hiking simulator" term. You clearly feel it's derogatory, but you've not established any meaning for it or reason why it's applicable and why it's negative, so I'll just say sure bro!
Well this is a lot of untrue packed into a very tight package.
I can tell.
Well that's rather vague. As if you wanted to say something derogatory but couldn't think of anything, so you just vaguely replied to nothing with a generalized complaint that means nothing.
That's an interesting thought. Admittedly I disagree, but I can see why you would think that way.
Something is impossible, but who knows what?
But they benefit from not getting hit, which is quite doable with a lil' thinking put in.
You should try Skyrim! You'll like this part.
The selling point of an RPG is the ability to make an invincible character? I think you mean it's the selling point for you. Other people buy them for a lot of other reasons.
Well I would say the purpose is entertainment. That is what video games are, after all. But you're the one who's been so staunchly defending Morrowind, so this seems like a question you're more qualified to answer.
Unpredictability removes challenge, though both games allow you to become better with weapons as you master them. Skyrim just does it in a more reasonable and less immersion breaking way.
An interesting assumption, to be sure, but one founded on little more than your desire for it to be true. So keep at it! Whatever you need to think, my man.
People have been killed by a variety of other enemies and any enemy can kill you. But that was an interesting thought!
And yet you praise Daggerfall.
And Skyrim has variety in its architecture. So you should be satisfied.
And who "they" are, no one knows but you.
You are entitled to your opinion, however baseless it may be.
Yeah, copy pasted towns like in those screenshots, each town is completely unique and different, too bad that probably sounded like too much hard work for the boys down at Bethesda, they were too hard at work writing those incredible npcs that can tell you about their crops, religion and other info that you couldn't give a ♥♥♥♥ about.
In regards to the stripping/dumbing down, Oblivion added that crap where enemies level up with you, so baby will never feel threatened, took away classes so becoming the ultimate all rounder badass is the way to go, added a compass with GPS so baby will never get lost and Skyrim took after that and further simplified the crafting, took off even more spells, removed spell making, attributes being removed and the skill system heavily simplifiedwith perks and trees added, somehow even more simplified dungeons than in Oblivion, retarded puzzles that a 2 year old could solve, NPCs never having any feelings toward the player which I thought was pretty cool in the previous games, had health regen, weapons and armor couldn't get damaged, severe lack of enemy types, and the guilds, don't even get me started on how terrible that ♥♥♥♥ was lol the list of decline goes on forever. Lookin' forward to seeing how ♥♥♥♥ 6 is.
The entertainment comes from a game that stimulates you, not coddles you to sleep. Yeah, I'll twitch stream for you me running for 12 hours to get to the nearest dungeon :D truth be told, a lot more dumbing down occurred from Daggerfall to Morrowind than from Morrowind to Skyrim.
That seems rather ironic given that Oblivion became notorious for becoming practically impossibly difficult if you chose the wrong build order.
Not really true. It's often disadvantageous to try leveling up everything equally. The only change in the class system was that it allowed you to build your class through experience with the gameplay rather than forcing you to pick one before you had a chance to see how they worked.
Putting aside that there are many people who play with the compass disabled and still do fine, there's a lot of reasons why the compass was needed in Oblivion and Skyrim more than Morrowind. Not least of which being that they were both significantly larger.
Considering how much spell crafting broke Morrowind, it makes sense that they took it out later.
Changed doesn't mean simplified.
Simple dungeons and easy puzzles are a staple of modern TES games, so it's not like Skyrim added that. They were also in Morrowind.
Oh, yes. what a shame they got rid of everyone's favourite conversation pie. It was such a deep and meaningful feature.
You have serious issues with confusing "different" and "worse". Just because something isn't exactly the same doesn't make it automatically worse.
Correction: your entertainment does. Don't put your desires on everyone as a universal.
Though, considering you like Morrowind, games that coddle rather than stimulate must be right up your alley.
Probably because Skyrim's not dumbed down from Morrowind, but I've really got no interest in your steams, bro.
