7 Reasons why Skyrim thinks the Dovahkiin is retarded.

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BlumiereBleck

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Because no one has the money to fix all those problems? Sure realism in a fantasy game(heheheh)would be neat but I think the game is fine the way it is.
 

Adeptus Aspartem

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omega 616 said:
Change skyrim to any game ever.

Why are you attacking Skyrim, one of the most realistic medieval games ever! Sure there are a number of bugs and it's not like "woah! it looks so real!" but come on, give a game a break!

It packs content in like few other games do, there is only so much you can ask with current technology. In 20 or 30 years time we will look back on Skyrim the way we look back on pong, as lacking but at the moment it's still on top of the tree in my eyes.

It's not my favorite game but it's still pushing the amount of content you can get on a disk.
From that statement i take you're not german speaking. Because Gothic 1+2 make Skyrim look silly in terms of "authentic medieval setting" and those games are around 10-15 years older.

Skyrim was good game. But only a mediocre rpg at best.
 

DayDark

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DoPo said:
valium said:
You can turn off quest markers dude, it is fairly simple and requires no mod. I am sure there are mods that straight up give you no quest markers at all.
You can, you just don't have any directions to go off on. You need a mod to give you directions you can, you know use and not rely on a giant floating arrow. What's hard to understand?
I'm pretty sure you at least get a direction and a name of location. Did you try? or do you just assume that you can't? I mean the whole point of turning the quest markers off seems to be that you have to do a little detective work. I think I remember one quest where I got really bad directions, and it was about some shitty staff in a lake. Of course if we are talking random generated quests, well that is kind of a different story, even that though, they usually have a name of the place. Once you have a name you can look at the map that followed with the game or read in game guides and books.
 

Chris Tian

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Jayemsal said:
Chris Tian said:
I agree with everything, except this one:
Skipper3 said:
3. No one dies

Are you an assasin with a personal agenda wanting to change the tide of battle towards the imperials favor? Well too bad because Ulfric Stormcloak and many others has this weeks issue of impenatrable plotarmor only to be removed when the plot calls for it. Sadly, this magical god-like enchant disappears whenever you equip the armor yourself.
Thats kind of a must have, for me, in a world like Skyrim where Dragons swoop down on everybody on a regular basis. I hate nothing more than to having to reload a Dragon fight X times because the Dragon wants to rather duke it out with some unarmed questgiver I need, than with me.

Its also because the world doesnt react to anything you do, I mean you can kill the f*cking Emperor and absolutely nothing happens. So being able to kill Ulfric just to have nothing happen, and just being stuck on a major questline would be an equal buzzkill.
You dont kill the Emperor, you kill a double.
Nope.

Well yes, at first, but after that the questline goes on and you kill the real Emperor too.


DayDark said:
DoPo said:
valium said:
You can turn off quest markers dude, it is fairly simple and requires no mod. I am sure there are mods that straight up give you no quest markers at all.
You can, you just don't have any directions to go off on. You need a mod to give you directions you can, you know use and not rely on a giant floating arrow. What's hard to understand?
I'm pretty sure you at least get a direction and a name of location. Did you try? or do you just assume that you can't? I mean the whole point of turning the quest markers off seems to be that you have to do a little detective work. I think I remember one quest where I got really bad directions, and it was about some shitty staff in a lake. Of course if we are talking random generated quests, well that is kind of a different story, even that though, they usually have a name of the place. Once you have a name you can look at the map that followed with the game or read in game guides and books.
If you use a gameguide map wich has all the locations marked you are basically doing the same thing as with the markers, just more metagaming.

What would have been nice is, if you journal would provide you with some directions you could follow even without the markers or a map that has the location marked. So you'd have to search a general area.
 

spacecowboy86

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teebeeohh said:
BathorysGraveland2 said:
Doom972 said:
1. I don't like quest markers much either, but in a big open world RPG it's necessary.
Really? Morrowind and the Gothic games disagree with you. It is very possible to have a large, open game with directions that don't treat you like a moron.
quoted for truth
and even if you decide to go with quest arrows, fantasy games give you much better options to do this than random floating arrows, hand me a magic crystal that does basically the same but makes sense in the world
There was a clairvoyance spell...
 

omega 616

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May 1, 2009
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Adeptus Aspartem said:
omega 616 said:
Change skyrim to any game ever.

Why are you attacking Skyrim, one of the most realistic medieval games ever! Sure there are a number of bugs and it's not like "woah! it looks so real!" but come on, give a game a break!

It packs content in like few other games do, there is only so much you can ask with current technology. In 20 or 30 years time we will look back on Skyrim the way we look back on pong, as lacking but at the moment it's still on top of the tree in my eyes.

It's not my favorite game but it's still pushing the amount of content you can get on a disk.
From that statement i take you're not german speaking. Because Gothic 1+2 make Skyrim look silly in terms of "authentic medieval setting" and those games are around 10-15 years older.

Skyrim was good game. But only a mediocre rpg at best.
I can count up 100 in German ...

I was saying Skyrim the game, not the RPG. It is a huge game with great loading times and loads of stuff to do, just saying that nit picking it on these points is a little harsh considering lots of other games have the same problems but don't have everything skyrim does.
 

