Il Divo wrote...
Addai67 wrote...
That's called roleplay. You are expected to work out such things for yourself, typically over several playthroughs. I'm not finishing any guild in this run.
Actually, I'd say in this case it's a problem with the game. I love role-play, but what if I want to role-play a character who wants to become head of everything? In Skyrim, the game allows that with absolutely no problems. On the other hand, an interesting aspect of Morrowind was that the game would refuse to promote the player to a certain rank if they had not achieved a certain "level" in their respective skills, an aspect which was lost in Oblivion. I would have preferred to see this concept expanded rather than eliminated in TES.
This. While it's not inherently a bad thing, one would think that progression in rank in say the College, or the Companions would be tied to proficiency at the related skill through demonstration. Rather than just tying it to the plot, or completion of Radiant Quests. They already do this when introducing you to some of the guilds, but they don't run with the idea. Which is such a damn shame.
For example, I'd love for you as a College Mage to actually teach classes or demonstrate high level spells for the initiates. Had Spellmaking been made a feature, that would've been an excellent aspect to tie into the story too.
Bethesda's "go anywhere, do anything" motto would be infinitely better from an RPG standpoint IMO if it was "go anywhere, do anything
within the confines of your character (build)".
That's been something really missing since Daggerfall and Morrowind. Skyrim moves in the right direction and is probably the best we can expect these days but it's still closer to Oblivion than Morrowind, or Daggerfall which was the best in the series in this area.
Unfortunately, it's an element of accessibility and streamlining. A lot of people want to be the Master of Everything and can't or don't want to restrict themselves in what they can accomplish.
To balance my criticism with gushing praise, I'm having a blast playing with certain mods that make
magic more powerful. Adding more runes is a godsend. AOE in close quarters gave Lydia a very undignified end.
Which is something I'm loathe to repeat with Jordis, especially considering how much the manor in Solitude cost.
However, playing a War Cleric (1h + Des/Alt/Res), that didn't give me much option outside of engaging in Melee combat, which still isn't the best idea in dungeons and close quarters with Jordis. The runes (since I can use three of them now) however give me another option and allow me to exploit the linear corridors and place them strategically at chokepoints.
One "Throw Voice" later and I hide with Jordis behind a corner waiting for the inevitable explosions, it's fun watching the AI run the "gauntlet" so to speak... and seeing them fail. Of course, any survivors are promptly cut down.

Now, granted, it's hardly as tactically or strategically satisfying as say, my Eastern Roman Empire campaign (VH/VH) in the M2TW Broken Crescent mod, but it's still a lot of fun.
What's fun is that it's the first time in a long time in a WRPG that I've actually had my character evolve from a personality standpoint due to losing a companion and have that change reflected in how I approach combat which in turn influences on how I build my character.
New Vegas attempted something similar, with perm death on companions for HC but it never really got me like Skyrim did. Because when a companion died, it was always a tactical or execution or a luck issue. I knew I could just reload and do it "right". With Lydia, it was an inherent strategic flaw in my approach.
To begin with, I had just assumed Lydia would be essential, didn't realise my attacks could kill. But most RPGs nowadays keep companions permanently non-killable outside of cutscene choices and the idea that losing a companion normally in combat (consequences to choices) and changing your character (personality, tactics and build) because of it is a really cool feeling, because it's not one that I've had in a WRPG for a very long time.
So kudos to Bethesda and modders for giving me that experience.
Modifié par mrcrusty, 29 novembre 2011 - 03:23 .