The Elder Scrolls V: Skyrim Discussion Thread
#101
Posté 09 janvier 2011 - 10:12
#102
Posté 09 janvier 2011 - 01:08
Bethesda have confirmed that Skyrim's leveling system will be akin to Fallout 3- that is you will start fighting low level enemies like mudcrabs, but as you level up monster types will change until you'll eventually be fighting giants (however the monster types themselves do not level up like they did in Oblivion). On top of this, the strength of monsters in a certain area will be determined the first time you enter the area and will stay like that for the rest of the game. So if you enter an area at level 1 and return at lvl 40, the enemies will still be the level 1 enemies.
There have been numerous other changes. The class system has been scrapped (good, the classes were pointless in Oblivion), skills have been removed (from 21 in Oblivion down to 18- the only confirmed removed skill is Mysticism which was undoubtedly the worst magic school in Oblivion. Hopefully they'll remove Hand to Hand and Security too!), the Enchanting skill has returned (good, enchanting was great in Morrowind), and now there is dual wielding.
#103
Posté 09 janvier 2011 - 02:53
Bad King wrote...
So if you enter an area at level 1 and return at lvl 40, the enemies will still be the level 1 enemies.
Really like the sound of that. It means loot will always remain low in those areas too so you have to be carefull. But whats best is you can go into caves ect outside settlements at low levels to keep the monsters low. It's so fustrating to walk out of Chorral in Oblivion at high levels with two Minotaur Lords killing all the NPCs.
#104
Guest_Capt. Obvious_*
Posté 09 janvier 2011 - 05:16
Guest_Capt. Obvious_*
Bad King wrote...
If the game had no level scaling, it would be pretty awful. At early levels you'd spend most of your time fleeing from high level enemies, and at later levels there would be almost no challenge as monsters dropped dead around you. Yes, the Oblivion level scaling system was pretty broken, but completely removing it would break the game a lot more.
Bethesda have confirmed that Skyrim's leveling system will be akin to Fallout 3- that is you will start fighting low level enemies like mudcrabs, but as you level up monster types will change until you'll eventually be fighting giants (however the monster types themselves do not level up like they did in Oblivion). On top of this, the strength of monsters in a certain area will be determined the first time you enter the area and will stay like that for the rest of the game. So if you enter an area at level 1 and return at lvl 40, the enemies will still be the level 1 enemies.
There have been numerous other changes. The class system has been scrapped (good, the classes were pointless in Oblivion), skills have been removed (from 21 in Oblivion down to 18- the only confirmed removed skill is Mysticism which was undoubtedly the worst magic school in Oblivion. Hopefully they'll remove Hand to Hand and Security too!), the Enchanting skill has returned (good, enchanting was great in Morrowind), and now there is dual wielding.
It has a level scaling similar to Fallout 3 and Fallout: New Vegas so no worries, right?
#105
Posté 09 janvier 2011 - 05:23
Modifié par slimgrin, 09 janvier 2011 - 05:44 .
#106
Posté 09 janvier 2011 - 05:58
I'm more concerned about no mention of the attribute system. The GI has no confirmation if it's going to appear or not. If it's going to be back, I'm hoping for a total overhaul. Attributes have far less of an impact in Oblivion, like alchemy with intelligence.
#107
Posté 09 janvier 2011 - 06:26
#108
Posté 09 janvier 2011 - 07:15
Modifié par Bad King, 09 janvier 2011 - 07:19 .
#109
Posté 09 janvier 2011 - 07:22
slimgrin wrote...
Lots of people are pissed about the reduced number of skills in this game. Been a while since I played Oblivion, but I think removing pointless/overlapping skills is a step in the right direction. Many are claiming that alone is proof the game is being made casual.
I agree, skills in Oblivion were generally more interesting than they were in Morrowind. For example, in Morrowind leveling block would only increase your % chance to block. In Oblivion, not only would your skill increase with a shield, but you would learn block attacks when your block skill got high enough. By merging more skills in Skyrim, Bethesda are just making each individual skill more valuable.
Modifié par Bad King, 09 janvier 2011 - 07:23 .
#110
Posté 09 janvier 2011 - 07:40
It'll be interesting to see how this works out as it could so easily go either way. As far as Oblivion is concerned I found your example of blade and blunt as separate skills to be slightly annoying; but light and heavy armour are believable as different skills so my inclination is that they're better separated.Captain Crash wrote...
18 is still a lot of skills to learn. Light/Heavy armour can easily be merged into just one category for example. Similiar with Blade and Blunt. Quite a few overlaps.
I still find myself a little concerned about what constitutes "armour" though: I'd really rather not have a single, complete suit of armour or clothing as was the case in the recent Fallouts; I spent some time separating them there (until I decided it was too much effort and gave up) so I hope it won't be necessary this time round.