Really. The skills more than make up for decisions you make while levelling up. Yeah, then you use your cheat map marked with the exact location :)
Back then devs wanted players to break their games, they gave the player more freedom to experiment and do some crazy, unothrodox ♥♥♥♥ and encouraged it, it made the game feel less scripted.
That is literally simplicifaction and stripping down lol, that totally defeats the purpose of building and experimenting with different classes and replaying the game with a different set build in mind, in my first playthrough of Skyrim(job) I finished off as a Warrior/Mage/Archer and Thief and was literally untouchable (from about 4 hours in). Sad!
Yeah, they were real simple in Daggerfall :D Morrowind still had some great dungeons amongst a lot of their mediocrity, which is still a lot more than I can say for both Skyrim(job) and Oblivion.
Yeah, one of the many things stripped away because ♥♥♥♥ you thats why, I can guarantee you, TES 6 will somehow be even worse than Skyrim in every way, especially if Failout 4 is anything to go by :D
The regen life meant you could easily cheese fights, the lack of enemy types was a joke, especially since earliesh - midway you become unstoppable and your only threat at that point are Giants, mammoths and the odd dragon. Giants and mammoths were also easy to kill right in the beginning because all you needed to do was jump on a rock to foil the dumbfukk AI and shoot them with a bow. Come on, even if I was a fan of TES I'd admit that the guilds were a joke, the Thieves guild from Oblivion was awesome if I recall correctly, was designed by the creators of Thief. Compare that with the absolute soulless ♥♥♥♥ Skyrim had, even fans of Skyrim admit that the guilds were pathetic, they were all over before the began and bland as ♥♥♥♥.
Yeah, Morrowind takes me by the hand and spoon feeds me, never have to worry about getting lost, being over powered by enemies, messing up my build etc.
Daww. Yeah not dumbed down nor stripped down of features just 'changed' right? X'D
While Morrowind did have a fair few things dumbed down compared to Daggerfall with the removal of a bunch of skills, and character creation being cut down a lot, it was still the best.
The characters were interesting, the lack of questmarkers and handholding was great since you had to figure stuff out yourself.
Daggerfall is my personal favourite, Iove so much about it, the character creation is amazing, the sheer number of skills, special advantages and disadvantages, the leveling difficulty slider, which determined how hard it would be to level up depending on how many advantages or disadvantages you had. The reputation system was a nice addition, when you got arrested you got sent to a court and had to plead your innocence or guilt rather than guards just charging at you trying to murder you or letting you go if you pay them.
Oblivion was dumbed down from Morrowind with the introduction of leveled enemies and loot, the removal of even more skills, the introduction of those horrid quest markers so you don't need to read your quest objective just follow the green dot, the lack of alternative forms of travel, you had to either walk everywhere or fast travel, there were no silt striders, no boats, no mages guild teleportation, not even a mark and recall, just fast travel.
Skyrim Dumbed things down the most with the removal of classes, which allowed you to be a jack of all trades master of all, removal of spell crafting, removal of even more skills, the removal of attributes, guilds being made so bad that you are promoted to one of the highest ranks after doing like 2 quests, then being made leader after another 3 quests, it took oblivions quest markers one step further, the butchering of the lore, and lets not forget that it made you "the all powerful dragonborn", who doesn't need to work for their power, it just gets given to them, they are the one the one with the prophecy about them, they are the most important person right from the start of the game.
It did bring back silt striders in the form of carriages though, which was nice, so you weren't forced to fast travel everywhere.
Skyrim was dumbed down so much that it must have been aimed at small children, you don't need to work for power or reward, it just gets given to you.
Fully agreed, if it weren't for modding Skyrim would have been long forgotten already, I think anyone with common sense can agree that it is objectively an incredibly boring and bland game on it's own merits with the only arguably redeemable quality being that it was semi-fun to aimlessly wander around in random directions until you've seen all the sights, which I guess is the main draw for Bethesturd developed franchises these days.
