Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Time to return to Skyrim, I guess. Or maybe switch away from the unrelenting greed of amassing more and more money.
At least the quests are better in Oblivion, more interesting than the vast majority of Skyrim's, especially the Guild ones.
In my opinion is better to explore only the ones you want and don't be afraid to miss content, just see it as to left something for a future playthrough (maybe with the same character, maybe with someone new).
They're more like theme parks than dungeons, too 'convenient' and guided, to the point that it doesn't make sense.
Gosh, I love TES: Oblivion.
Far more intuitive and 'realistic' than Skyrim's stupid lug it all with you and meet the boss completely weighed down, just to stagger out the quick exit some place miles away or having circled back to the entrance again. If the boss's liar is so close to an exit, why doesn't one use that as the entrance in the first place? Complete nonsense.
hu...dat smart. dame make that a mod, like last creature in dungeon drops a reward ticket to turn in at guild. I'd 100% get that....seriously, I WANT THAT!!!
honestly I hate backtracking through an empty dungeon carrying a bunch of stuff... its re visiting samey content again, but with the added benefit of having nothing to do while your at it.
the mod "less predictable re-spawn" helps with this and many dungeons in oblivion do have a quicker exit to find, but when they don't it really eats into ones free time...
Better blame bethesda for removing teleportation spells
hmmm, fair point.
I got really into rouge-like games because its like 10 min per run then your dead and can quite out. its the quitting out that's the hard part xD
immersion is everything, that's true.
there is a mod "city teleport spell/scroll" or something that tried to address this but it did not play well with my mod list (or i couldn't make it work, at least).
I must admit that though more logical to have to walk out of a dungeon if it does not actively add to game play (like the desperate escape at the end of delver) it kills the pacing a bit for me.
in the end games are not about realism, their about enjoyment and mass appeal. is having an easy exit realistic, no... would it be more enjoyable for more people..,probably?
There are those caves/ dungeons which in reality are just a straight line, but there are a few which do have separate exits and a lot of Oblivions caves/dungeons are circular in concept. You follow a route around which gets you back close to the exit such as Lake Arrius Caverns and Vahtacen.
That's beyond my modding experience, though, and I'm not planning on looking at it. I'm saving my research for making more Oblivion planes.
Appeal to masses doesn't mean you only positively include more people, it also means you're losing more 'hardcore' audience.