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The Elder Scrolls V: Skyrim Discussion Thread


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#576
casedawgz

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naughty99 wrote...

casedawgz wrote...

Gonna have to play as a Nord I think. All this viking imagery makes all the other races seem inappropriate.


That's what I was thinking until I saw the pic of the badass blind Orc. Never played an Orc before, but looks like fun.


He does look pretty rad. I dunno though, the screens so far make me want to just roll a Nord warrior and set off into the wilderness picking flowers, hunting deer, and murdering goblins.

#577
Dune01

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I'm think that after creating (as in every TES game) Maximus,I will be rolling Khajiit.They look really good this time around.After that probably Nord.

Modifié par Dune01, 26 avril 2011 - 04:39 .


#578
ErichHartmann

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I'll never roll an Argonian, Khajiit, or Orc. They make me laugh for some reason. I am impressed with the Khajiit's "new" design though.

#579
Dune01

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Has anyone noticed that Todd Howard doesn't age?

#580
CroGamer002

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All I can say that this game is a must buy for me... in 2012.

Except if ME3 is gonna suck, which I highly doubt it will.

#581
J0HNL3I

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Dune01 wrote...

I'm think that after creating (as in every TES game) Maximus,I will be rolling Khajiit.They look really good this time around.After that probably Nord.


im normally a wood elf but im going to have to try out a nord, i think it as to do with were its set like i had to try a dark elf in morrowind

#582
AventuroLegendary

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casedawgz wrote...

naughty99 wrote...

casedawgz wrote...

Gonna have to play as a Nord I think. All this viking imagery makes all the other races seem inappropriate.


That's what I was thinking until I saw the pic of the badass blind Orc. Never played an Orc before, but looks like fun.


He does look pretty rad. I dunno though, the screens so far make me want to just roll a Nord warrior and set off into the wilderness picking flowers, hunting deer, and murdering goblins.

I've always wanted to play an Orc or an Elf but in oblivion, Orcs have fat faces and elves have ANNOYING voices (By azura, by azura, by azura!). I see that the Orcs' faces are redesigned, I just hope the same thing for the elf voice.

#583
Travie

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Still a little put off with attributes being removed, but I'll wait for the finished product to judge.

#584
J0HNL3I

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LegendaryAvenger wrote...

casedawgz wrote...

naughty99 wrote...

casedawgz wrote...

Gonna have to play as a Nord I think. All this viking imagery makes all the other races seem inappropriate.


That's what I was thinking until I saw the pic of the badass blind Orc. Never played an Orc before, but looks like fun.


He does look pretty rad. I dunno though, the screens so far make me want to just roll a Nord warrior and set off into the wilderness picking flowers, hunting deer, and murdering goblins.

I've always wanted to play an Orc or an Elf but in oblivion, Orcs have fat faces and elves have ANNOYING voices (By azura, by azura, by azura!). I see that the Orcs' faces are redesigned, I just hope the same thing for the elf voice.


i think i heard someware (oxm i think) that they have more than 2 voice actorsfor each race, hopfully that means nords and orcs dont shound the same anymore

#585
AventuroLegendary

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So will it be 2 actors for a gender of a race? Or does that mean we get 2 male voices and 2 female voices?

#586
J0HNL3I

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LegendaryAvenger wrote...

So will it be 2 actors for a gender of a race? Or does that mean we get 2 male voices and 2 female voices?


2 male and 2 female, might be more than 2 each i hope

#587
chunkyman

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What I want to see is some pictures of some Mammoths and Sabre-Tooth Tigers. The dragons look amazing, so I'm curious how they did with other large animals (other than that one elk screenshot).

#588
AventuroLegendary

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J0HNL3I wrote...

LegendaryAvenger wrote...

So will it be 2 actors for a gender of a race? Or does that mean we get 2 male voices and 2 female voices?


2 male and 2 female, might be more than 2 each i hope

Good. I'm just hoping if the voice actors are good.

#589
Arppis

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Better and more meaningful dialogue!

#590
NvVanity

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So anyone else planning on modding this game when it comes out?

#591
naughty99

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awesome new Todd Howard interview with German magazine.


I think this is the most informative interview so far!

New info includes:

- Necromancers Confirmed! (an altar with Necromancers will be among the 100+ POI locations, which is separate from to the 120+ dungeons)

- many of the Nine Divines and Daedra make an appearance, including some interesting unique quests related to the Divines or the Daedra

- racism and racial conflicts between Nords and Elves involving specific faction quests

- very detailed art direction for the homes of NPCs or creatures, such as giants, who live in camps and herd mammoths.