The better list is Skyrim>Oblivion>Daggerfall>Morrowind>Arena.
Maybe so, until you encounter the exact same person wearing a slightly different texture for the 100th time in the same playthrough.
The only times the lack of quest markers meant you needed to figure things out yourself were when the game gave you incorrect or unnecessarily vague directions, at which point it's more about luck than anything else.
There is a lot to like about Daggerfall.
While this was a horrible system, do remember that different and dumbed down are not the same thing.
Having more skills would have been bad for Oblivion.
Or do both. But really Morrowind quest design would never have worked in Oblivion. It was clear even Morrowind's world was struggling with the system and Morrowind is designed to never let people get lost. Oblivion had a much more sprawling world that was more than twice as large, which made saying things like "the guy is to the east" and then letting the player wander aimlessly much less feasible than in a smaller world where going east gives the player fewer options.
You're upset that there's not redundant, more inconvenient systems of doing the same thing? What an odd complaint.
Skyrim didn't remove classes. They just changed the way you develop them. Instead of asking the player a bunch of questions to create a class before they have experience with the game, you create your class as you go and get to experience the playstyles before being made to choose one. While this certainly does give more options for viable builds, it's also not designed to create master of all trades characters, both because of the leveling system, which often made it disadvantageous to try to train everything together, and because of the perk system, which forced you to pick skills to focus on anyways. The only difference is you picked your focus skills as you went and as you learned what was useful and enjoyable for you rather than before you tried the gameplay. That's both more realistic and smarter game design.
Which consistently made magic OP in other games and was generally a broken system.
More doesn't mean better and different doesn't mean dumber.
While the rate of promotion in Skyrim was rather extreme, the guilds themselves weren't bad. They told interesting stories with fun quests.
Bethesda has never cared about consistent lore. They retcon whatever they want whenever they want. That's not new to Skyrim.
Most important, but not most powerful. You still had to work to get stronger. So this section is just you being upset that you're the protagonist... which is an odd complaint.
You weren't forced to fast travel in Oblivion, either. Though I still find criticising fast travel to be an odd complaint from someone who likes Daggerfall.
Yes, it's given to you
as a reward for the work you put in.
Funny how that happens.
Well I suppose if that's not your thing that would go a long way to explaining why you don't like Morrowind..
reading the directions in your journal and figuring out where you had to go was half the fun, stumbling upon some tomb with a cool ring in it because you took a left turn at the wrong spot, it was interesting.
Then questmarkers come along and you can just walk in a straight line, no accidentally finding cool stuff.
No, they aren't, but here it is a case of dumbing down as you can now tackle everything at anytime, no more having to back the ♥♥♥♥ out because you stumbled across an area too high level for you, no more reward for making it through a high level area in the form of high level items, if the gear and enemies are going to scale with you the whole time, then what's the point of progression?
oh do tell? here I was thinking that having more options was good?
Except they could have worked, if they gave the same level of detail that Morrowind did for directions, then going without quest markers would have been very doable.
Quest markers wouldn't be so bad if you had the option of turning them off, but there isn't one.
Those alternative travel forms are much better than fast travel, fast travel you jsut teleport for no reason, with those, you pay the person money and they take you somewhere, it makes sense. But more options are bad, I keep forgetting, how silly of me.
The class system was much better, you chose skills that you were talented at and ones you weren't, ones you were talented in would increase faster, ones you weren't would increase slower, that makes sense, someone who is talented at something will get better at it much faster than someone who isn't.
More options is generally better yeah, wait no, what am I saying, options is bad, I need to remember this.
In Arena, you are some lowly noble that spoke out against Jagar Tharn, nobody even knows who you are untill the main quest is over, only Jagar Tharn knows who you are before then, and it takes getting about 4 pieces of the staff before he acknoledges you as a worthy enemy, in Daggerfall you were just some dude who saved a member of the emperors family, a nobody that could be sent undercover, you then gain fame through the illiac bay through you hard work doing quests for people, Morrowind you are some nobody prisoner, it takes about 70% of the main quest before it's actually revealed that you might be the nerevarine and by the end of the main quest it still isn't clear if you truely are the Nerevarine or if Azura just let everyone believe that, Oblivion you are a Nobody prisoner who happened to be in the same cell as the escape tunnel the emperor was going to use to escape, you then through hard work become the champion of cyrodill.
