Oblivion Vs Morrowind
#17
Posted 07 January 2007 - 09:28 PM
I'm done rambling. Morrowind > Oblivion. Oblivion is shiny and has much potential that was left untapped. The end.
Edit: I forgot. The only faction vs. faction in the Thieves' Guild quest line is that the watch captain is after the Grey Fox, and I suppose if they gave you a choice, you could infiltrate the Guild for the City Watch and unmask and arrest the Grey Fox if you sided with the guards.
#19
Posted 08 January 2007 - 08:03 AM
JM's official press secretary, scientific advisor, diplomat and apparent antagonist?
#20
Posted 08 January 2007 - 12:14 PM
Actually, this is all explained in an in-game book titled Manual of Arms.
(Then again, I'm a reader.
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#22
Posted 08 January 2007 - 07:10 PM
It's still a cop-out for them to be lazy, and you certainly don't always use an axe at all like you use a mace. Sure, it looks that way in the game, but then you can say you use an axe like you use a sword, and pretty soon we just have a generic "weapons" class that everything falls under.
#23
Posted 09 January 2007 - 04:17 AM
![devil.gif](http://www.chefelf.com/forums/public/style_emoticons/default/devil.gif)
This post has been edited by David-kyo: 09 January 2007 - 04:19 AM
#24
Posted 09 January 2007 - 09:31 AM
Knowing nothing about fighting, simply thinking about what I'd do, I would think a mace and an axe would be fairly similar. Apparantly not *shrugs* I didn't think it was that big a deal. I always hate having the weapons split off. You have to decide at the start of the game just what you want to use, having no idea what you'll randomly find in your adventure. You find a good axe? Well, you've focused on swords, it's useless. Yeah, that halberd you found is pretty neat, but you're specialisation is in glaives. Sorry.
JM's official press secretary, scientific advisor, diplomat and apparent antagonist?
#25
Posted 10 January 2007 - 05:37 AM
I think it's an undisputed fact that the world is much more lifelike than that of Morrowind. I mean, the characters no longer stand rooted to one spot noon and night. When they're hungry, they eat; when they're sleepy, they go to bed; when they're bored, they grab a book and read or start beating some training dummies, or whatever they enjoy doing in their free time; they go to work; they talk to each other (and then you can even catch a few rumours you can investigate) amongst other things.
I also liked the skill-based minigames such as that of persuasion and lockpicking, made things a lot more interesting and a bit less skill-dependant. The characters no longer look like they'd been cloned from the same person, even though there weren't many voice actors (2 per race, if I remember correctly?).
This post has been edited by David-kyo: 10 January 2007 - 05:38 AM
#26
Posted 11 January 2007 - 12:54 AM
It's a real shame they couldn't find people for the game that weren't already part of the lineup from Morrowind, though Sean Bean and Patrick Stewart were wonderful.
I think the mini-games added to working at the skill, and make the skills less of a click-fest. If only they hadn't done away with trapping chests and doors. I can envision a minigame where you have to navigate your probe around a maze inside the trap section, and if you bump the sides then the trap goes off or something.
I read almost all the books (I liked how they put the books in from the Morrowind expansions, so I could say "I did that!" a bunch of times.), but my brain didn't think it significant to remember their lame excuse for categorizing axes as blunt weapons.
Sime: I think the best way to fix the weapons tree thing would be to not rely so heavily on learning weapons skills, so that you won't mind knowing a bunch of them for the various weapons you get, so you can use that cool halbard even though you mostly use maces or something. Having a tree with synergy bonuses would be cool, so you'd have a base blade skill which goes up with your short/long/dagger/2h skills, and then those can work off one another so you won't have no skill at all in the similar skills you don't use as often. I dunno. This all takes a whole lot of discussion by a lot of people to figure out something really good.
#27
Posted 14 January 2007 - 08:29 AM
JM's official press secretary, scientific advisor, diplomat and apparent antagonist?
#29
Posted 25 January 2007 - 09:10 AM
In addition, the levelling-up system really started to piss me off after a while. In theory it's a good idea to improve your skills by using them more often, but in practice, the 'level bonuses' meant that you had to actively avoid using your core skills and focus on others if you wanted to get the maximum bonus. It also caused big problems for magic-users, since the more powerful spells aren't available until your casting abilities increase, and you can only increase them by casting spells. This leaves low-level players trapped in a horrible catch-22 where they're forced to cast the same basic healing and light spells 4390000 times over in order to raise their skill by a few points.
To be honest, I much prefer the traditional system where you gain experience points in order to go up a level, then channel them into whatever skills you like. It may be less realistic but it gives you a lot more control over your character's development, and ultimately makes for a much more enjoyable game. Playing a video game is supposed to be fun, not an ultra-realistic experience.
- J m HofMarN on the Sand People
#30
Posted 26 January 2007 - 01:56 AM