- sneak uses eyeball that opens and closes (similar to FO3 caution danger etc.)

- alchemy redesigned, will explain later interesting differences with Oblivion

- half of the dungeons are small (15 minutes), half the dungeons are larger and some are epic 1-2 hour dungeons

- much more "adventure-gamery type" puzzles than in previous TES games

- greatly improved traps "We've come a LONG way with traps"

- Planes of Oblivion still involved in some way, possible quests taking place there

-Bigger cites will still have walls with loading screens (no open cities)

-Most interesting items come out of skill based crafting with sub-menus, versus the crafting animations without sub-menus (for example, wood cutting)

Modifié par naughty99, 02 mai 2011 - 04:29 .


#592
mr will jc

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1. - Combat
* An overhauled combat-system.
* Inter-changeable dual-wielding with both weapons and spells. Dual-wield any combination, even dual-shields (Confused Turtle)!
* Staggering effects and camera shake.
* Switching between loadouts on the fly is made easier thanks to a new quick-select menu that allows you to "bookmark" all of your favorite spells, shouts, and weapons for easy access.
* 'Magnetism' in your attacks draws them more towards enemies rather than allies.

1.1 - Melee/Archery
* Special kill animations: Depending on your weapon, the enemy, and the fight conditions, you may execute a devastating finishing move that extinguishes enemies with a stylistic flourish.
* Ranged combat has been improved by significantly increasing the damage bows deal.
* The draw-time of the bow has been increased, making is slower.
* Shield bash - If you hold down the block button, you'll attempt to bash the enemy with your shield.
* Specializing in a particular weapon is often the best way to go, as you can improve your attacking skills with perks. For instance, the sword perk increases your chances of landing critical strikes, the axe perk punishes enemies with bleeding damage after blows, and the mace perk ignores enemy armour.
* Timing-based blocking system that requires players to actively raise their shields to take the brunt of the attack instead of simply holding the block button.
* When backstabbing characters from the shadows, a dagger deals significantly more damage than any other type of weapon, making it the perfect tool for an assassin.
* Blunt & Blade skills have been replaced by Two-Handed & One-Handed.
* You can use Power Attacks, which uses Stamina and staggers enemies, by holding down the attack button.

1.2 - Magic
* Spells needs to be equipped to be cast.
* There are over 85 spells to choose from, each with three different ways to cast.
* You can blast enemies with a flame ball from afar, hold the button down to wield the spell like a flame thrower or place a rune on the ground to create an environmental trap that spontaneously combusts when an enemy steps on it. Each spell has the same amount of flexibility.
* If you cast a frost spell, you'll see the effects on the enemy's skin. If you're wielding the flame spell like a flame thrower, the environment will catch fire for a short while and burn anything that comes into contact with it.
* Fire deals the highest amount of damage, lighting/shock deals less damage, but drains the enemy's magicka, while frost deals the least damage, but drains stamina and slows down enemies physically.
* You can dual-wield spells to double the damage at a higher magicka consumption.

1.3 - Way of the Voice (Dragon Shouts)
"A long practiced spiritual form of Nordic magic, also known as the Tongues, that is based on their worship of the Wind as a personification of Kynareth. Through the use of the Voice the power of a Nord can be formed into a thu'um, or shout - which has a large variety of applications (anything from sharpening blades to a long range weapon). Master Voices (known simply as Tongues) have legendary, and often unbelievable powers, including talking to people of hundreds of miles away or teleportation. The most powerful masters must even be careful whenever they speak, as their voice can cause great destruction and they are commonly gagged. During the Conquest of Morrowind, the Nordic war chiefs were also Tongues (Derek the Tall, Jorg Helmborg, Hoag Merkiller). They needed no typical siege weapons when attacking a city as they merely used the Voice to break down the city gate and allow their armies to storm in. The future of the Tongues was forever changed by the most powerful Tongue, Jurgen Windcaller, also better known as the Calm. Jurgen converted to a pacifist and refused to use the Voice for any martial purposes. In a confrontation with 17 other tongues he reportedly swallowed the Shouts of the 17 for three days until they lay exhausted, later to become his followers. Today, all Tongues live secluded lives on the highest peaks of Skyrim in tough conditions and contemplation, and have only spoken to announce the destiny of the great Tiber Septim (who later created an Imperial College of the Voice in Markarth, returning the Voice to the art of warfare). Those known as Dovahkiin, Dragonborn, can use a type of magic known as "Dragon Shouts." Dragon shouts are spoken in the Dragon Language, and can manipulate dragons in a variety of unknown ways, as well as performing other kinds of magic, also undocumented."
* You will be able to use Dragon Shouts.
* There are over 20 different Shouts.
* You collect words for these shouts around the world, either from ancient runes or by slaying dragons, and there are three words for each shout. The amount of time you hold down the shout button is how many words come out, and the more words you use, the more powerful the shout becomes.
* One shout lets you slow down time, another lets you move stealthily close to an enemy in a mere instant. One shout will even let you summon a dragon!
* Shouts has a cooldown time, which is universal, meaning that if you use one shout, every shout will need to cool down.



