[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 .