Then you have skyrim, 2 quests in and everyone is hailing you as the dragonborn.
You really were forced to fast travel in Oblivion, trying to walk everywhere jsut wasn't viable like it was in Morrowind.
As for Daggerfall and fast travel, it does it in a way that it is like the Silt Striders or the Carriages, it will deduct money for staying at inns and such, it'll take time to get to your destination, it makes sense.
And you can still do that in later entries.
Morrowind encourages walking in a straight line to a much greater degree, and quest markers in no way eliminate stumbling across cool stuff.
Did you mean to quote something here?
It wasn't possible to tackle everything right away, but it was certainly a terrible system. Which is perhaps related to why the system was changed in Skyrim, which solved all the problems you mention here.
Because the leveling system made it too easy already to create a bad build that made the game impossible. Adding more skills to that system would have just made it easier to break your game.
But the quest directions in Morrowind often weren't very detailed and that still wouldn't solve the problem in Oblivion's and Skyrim's worlds without changing the world design.
Yes there is. Just don't track the quest and it won't have a marker. Then you can just look at your journal or talk to the relevant NPCs for information.
You just assume you do. At that level you also just teleport somewhere for no reason in the other forms of fast travel and the only difference is its less convenient and takes money away for some reason.
That depends largely on their purpose, their implementation, and whether or not better things could be done with the time and resources put into them. Amongst other things.
And in Skyrim you became talented through practice and work and it was much more organic and didn't punish you unjustly for decisions it asked you to make about the gameplay before playing the game.
Which, as I said in the quote you're replying to, makes you important, not powerful.
Plenty of people did it, so no it wasn't forced. It's just an extra option for those who want it. I thought more options were always better no matter what, right? That does seem to be the logic you're running off of.
When it's convenient for you, at least.
Whereas there's no need to deduct money if you're walking. Makes sense.
You can't read the directions in the later games (bar some quests that take place in the cities), the quest just reads go to *generic fantasy name* cave, and with the markers turned off you'd have to look at your map to get the exact bearing of the cave and check it on the way for long distance travels as to not get lost or walk by it.
How does Morrowind encourage walking in a straight line to much more of a degree, may I ask? You're following physical directions given to you to a specific location, which inherently felt natural. In the later ElderTurd entries you're literally just chasing a quest marker the damn entire game, going from point A to point B.
The problems of levelling weren't changed at all lol, 98% of the enemies still levelled with you, there were only a handful of enemies in the entire game that didn't and even then were hardly a match.
Nice, so they remove one of the key elements of RPG's all together (picking your build and sticking with it and being able to experiment with other builds in different playthroughs, which gave it great replayability) all because little Timmy is playing his first RPG? You have to literally be the biggest git to mess up a build in any TES game unintentionally, old ones included.
Saying there's a cave south east of so and so is informative enough, I've never had any problems finding a quest location in any pre-Toddler TES game, ever.
Again, not tracking the quest renders you completely lost unless you've explored the entire map and have an exceptional memory of every location's/characters exact where-abouts. There are a lot of ways this could have been done better than having a magical compass.
The transport system made sense, Silt Striders got you to towns (which had a Silt Strider handler, smaller, more remote towns didn't) quickly and was safe as they travel high above ground, the mages guilds allowed you to teleport between mages guilds in other cities instantly and some cities (such as Vivec) and small towns along the coast or on rivers that led to the ocean allowed you to travel to other towns of such via the boat. Deciding whether to adventure your way there or fork over some gold for more convenience made more sense when it comes down to semantics, which is what a lot of fans of RPG games appreciate, the smaller details.