2. - AI
* New, updated Radiant AI: You won't find townspeople loitering aimlessly in town squares anymore. Each NPC performs tasks that make sense in their environment. To impart the towns and cities with a greater sense of life, Bethesda has populated them with mills, farms, and mines that give the NPCs believable tasks to occupy their day. The improved Radiant AI technology is also more aware of how a citizen should react to your actions. As you perform tasks for them or terrorize them by ransacking their home, the NPCs develop feelings about you. If you're good friends with a particular NPC and barge into his house during the middle of the night, he may offer you lodging rather than demand you leave the premises. If you swing your weapon near an NPC, knock items off their dinner table, or try to steal something of value, they'll react with an appropriate level of hostility given their prior relationship to you.
* If you drop an item on the ground near NPCs they will react to that as well, such as a child might try to give you the sword back, two men will fight over it or someone might even try to kill you with it if they dislike you.
* when NPCs think they see or hear something, they go into an alert state, instead of instantly attacking you. Players with a higher sneak skill will have more time to duck back around the corner or find sanctuary in the shadows.
* When you approach an NPC, they will engage in dialogue with you, while continuing to do their task or making gestures or pacing around, depending on what their personality is.
* If you kill a shop owner, their family member will inherit the shop and will be angry about you, but still give you missions, which could then improve your relation with them.



3. - Environment
* Skyrim hosts very unique landscapes and dungeons.
* 5 major cities: Solitude, Riften, Whiterun, Windhelm, and Markarth.
* Eight or Nine smaller towns.
* More than 130 dungeons.
* Approximately the size of Cyrodiil in areal, but the rugged landscape makes the world bigger, as you will need to go either over a mountain or around it to get to places instead of just straight forward - this makes it feel bigger.
* In the northern parts of the county Solitude is the Bard's College, a busy port town.
* Windhelm is the largest city. It has a palace that looks spectacular. This is also the hangout for the Imperial Guards who monitor the path to Morrowind.
* Traps and puzzles are used to make dungeons more interesting.
* Fish jumps out of the water.
* Birds flies in the air above you.
* Every town has it's own Economic System. If you destroy a city's means of income, they'll need to buy from another nearby city, and prices in the city will go up or some products will not be available in that city at all.
* Every big settlement has it's own unique culture & architecture.
* Dwemer ruins are scattered across Skyrim.
* High Hrothgar WILL have 7000 steps.
* There exists a carriage system that will take you to major locations.
* Some locations will have enemies that are too strong for your level, and you will have to come back when you are more powerful, and vice versa.
* You can knock oil lamps to the ground, which will then cause fire damage and you can try to catch your enemies on spikes. These are some of the effects
* Butterflies will fly around beautiful new flowers which can be picked for alchemical purposes.
* The major cities are not open.
* Over 100 points of interest across Skyrim.



4. - Plot
TES V takes place 2 Centuries (200 years) after Oblivion. The King of Skyrim is dead, which has sparked a civil war. You are the last Dragonborn, a group characterized by their ability to hunt dragons. You are a prisoner. The Septim line was a prominent Dragonborn line protected by the Dragonguards which eventually became the blades. After the death of the Septim line, the Blades were hunted down and killed one by one and now are almost completely gone. The return of the dragons was foretold in the Elder Scrolls and was ushered in by the destruction of the Staff of Chaos, the creation of the Numidium, the events at Red Mountain and the Oblivion Crisis. There is a blade you come across, named Esbern (Voiced by Max Von Sydow.) that will train and guide you through the game. The last event to unfold before the dragons return was the people of Skyrim turning against each other which is happening at the beginning of the game. Dragons start to appear in greater and greater numbers as the game goes on and will eventually culminate with Alduin possibly coming into the world.



