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The Elder Scrolls V: Skyrim Discussion Thread


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#35976
Endurium

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What cracks me up is how no buildings in Skyrim have a sink or toilet o_0

 
Those metallic looking bowls on stands are apparently washbasins of a sort. We can put them in our Hearthfire homes, and a few other places have them, but not every home.

http://www.uesp.net/...in_on_Stand.png

#35977
Captain Obvious

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Is there a mod that completely gets rid of the wait time for the master destruction spells?


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#35978
blaidfiste

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Agree with most. I'll just say that I want to see Bethesda keep their franchises completely separate, unlike (IMO) our host site developers.

 

Combat systems and leveling should retain unique individual identities. I like the leveling system of Skyrim (use it and it gets better) for ES, but want to keep the point allocated and stat-based skill leveling for the FO franchise.

 

Dual wielding was superb in Skyrim and I actually like the free aim archery mechanics with a bullet-time-ish perk that comes later on. Those are things that I hope they maintain, as well as mounted combat.

 

I would like melee combat to be more visceral, where you can feel and hear the impact of bladed and blunt weapons, even though Skyrim's was a vast improvement over Oblivion where I always felt like I was swinging at air. But, I'd like them to take that to the next level.

 

I like the companions, and too, would like to see that part of the ES improved even further. This was another great improvement over Oblivion, but still has a lot of room for growth.

 

I personally don't have to have a FO-like degradation system for weapons and armor in ES. To me, being able to craft armor and enchant it is a mechanic that substitutes well over the FO degradation system, and keeps each franchise's crafting mechanics unique. But I will say that I wish you could build guns from scratch (not the crap gimmicky weapons) in FO.

 

In all honesty, I'm just still waiting for a Fallout Next announcement, so its hard for me to worry in earnest about ES Next. I'll start looking seriously toward ES VI once I can actually play another Fallout game and sink my teeth into it for a couple of years. Its getting pretty frustrating hearing nothing, not even a legitimate announcement that there's another game in the works.

 

At least Skyrim's still got a lot of life in it thanks to a great (and growing daily) inventory of quality mods.

 

Skywind's making progress

 


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#35979
mybudgee

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Oh look! More mod talk...
*raspberrie*

#35980
Reorte

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I agree.
We know that there are predecessors to the modern toiletry system introduced by the Victorians. Heck one could argue the Romans got there first.
Hole in the ground.
Bathing tubs (with really cold water)

In some places there's a handily-placed bucket. I wouldn't expect much more than that from Skyrim, crap in a bucket and fling it outside somewhere is probably quite appropriate for the setting.

#35981
Yrkoon

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I'm not making this up.
 
I was walking through a dungeon.
I triggered 5 different traps and lost hardly any health.
The boulders are the most disappointing.
Those things are killers. They are the sorts of things that Indiana Jones would run away from.
Yet the Dragonborn shrugs it off. Pfft. Another polystyrene boulder.
 
Don't get me wrong. Traps in Skyrim briefly stagger you.
Occasionally some of the mechanical traps will impale you or set you on fire. OUCH!
However those are too few.
 
If I walk on a bear trap and just shrug it off with a low level healing spell, something is wrong.

Yeah, the feeble, almost inconsequential nature of traps in Skyrim was one of the (very) few weaknesses of the game. Although even that isn't an absolute statement. Those propeller blade traps in the various Dwarven dungeons will rip you to shreds in seconds regardless of your level, health or armor rating.

 

1. Spell Making: I felt spell making was a bit redundant as implemented in Oblivion since many spells were readily purchase-able; if it was implemented again I would like to see it necessary for creating all of a mage's spells, similar to other forms of crafting. Want Candlelight? Gather the necessary ingredients and use a Spell-Making altar to add it to your spellbook.

The beauty of spell making in the earlier ES games was not in the ability to make spells that already exist, but to make NEW spells that *don't*

Like a Lightning spell that paralyzes an opponent. Or an area of effect Soul trap. Or a calm spell that also drains a targets health. Or a combination waterwalking/haste spell so you can cross large areas of water really really fast.