"And in Skyrim you almost instantly became talented through coddling and it was much less organic as right off the cart you're a badass as enemies level with you meaning theres no real threat and didn't allow for experimenting with specific build types and didn't punish little Timmy for choosing random ♥♥♥♥" Fixed that for ya ;)
Yeah, having shouts didn't make you more OP than you were already :)
I didn't fast travel in any of my Oblivion playthroughs, but man was that boring as ♥♥♥♥. Which ever other madman out there did that, I salute thee.
Daggerfall was first and foremost a dungeon crawler, not an open world game with theme park attractions scattered all over, the time you spent in game was not meant to be aimlessly running around exploring but preparing for/taking quests and clearing out dungeons, and you are aware that Daggerfall's map is the size of an actual country in 1:1 scale, right? And that the distance from the dungeon you escape out of in the beginning to the next nearest land mark is, in scale, hundreds of times the distance of that of each New Elderturd's games maps combined from one end to the other (which made sense as there wouldn't just be random caves or an event happening every 20 feet). Here's the fast travel system from Daggerfall explained in detail.
"Fast Travel
Fast Travel is the premier method of efficiently traveling great distances for most players. Regardless of the length of the journey, trips embarked on with Fast Travel will always take place instantaneously in real-time (though game-time will still advance accordingly). Thus, a trip that might take the player hours in real-time will be over in a split-second using Fast-Travel. To activate Fast-Travel, the player must first open the Travelmap by pressing the “W” key. From here, the player will need to navigate the map of Iliac Bay using the cursor to select the province and then specific place he/she wishes to travel to.
Once the specific place has been selected, the Fast-Travel menu will appear. From here, the player will be able to select the speed he/she wishes to travel at (Cautious or Reckless), what method of transport he/she wishes to use (Foot/Horse or Ship) and whether or not he/she wishes to use Inns or Camp Out during the journey. The amount of time and cost (if any) the trip will require based on these selections is located in the bottom-left section of the menu. Once the player has made the necessary selections, he/she can then select the Begin button in the lower-right section of the menu to begin the journey. After a few seconds in real-time, the player will arrive at the desired location.
The selections made on the Fast-Travel menu will not only have an impact on journey time and cost, but can also impact both player condition and environmental condition on arrival. If the player selects “Cautious” speed when setting out, then he/she will arrive at the target destination with health, spell points and fatigue fully re-charged. In addition, the player will always arrive during daytime hours. However, if the player selects “Reckless” speed, then he/she may arrive at any time and will not have recharged health, spell points or fatigue. On the other hand, traveling cautiously will increase in-game travel time, while traveling recklessly will do just the opposite.
Ships will reduce a player’s travel time immensely, though they are highly expensive (100,000-200,000 gold). Selecting “Inns” will subtract from a player’s travel time but make the journey more expensive, while “Camping Out” will do just the opposite. One modifier on travel time that is not readily apparent is the weather (rain, snow, etc.), which can actually delay travel times. Another is whether or not the player is a Vampire. If the player is a Vampire, all Fast Travel times will double"
For future posters that encounter this clown, don't even waste your time like I have, one day he'll too jump off the sinking ship that is Bethesda when an upcoming Scrolls game caters to even bigger idiots, void of even more content, stripped down even more so and somehow has even crappier writing than Skyrim did that he too will be forced to swallow the red pill and admit that the franchise has gone to ♥♥♥♥ (although maybe not, as the more streamlined they get, the more he rates them), then the next batch of millenials will be there to tell him he's wearing nostalgia goggles, wasn't dumbed down just 'changed' and so on. That's the cycle of Bethestards and gamers in general. This is exactly what happened when Morrowind got released, fans of Daggerfall didn't like the fact that Morrowind was so stripped down of class building, had a lot of mechanics removed, had far less intriguing dungeons, quest lines, politics etc and were told to take off their nostalgia goggles and all that ad nauseam, only difference is Morrowind was still a good all-round game for what it was, albeit very disappointing. Any ways, I'm done here, peace.