5. - Lore (UESP)
Thanks to the guys over at The Unofficial Elder Scrolls Pages for this list!
First Century
4E 1 — End of the Oblivion Crisis
* The banishing of Mehrunes Dagon from Tamriel by the Champion of Cyrodiil, Martin Septim, and the avatar of Akatosh ends the Oblivion Crisis. The Septim bloodline ends and the Amulet of Kings is destroyed. The Third Era ends, marking the beginning of the Fourth.
* The Fourth Era begins with no Emperor on the throne of Tamriel. High Chancellor Ocato, the Elder Council, and the Blades try to maintain order. The provinces start to take opportunities on the state of Empire.
4E ?? — The Empire Collapses
* Black Marsh secedes from the Empire; it is soon followed by Elsweyr.
4E ?? — Titus Mede is crowned the new emperor by conquest.
4E ?? — Morrowind is conquered by the Argonians.
* With the absence of Vivec, the Ministry of Truth becomes unstable. Vuhon creates an Ingenium in order to keep the rock stable by using first dozens of dying souls, then a small number of living ones as fuel. Sul fights Vuhon over his wife, who was being used as a living battery causing the Ministry of Truth to crash into Vvardenfell, destroying much of the island and killing many of the people. The Argonians of Black Marsh invade and conquer the crippled Dunmer.
4E ?? — The Thalmor seize control of the old Aldmeri Dominion (Valenwood and the Summerset Isle).
* The goal of the Thalmor is the pacification and purification of all of Tamriel – to bring about a new Merithic era. The Thalmor have many sympathizers throughout Cyrodiil and are thought to be funding insurgent groups to fight against the Empire.
4E 18 — Prince Attrebus Mede is born.
4E 23 — Annaïg Hoïnart is born.
4E 40s — The Infernal City
* Umbriel, a floating city, appears on the coast of Black Marsh, heading toward Morrowind. The city of Lilmoth, Black Marsh, the home of Annaïg, is destroyed in the process.

Third Century
4E 200s — The High King of Skyrim dies.
4E 200s — The Nords of Skyrim engage in a civil war.



6. - Graphics & Effects
* Dynamic Shadows.
* Snow falls dynamically.
* Water Physics.
* Improved Faces & Models.
* Draw Distance greatly increased, allowing for little to no grid pattern or low resolution distant land.
* No more SpeedTree: they've created their own platform that allows artists to build whatever kind of trees they want and to dictate how they animate. Artists can alter the weight of the branches to adjust how much they move in the wind, which is an effective way of, for instance, actualizing the danger of traversing steep mountain passes with howling winds violently shaking branches.
* Havok Behavior - Havok Behavior is a flexible animation tool that allows the developers to rapidly prototype and preview new animations and blend them together seamlessly with a few mouse clicks and minimal code support. Bethesda is using it to create more nuance in character and creature movement, govern special effects, and even to control how characters struggle to move when trapped in environmental hazards like spider webs. Characters now transition more realistically between walking, jogging and, running, and the increased nuance between animations has allowed Bethesda to better balance the combat in both first- and third-person perspective by adjusting the timing values for swings and blocks depending on your perspective. Perhaps the most impressive use of the Behavior technology is how Bethesda is using it to create the dragon animations. Bethesda has worked meticulously to make sure the beasts look powerful and menacing when banking, flapping their wings, gaining altitude before making another strafing run, and breathing fire on their hapless victims. None of the dragons' actions are scripted, and Behavior helps make the movements look non-mechanical, even when the dragons are speaking/shouting.



7. - Sound
* Jeremy Soule is back.
* Max Von Sydow will be voice-acting Esbern (The Blade).
* Lots of voice actors compared to Oblivion and Fallout 3
* There are a few more famous actors than only Max Von Sydow.



8. - Creatures
* Confirmed creatures: zombies, draughr, skeletons, trolls, giants, ice wraiths, giant spiders, dragons, wolves, horses, Elk, mammoth, saber-toothed cats, Centurion Spheres, dogs, Skeevers, boars.
* Random spawns are scaled (stronger enemies appear at higher levels), but weak enemies aren't written out of the system, just become less common.
* A single spawn at lower levels can have enemies spawning in pairs at higher levels.
* Stronger enemies exist in the world at the start of the game, but you're usually given enough warning if you don't want to fight anything too strong.
* There are different kinds of Dragons.
* You can not fly dragons.
* Some Dragons are scripted, while others appear randomly.
* Dragons can pick people up from the ground.