#111
Posté 09 janvier 2011 - 09:18
21 to 18 skills is cause for pissiness, I just don't get it. You can still make so many variations of custom class and without the confusion of having to figure it out ten minutes into the game.slimgrin wrote...
Lots of people are pissed about the reduced number of skills in this game. Been a while since I played Oblivion, but I think removing pointless/overlapping skills is a step in the right direction. Many are claiming that alone is proof the game is being made casual.
One of the bits I recall from the article is that you'll be able to do forging, crafting and cooking in settlements. I didn't see mention of player houses. I hope those come back. I loved my Oblivion houses.
#112
Posté 09 janvier 2011 - 09:41
DRAGONS!
#113
Posté 09 janvier 2011 - 09:51
#114
Posté 10 janvier 2011 - 12:36
#115
Posté 10 janvier 2011 - 01:16
#116
Posté 10 janvier 2011 - 01:29
Modifié par Captain Crash, 10 janvier 2011 - 01:36 .
#117
Posté 10 janvier 2011 - 03:40
Back to Elder Scrolls... it's the lore, isn't it, that dragons were gone but that their return was foretold? I need to brush up on TES lore. Has anyone read the companion novels?
Modifié par Addai67, 10 janvier 2011 - 03:40 .
#118
Posté 10 janvier 2011 - 03:58
Addai67 wrote...
Spam reported.
Back to Elder Scrolls... it's the lore, isn't it, that dragons were gone but that their return was foretold? I need to brush up on TES lore. Has anyone read the companion novels?
Not the lore in the previous games' books. Dragons are said to be sacred to the Empire, so they're protected by them. There was also a red dragon in Redguard who fought for the Empire.
#119
Posté 10 janvier 2011 - 08:03
slimgrin wrote...
Lots of people are pissed about the reduced number of skills in this game. Been a while since I played Oblivion, but I think removing pointless/overlapping skills is a step in the right direction. Many are claiming that alone is proof the game is being made casual.
We're talking about DA2, yes?
#120
Posté 10 janvier 2011 - 10:55
Only in Cyrodiil, Akatosh is a benevolent god. His "world eater" epithet could refer to him wishing to destroy the mortal plane after Lorkhan tricked him and the other Aedra into creating it.Alduin (World Eater): Alduin is the Nordic variation of Akatosh, and only superficially resembles his counterpart in the Nine Divines. For example, Alduin's sobriquet, 'the world eater', comes from myths that depict him as the horrible, ravaging firestorm that destroyed the last world to begin this one. Nords therefore see the god of time as both creator and harbinger of the apocalypse. He is not the chief of the Nordic pantheon (in fact, that pantheon has no chief; see Shor, below) but its wellspring, albeit a grim and frightening one.
Akatosh was originally an Elven god, Auri-El, hence opposed to the race of humans. The Alessian order (who introduced the faith of the Nine Divines in Cyrodiil) disapproved of an Elven god being the leader of their pantheon and henceforth they removed this Elven aspect during an event called the Dragon Break. It is likely that Alduin is this remaining Elven aspect, separated from the original Auri-El.
Modifié par virumor, 10 janvier 2011 - 10:57 .
#121
Posté 10 janvier 2011 - 12:45
#122
Posté 10 janvier 2011 - 02:58
virumor wrote...
According to the lore:Only in Cyrodiil, Akatosh is a benevolent god. His "world eater" epithet could refer to him wishing to destroy the mortal plane after Lorkhan tricked him and the other Aedra into creating it.Alduin (World Eater): Alduin is the Nordic variation of Akatosh, and only superficially resembles his counterpart in the Nine Divines. For example, Alduin's sobriquet, 'the world eater', comes from myths that depict him as the horrible, ravaging firestorm that destroyed the last world to begin this one. Nords therefore see the god of time as both creator and harbinger of the apocalypse. He is not the chief of the Nordic pantheon (in fact, that pantheon has no chief; see Shor, below) but its wellspring, albeit a grim and frightening one.
Akatosh was originally an Elven god, Auri-El, hence opposed to the race of humans. The Alessian order (who introduced the faith of the Nine Divines in Cyrodiil) disapproved of an Elven god being the leader of their pantheon and henceforth they removed this Elven aspect during an event called the Dragon Break. It is likely that Alduin is this remaining Elven aspect, separated from the original Auri-El.
World-Eater refers to him eating entire ages of time called kalpas. Look up Satakal in the Redguard pantheon.
The Alessian Order (who believed in a single god called the One) sect called the Marukhati Selectives, wanted to separate Akatosh from Auri-El. Whether they were successful or not is still a question.
#123
Posté 10 janvier 2011 - 05:50
#124
Posté 10 janvier 2011 - 08:21
#125
Posté 10 janvier 2011 - 08:45
They've been good at creating an environment, but the rest of the game (mostly) was lacking ( in a rpg sense ) Oblivion i'm talking about, btw.





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