Stuff like that.
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#35982
Elhanan

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OTOH, traps seem to pack quite the punch to NPC's, including Followers. Those same boulders appear to decimate horses and Khajiit, based solely on Gopher's LPSA series. And when turned against the opponents in the game, they work wonders.

#35983
Endurium

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The beauty of spell making in the earlier ES games was not in the ability to make spells that already exist, but to make NEW spells that *don't*

Like a Lightning spell that paralyzes an opponent. Or an area of effect Soul trap. Or a calm spell that also drains a targets health. Or a combination waterwalking/haste spell so you can cross large areas of water really really fast.

Stuff like that.

 

True, but spell-making was optional, not a requirement.

 

Regarding traps, I've seen more than one person die to spinning blade traps on highest difficulty. Oops. At lower difficulties we can shrug them off.



#35984
Abraham_uk

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Regarding traps there is a mod for this.

 

You use traps in much the same way you use runes.

Plan ahead and lure your foes with dummy arrows and throw voice shout.

 

 



#35985
blaidfiste

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Meh. Find a pressure trap preferably one that slams a "spiked door" on the victim.  Stealth in a corner and "Throw Voice" onto the trap.  Fun times. 


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#35986
Abraham_uk

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I'd love it if modding tools were available on consoles.

Oh well...



#35987
Fast Jimmy

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I'd love it if modding tools were available on consoles.
Oh well...


Tools? That will never happen. Modding with a controller is a headache for all but the most rudimentary of activities. And he number of people with M&K attachments for each of the console groups makes it the to eat of tiny fractions.

Now... if MODS were available for consoles (with the tools used on a PC and the content ported to the console), then we've got a conversation. But, ultimately, it would require MS and Sony to relinquish their death grip on digital content distributed through their networks.
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#35988
Abraham_uk

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Tools? That will never happen. Modding with a controller is a headache for all but the most rudimentary of activities. And he number of people with M&K attachments for each of the console groups makes it the to eat of tiny fractions.

Now... if MODS were available for consoles (with the tools used on a PC and the content ported to the console), then we've got a conversation. But, ultimately, it would require MS and Sony to relinquish their death grip on digital content distributed through their networks.

 

It would have been cool to have groups of popular mods released as free DLC for console owners.

 

 

Skyrim Lore Friendly Quests

Skyrim Lore Friendly Armours

Skyrim Lore Friendly Characters

Skyrim Lore Friendly Animations

etc

 

Skyrim Lore Unfriendly Quests

Skyrim Lore Unfriendly Armours
Skyrim Lore unfriendly Characters
Skyrim Lore unfriendly Animations

etc

 

About 20 different mod packages to download.

Awesome!

 

 

If that's too much work, then maybe just 2-3 of the most popular quest mods from the PC.



#35989
Fast Jimmy

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It would have been cool to have groups of popular mods released as free DLC for console owners.
 
 
Skyrim Lore Friendly Quests
Skyrim Lore Friendly Armours
Skyrim Lore Friendly Characters
Skyrim Lore Friendly Animations
etc
 
Skyrim Lore Unfriendly Quests
Skyrim Lore Unfriendly Armours
Skyrim Lore unfriendly Characters
Skyrim Lore unfriendly Animations
etc
 
About 20 different mod packages to download.
Awesome!
 
 
If that's too much work, then maybe just 2-3 of the most popular quest mods from the PC.


Agreed. And Bethesda tried hard to make something like this happening, apparently. But MS and Sony blocked it.
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#35990
Abraham_uk

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Agreed. And Bethesda tried hard to make something like this happening, apparently. But MS and Sony blocked it.

:crying:



#35991
Captain Obvious

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Again, is there a mod that completely gets rid of the waiting time for a destruction master spell?


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#35992
Abraham_uk

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Again, is there a mod that completely gets rid of the waiting time for a destruction master spell?

 

I don't know, but I'll quote your question so that it doesn't get ignored the second time round. :)


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#35993
Captain Obvious

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I don't know, but I'll quote your question so that it doesn't get ignored the second time round. :)

Thank you. Seriously, you don't know how ****** annoying it was leveling up my destruction magic to 100, only to learn that using Master spells was worse, comparatively, than using Expert spells.