9. - Character, Leveling, Stats & Skills
* 10 playable races to choose from.
* In-depth character customization that allows to change your character physique, give them a beard, and other more detailed changes to your characters body.
* No More class Selection - Your class is now determined by which skills you choose to progress and what weapons/spells you choose to use.
* There are 18 skills, down from 21.
* 3 skills are removed: Mysticism, Acrobatics & Athletics.
* Armorer is replaced by Smithing.
* No Major/Minor Skills to choose from, so every skill increase will contribute to a level-up.
* No Birth Signs.
* Advancing a skill from 30-31 will contribute more to a level-up than advancing a skill from 10-11, making it better to focus on a smaller range of skills.
* You gain a perk every level.
* When leveling up, you can pick stamina-, health- or magic boosts.
* There's a soft level-cap at 50, but you can still level-up after this, but you'll gain no perks. (Highest possible level is estimated to around 75)
* Leveling is faster than in previous games.
* 5 Magic Schools: Destruction, Alteration, Conjuration, Restoration & Illusion.
* There's a total of around 280 Perks (Including Ranks).
* Perks will, among other things, decrease the sound of your footsteps, Disarm enemies, give you access to Unique Special Moves.
* You can Sprint, which drains Stamina.
* Backwards running speed has been reduced, and you can no longer outrun NPCs while running backwards.
* There are three Archetypes: The Warrior, The Mage & The Thief. (You will not choose these, they are merely there for categorizing.)
* Each Archetype have a crafting-skill. The Warrior: Smithing, The Mage: Enchanting, The Thief: Alchemy.
* There are only 3 attributes: Health, Magicka and Stamina



10. - Interface
* HUD-free first-person view. The HUD comes and goes when needed.
* Improved third-person view.
* When opening the menu, instead of returning you to the last page you visited as it did in Oblivion, you are now presented with a simple compass interface that offers four options. (Right: Inventory | Left: Magical Items | Down: Map & Quests | Up: Skills)
* Instead of relegating players to looking at an item's name and stat attributes, each possession is a tangible three dimensional item with it's own unique qualities.
* Mapping: Anything from your spell library or item inventory can be "bookmarked" to the favorites menu with the press of a button. How many items appear on that menu is up to each player.



11. - Quests & Dialogue
* Radiant Story: Many quests are still completely governed by Bethesda, but the Radiant Story system helps randomize and relate the side quests to players to make the experience as dynamic and reactive as possible. Rather than inundate you with a string of unrelated and mundane tasks, it tailors missions based on who your character is, where you're at, what you've done in the past, and what you're currently doing. Radiant Story is also smart enough to know which caves and dungeons you've already visited and thus conditionalize where, for instance, a kidnapped person is being held to direct you toward a specific place you haven't been to before, populated with a specific level of enemy. Skyrim also tracks your friendships and grudges to generate missions. Do a small favor for a farmer and it may eventually lead to a larger quest. Some NPCs will even agree to be your companion to help you out in specific situations.
* Main Questline is approximately 20 hours.
* It's possible to play after finishing the Main Quest.
* Taverns will play a large role in getting information, gossip and rumors from a town as it's naturally where most people go after working, and you can listen to peoples conversation and learn more about the town and/or Skyrim itself.
* People will be more vague or specific when talking to you or giving you quests depending on how much they like you.
* Main-Quest Givers are Essential (Not killable)



12. - Misc Features
* NPC Children.
* Beards.
* Fast-Travel.
* Every Race have a unique set of armor.
* There is no Multiplayer.
* You can buy houses.
* You can set oil on fire.
* You can hire companions.
* There are factions; some new, some old.
* Nirnroots have made a return.
* There are horses in the game.
* There are more weapon and armor types in Skyrim compared to Oblivion.
* Soul Gems can be used like in previous TES games to trap souls.
* You can buy properties.

#593
Jonp382

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Wow, nice Mr Will JC. Very nice.

#594
J0HNL3I

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naughty99 wrote...

awesome new Todd Howard interview with German magazine.


I think this is the most informative interview so far!

New info includes:

- Necromancers Confirmed! (an altar with Necromancers will be among the 100+ POI locations, which is separate from to the 120+ dungeons)

- many of the Nine Divines and Daedra make an appearance, including some interesting unique quests related to the Divines or the Daedra

- racism and racial conflicts between Nords and Elves involving specific faction quests

- very detailed art direction for the homes of NPCs or creatures, such as giants, who live in camps and herd mammoths.

- sneak uses eyeball that opens and closes (similar to FO3 caution danger etc.)

- alchemy redesigned, will explain later interesting differences with Oblivion

- half of the dungeons are small (15 minutes), half the dungeons are larger and some are epic 1-2 hour dungeons

- much more "adventure-gamery type" puzzles than in previous TES games

- greatly improved traps "We've come a LONG way with traps"

- Planes of Oblivion still involved in some way, possible quests taking place there

-Bigger cites will still have walls with loading screens (no open cities)

-Most interesting items come out of skill based crafting with sub-menus, versus the crafting animations without sub-menus (for example, wood cutting)


THANK YOU!

#595
Jonp382

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[quote]mr will jc wrote...

* Switching between loadouts on the fly is made easier thanks to a new quick-select menu that allows you to "bookmark" all of your favorite spells, shouts, and weapons for easy access.[/quote]

A good step forward. I would still prefer a programmable GUI(would especially make sense for the Pip-Boy in Fallout imo), but this is nice.

[quote]* Special kill animations: Depending on your weapon, the enemy, and the fight conditions, you may execute a devastating finishing move that extinguishes enemies with a stylistic flourish.[/quote]

I hope that's optional.

[quote]* Ranged combat has been improved by significantly increasing the damage bows deal.[/quote]

Yay!

[quote]* Shield bash - If you hold down the block button, you'll attempt to bash the enemy with your shield.[/quote]

Nay! I hate holding buttons, but I'll live.

[quote]* Timing-based blocking system that requires players to actively raise their shields to take the brunt of the attack instead of simply holding the block button.[/quote]

Oh, I really don't like the sound of that. If there's anything I'll hate about this combat system, it's this.

[quote]* When backstabbing characters from the shadows, a dagger deals significantly more damage than any other type of weapon, making it the perfect tool for an assassin.[/quote]

Doesn't make any sense.

[quote]* You can use Power Attacks, which uses Stamina and staggers enemies, by holding down the attack button.[/quote]

Again, not my favorite feature, but I'll live.

[quote]* You can blast enemies with a flame ball from afar, hold the button down to wield the spell like a flame thrower or place a rune on the ground to create an environmental trap that spontaneously combusts when an enemy steps on it. Each spell has the same amount of flexibility.[/quote]

Very nice, besides the holding down the button bit.

[quote]* You collect words for these shouts around the world, either from ancient runes or by slaying dragons, and there are three words for each shout. The amount of time you hold down the shout button is how many words come out, and the more words you use, the more powerful the shout becomes.[/quote]

/wishes he never had to hold down a button.

[quote]* New, updated Radiant AI: You won't find townspeople loitering aimlessly in town squares anymore. Each NPC performs tasks that make sense in their environment. To impart the towns and cities with a greater sense of life, Bethesda has populated them with mills, farms, and mines that give the NPCs believable tasks to occupy their day. The improved Radiant AI technology is also more aware of how a citizen should react to your actions. As you perform tasks for them or terrorize them by ransacking their home, the NPCs develop feelings about you. If you're good friends with a particular NPC and barge into his house during the middle of the night, he may offer you lodging rather than demand you leave the premises. If you swing your weapon near an NPC, knock items off their dinner table, or try to steal something of value, they'll react with an appropriate level of hostility given their prior relationship to you.
* If you drop an item on the ground near NPCs they will react to that as well, such as a child might try to give you the sword back, two men will fight over it or someone might even try to kill you with it if they dislike you.
* when NPCs think they see or hear something, they go into an alert state, instead of instantly attacking you. Players with a higher sneak skill will have more time to duck back around the corner or find sanctuary in the shadows.
* When you approach an NPC, they will engage in dialogue with you, while continuing to do their task or making gestures or pacing around, depending on what their personality is.
* If you kill a shop owner, their family member will inherit the shop and will be angry about you, but still give you missions, which could then improve your relation with them.[/quote]

All terrific. Radiant AI ftw.

[quote]* Traps and puzzles are used to make dungeons more interesting.[/quote]

Great. I love traps and puzzles. Hope there's multiple ways to solve the same problem, though.

[quote]* Every town has it's own Economic System. If you destroy a city's means of income, they'll need to buy from another nearby city, and prices in the city will go up or some products will not be available in that city at all.[/quote]

Terrific again.

[quote]* Draw Distance greatly increased, allowing for little to no grid pattern or low resolution distant land.[/quote]

Good. Been playing Fallout 3 and this is very evidently a problem.