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#35994
Captain Obvious

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Also, when is Skywind coming out.



#35995
Yrkoon

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True, but spell-making was optional, not a requirement.

So is spell casting. Your point?

I have *no* idea why they nerfed magic in Skyrim; Why they eliminated so many spells; Or Why they scrapped the spell creation system outright. People have put forth some guess-reasons, but none of them make sense and anyone who's actually played Skyrim for more than 1 hour knows it. Lets run them down:

Reason #1: Because they didn't want magic to overshadow Shouts. - silly reason. Crafting, Alchemy, Archery, and Melee already render shouts trivial - in a blatantly obvious way. But they weren't nerfed. They were expanded.

Reason #2: Balance. Magic in Morrowind and Oblivion was too powerful - Same as #1. And since when did Balance matter in an Elder Scrolls game anyway?

Reason #3: (my personal favorite) They just didn't have time to develop a robust spell creation system.... and levitation mechanics.... and spells that unlock chests....And destruction spells that scale up as you level, and all the other magic effects they got rid of. - Sure, And if you believe that, I've got 30 acres of palm trees in Winterhold to sell you. EVERYTHING in Skyrim is vastly improved, more detailed, more robust and more polished from previous ES games..... except for magic.

I wonder why that is.

#35996
mybudgee

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Use 'become ethereal' and when it's half done, cast a master spell. You're welcome. :)

#35997
Joy Divison

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So is spell casting. Your point?

I have *no* idea why they nerfed magic in Skyrim; Why they eliminated so many spells; Or Why they scrapped the spell creation system outright. People have put forth some guess-reasons, but none of them make sense and anyone who's actually played Skyrim for more than 1 hour knows it. Lets run them down:

Reason #1: Because they didn't want magic to overshadow Shouts. - silly reason. Crafting, Alchemy, Archery, and Melee already render shouts trivial - in a blatantly obvious way. But they weren't nerfed. They were expanded.

Reason #2: Balance. Magic in Morrowind and Oblivion was too powerful - Same as #1. And since when did Balance matter in an Elder Scrolls game anyway?

Reason #3: (my personal favorite) They just didn't have time to develop a robust spell creation system.... and levitation mechanics.... and spells that unlock chests....And destruction spells that scale up as you level, and all the other magic effects they got rid of. - Sure, And if you believe that, I've got 30 acres of palm trees in Winterhold to sell you. EVERYTHING in Skyrim is vastly improved, more detailed, more robust and more polished from previous ES games..... except for magic.

I wonder why that is.

 

If I had to guess, I say it's because magic in the Elder Scrolls has never been particuarly imaginative or innovative.  Stuff like levitate was the exception amongst the vast majority of spells that do damage or effect skills.  And I think the spell-creation system was a subtle nod to this. 



#35998
Endurium

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So is spell casting. Your point?

My point, in my original post on this subject, was to suggest that spell-making be required to create *all* of a mage's known spells, rather than being able to purchase nearly all of them from merchants. We'd be able to create some initial spells with ingredients we acquired early on (escaping from a prison, per usual ES beginnings), enough to survive on until we could advance later. I think you took issue with my comment about spell-making feeling redundant (I didn't feel any need for it; just used store-bought magic) and ignored the rest.

 

Sounds good on paper anyway.


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#35999
Abraham_uk

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My point, in my original post on this subject, was to suggest that spell-making be required to create *all* of a mage's known spells, rather than being able to purchase nearly all of them from merchants. We'd be able to create some initial spells with ingredients we acquired early on (escaping from a prison, per usual ES beginnings), enough to survive on until we could advance later. I think you took issue with my comment about spell-making feeling redundant (I didn't feel any need for it; just used store-bought magic) and ignored the rest.

 

Sounds good on paper anyway.

 

There is an interesting idea that was used for a Dragon Shouts mod.

Each shout is made up of three words.

By collecting words and combining them you get different types of shouts.

 

 

Perhaps something like this could be done for the spell maker.

The different spell components could be generic spells you find in any fantasy RPG.

However when you combine spell components you get more fanciful spells.



#36000
Abraham_uk

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Elder Scrolls V ending.

 

Spoiler