[quote]* No more SpeedTree: they've created their own platform that allows artists to build whatever kind of trees they want and to dictate how they animate. Artists can alter the weight of the branches to adjust how much they move in the wind, which is an effective way of, for instance, actualizing the danger of traversing steep mountain passes with howling winds violently shaking branches.[/quote]

I wonder if trees or people can be blown over by the wind. Otherwise the player may just ignore the warning signs.

[quote]* Random spawns are scaled (stronger enemies appear at higher levels), but weak enemies aren't written out of the system, just become less common.[/quote]

Works alright in Fallout 3 I guess. Still don't like level scaling.

[quote]* 10 playable races to choose from.
* In-depth character customization that allows to change your character physique, give them a beard, and other more detailed changes to your characters body.
* No More class Selection - Your class is now determined by which skills you choose to progress and what weapons/spells you choose to use.[/quote]

Superb, especially the last. That's the kind of freedom every RPG should have.

[quote]* Advancing a skill from 30-31 will contribute more to a level-up than advancing a skill from 10-11, making it better to focus on a smaller range of skills.[/quote]

Not sure what to think of this. I guess I will have to see?

[quote]* HUD-free first-person view. The HUD comes and goes when needed.[/quote]

Doesn't sound good imo. As the player I need to know what my character's status is, and I'm not sure how they would do that in first-person without a HUD.

[quote]* Instead of relegating players to looking at an item's name and stat attributes, each possession is a tangible three dimensional item with it's own unique qualities.[/quote]

Wait. Does that mean we won't be able to see the item's cold hard measurements?

[quote]* Radiant Story: Many quests are still completely governed by Bethesda, but the Radiant Story system helps randomize and relate the side quests to players to make the experience as dynamic and reactive as possible. Rather than inundate you with a string of unrelated and mundane tasks, it tailors missions based on who your character is, where you're at, what you've done in the past, and what you're currently doing. Radiant Story is also smart enough to know which caves and dungeons you've already visited and thus conditionalize where, for instance, a kidnapped person is being held to direct you toward a specific place you haven't been to before, populated with a specific level of enemy. Skyrim also tracks your friendships and grudges to generate missions. Do a small favor for a farmer and it may eventually lead to a larger quest. Some NPCs will even agree to be your companion to help you out in specific situations.[/quote]

Sounds really interesting, at the very least from a technical perspective.

[quote]* It's possible to play after finishing the Main Quest.[/quote]

Always nice. Well, as long as it makes sense obviously.

[quote]* People will be more vague or specific when talking to you or giving you quests depending on how much they like you.[/quote]

Yay.

[quote]* Main-Quest Givers are Essential (Not killable)[/quote]

That's too bad.

Modifié par Jonp382, 02 mai 2011 - 10:12 .


#596
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Wow! To those who've posted the updated info about the game, thanks a bunch! :o. I'm happy with almost everything I've read about the game now. While my pre-orders in the past have turned out to be disappointments, I think I'll pre-order Skyrim, as I'm more confident about it now than ever.

Also, I'm VERY excited to hear that we'll not only get Daedric quests, but Aedric quests as well! I've always wanted to meet one of the divines:D

Other than the removal of acrobatics as a skill that I mentioned before, I'm a little worried about hearing that the different races will have their own unique armor... does that mean that there's only ONE type of armor for each race? And if so, will we see members of each race with the same type of armor as their brethren, maintaining the unecessarily static nature of clothing/armor that DA2 and ME2 has? I hope not. I hope that all this means is that the races will have access to all the different materials of armor like in past Elder Scrolls games, but that it will actually be fitted to fit around the bodies of each race rather than look the same for each gender. That would be cool.

I have a couple more questions:

1. Any updates on potential guild quests, or what guilds will be present and joinable?

2. This is a stupid question given the franchise, I know, but I'm gonna ask it anyway since other franchises have adopted it from Bioware: Will there be an import feature to transfer possible non-main-quest world-state info from Oblivion into Skyrim playthroughs? I don't need it at all for Elder Scrolls, but admittedly it would be neat to see different states of each of the guilds in multiple playthroughs depending on what you did with each Oblivion character. Plus, Bethesda may need to address this kind of stuff in the future of the franchise. Its not like they can sensibly create another "Warp In The West".

Regardless, I can't wait. I have my first character completely planned out, so I'm ready.

Forgot if I mentioned this before, but I'm rolling Argonian in my first playthrough. Its the one race I've never played in an Elder Scrolls game, so I think its fitting given the epic nature of this game and the Elder Scrolls' triumphant return, that I ceremoniously begin with a whole new experience.

#597
wolfsite

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Have they said anything about modding for the game yet?  The modding community for the last two games has produced some truly amazing things over the years.

#598
naughty99

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@Wolfsite, absolutely there will be modding and Todd mentioned their goal is to release the Creation Kit (modding tool for Creation Engine) on 11.11.11 or close to that date.

PureMethodActor wrote...

1. Any updates on potential guild quests, or what guilds will be present and joinable?


Todd has kept pretty quiet about guilds and factions, except to say that they will be discussing factions in detail at E3, in fact, this latest interview with the German website was the first time I heard about any specific faction quests.

He did say their goal was to build the ultimate warrior, mage and thief experience, so I'm sure they put a lot of thought into the guild questlines.

Also, we can expect from the Infernal City that most likely the Mages Guild does not exist and has been replaced by two factions known as Synod and the College of Whispers.


PureMethodActor wrote...

I'm a little worried about hearing that the different races will have their own unique armor... does that mean that there's only ONE type of armor for each race? And if so, will we see members of each race with the same type of armor as their brethren, maintaining the unecessarily static nature of clothing/armor that DA2 and ME2 has? I hope not. I hope that all this means is that the races will have access to all the different materials of armor like in past Elder Scrolls games, but that it will actually be fitted to fit around the bodies of each race rather than look the same for each gender. That would be cool.



By "unique armor for each race" I think it is reference to the loot that you find, for example, there will be sets of Elven, Argonian, Khajiit, Orcish, Nord, etc., style armor including cuirass, boots, gauntlets, helm.

There has been some speculation that there might be a separate variable which is the material used, so we could see an Argonian leather cuirass, for example or Orcish steel boots.

While you would be more likely to encounter an Orc wearing Orcish armor than a wood elf wearing Orcish armor, I highly doubt all the NPCs would be locked in to wearing armor for their specific race. We will probably see many different types of armor and weapons carried by NPCs from each race. 

Modifié par naughty99, 02 mai 2011 - 07:33 .


#599
J0HNL3I

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wolfsite wrote...

Have they said anything about modding for the game yet?  The modding community for the last two games has produced some truly amazing things over the years.


theres going to be a modding kit they think and there trying to find a way to get mods on ps3 and xbox but thats went pretty quiet

#600
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naughty99 wrote...

@Wolfsite, absolutely there will be modding and Todd mentioned their goal is to release the Creation Kit (modding tool for Creation Engine) on 11.11.11 or close to that date.

PureMethodActor wrote...

1. Any updates on potential guild quests, or what guilds will be present and joinable?


Todd has kept pretty quiet about guilds and factions, except to say that they will be discussing factions in detail at E3, in fact, this latest interview with the German website was the first time I heard about any specific faction quests.

He did say their goal was to build the ultimate warrior, mage and thief experience, so I'm sure they put a lot of thought into the guild questlines.

Also, we can expect from the Infernal City that most likely the Mages Guild does not exist and has been replaced by two factions known as Synod and the College of Whispers.


PureMethodActor wrote...

I'm a little worried about hearing that the different races will have their own unique armor... does that mean that there's only ONE type of armor for each race? And if so, will we see members of each race with the same type of armor as their brethren, maintaining the unecessarily static nature of clothing/armor that DA2 and ME2 has? I hope not. I hope that all this means is that the races will have access to all the different materials of armor like in past Elder Scrolls games, but that it will actually be fitted to fit around the bodies of each race rather than look the same for each gender. That would be cool.



By "unique armor for each race" I think it is reference to the loot that you find, for example, there will be sets of Elven, Argonian, Khajiit, Orcish, Nord, etc., style armor including cuirass, boots, gauntlets, helm.

There will be a separate variable which is the material used, so we can probably see an Argonian glass cuirass, for example or Orcish steel boots.

While you would be more likely to encounter an Orc wearing Orcish armor than a wood elf wearing Orcish armor, I highly doubt all the NPCs would be locked in to wearing armor for their specific race. We will probably see many different types of armor and weapons carried by NPCs from each race. 


Thanks for the answers, naughty. I'm glad there are people here who've kept up with the latest on development for the game.

Btw, I wanted very badly to buy "Infernal City" and read, but I never got the opportunity. I've heard good things about it, so someday when I have the money and the time, I'll pick it up.