Kargathia

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DoPo said:
If you're interested, the earliest mention of this is a GameFAQs joke thread [http://www.gamefaqs.com/boards/615803-/63592963] but somehow few months later everybody decided to go "Yup, legit".
I honestly can't blame them for readily believing an explanation that would actually make sense if true, as opposed to a dumb random bark.
 

DayDark

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Chris Tian said:
DayDark said:
I'm pretty sure you at least get a direction and a name of location. Did you try? or do you just assume that you can't? I mean the whole point of turning the quest markers off seems to be that you have to do a little detective work. I think I remember one quest where I got really bad directions, and it was about some shitty staff in a lake. Of course if we are talking random generated quests, well that is kind of a different story, even that though, they usually have a name of the place. Once you have a name you can look at the map that followed with the game or read in game guides and books.
If you use a gameguide map wich has all the locations marked you are basically doing the same thing as with the markers, just more metagaming.

What would have been nice is, if you journal would provide you with some directions you could follow even without the markers or a map that has the location marked. So you'd have to search a general area.
I'm not talking about a gameguide map, there followed a map with the game, as in a papermap, and there are maps and books in the game that will update your ingame menu map. I also think it would be nice, but as far as I can see this is the case, the location is marked on the map, and then you get some general directions to follow.
 

Sectan

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valium said:
You can turn off quest markers dude, it is fairly simple and requires no mod. I am sure there are mods that straight up give you no quest markers at all.
I did the same thing in Skyrim and Dishonored. The language in the game gives no real hint as to where you're going. In Dishonored Havlocke and Pendleton would tell me to talk to someone else around the bar, but they wouldn't tell me where they were as the game was made with the quest marker in mind. Same happens in Skyrim. "Kill the bandit leader attacking whiterun." Sure thing. Where is he?
"Have you taken care of that bandit problem yet?" Uhh you never told me where he was.

With a game like Thief, Garret is actually taking notes of areas since you have to look around for floor and room numbers and small details like that. When you overhear NPCs they usually explain things the same way you would to one of your friends. You wouldn't give vague details to get a friend to your place, you'd be talking street numbers, addresses, what your house looks like and all of those things. It just doesn't happen too often in Skyrim or other games that expect a player to use the quest markers.
 

Jadedvet

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I love Skyrim and am currently getting back into the game via a ton of mods that make the experience so much better. Still, I too, wish there was a bit less hand holding in the game.

Quest markers that point to an exact location reduce the fun of exploration. Quest givers should have first just put a circle with the general location on the map - unless there is a story reason why they can place a mark with such accuracy (big cities etc...).

Not everyone would know about Alduin but they should know the Dovakin is the freaking thane of the city and was key in turning back an invasion - or they should know that he has just slaughtered every killable character around and only they remain.

Speaking of which - If I want to kill story characters, that and the consequences are my business. I think one of the older games just told you that you failed after you killed them. (maybe they shouldn't die to other npcs though)

The caves... yea... Dark caves would be annoying but there has to be a better way. Wearable lanterns in vanilla, better magelight, magical torches lit by souls of the dead, just don't tell me a standard torch has been burning for millennia.
 

Little Gray

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piinyouri said:
I think the core problem with quest way points is they have become literally part of the game worlds they are used in. All you need is to add a bit of text from the quest giver to say "Follow that floating odd, unexplainable shape floating over there to get to where you need to go. Instead of being a nice helping hand that doesnt directly interfere with the game world, it's become almost sentient. A character unto itself as far as the game in question's universe is concerned.

I think it'd be a great deal more balanced if you had an NPC describe or tell you where to go on their own, and then have the quest markers as an option, thereby only appearing when you yourself actually need the help.

But then again, try to make everyone happy and you'll make no one happy so what do I know.
But they often do that. There have been plenty of times when the npc says here let me mark that on your map or something similar.
 

spartandude

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Ulvenkai said:
spartandude said:
4. No one cares

You killed the evil world ender; Alduin! Guess what? No one gives two major shits. But they will tell you this..."I WORK FOR BELATHOR, AT THE GENERAL GOODS STORE!"
This has been my personal gripe with Bethesda "RPGs" since the early days of The Elder Scrolls and the problem continued straight through to Oblivion, Fallout 3 and Skyrim. Needless to say, the trend is unlikely to let up in their future games.

Bethesda make great worlds but then they just plop a bunch of NPCs, buildings and environments down and loosely link some NPCs together to form quests and spend the rest of their insane budget on celebrity voice actors to lull the fanbois and press in.
i think you may have messed up the quotes a little bit there mate, never said anything like that
 

DoPo

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DayDark said:
DoPo said:
valium said:
You can turn off quest markers dude, it is fairly simple and requires no mod. I am sure there are mods that straight up give you no quest markers at all.
You can, you just don't have any directions to go off on. You need a mod to give you directions you can, you know use and not rely on a giant floating arrow. What's hard to understand?
I'm pretty sure you at least get a direction and a name of location. Did you try? or do you just assume that you can't?
I dunno, did you read?

DoPo said:
the NPCs don't often tell you where to go, you just get them "OH, would you deliver this to my son" or "I lost my thingie, would you go fetch it" and similar without saying where to go. And the quest log most commonly says "I was told to go to X" with no indication in which part of the map to even find it.
But maybe I'm still making it up and nobody else has experienced it [http://gaming.stackexchange.com/questions/35710/how-can-i-get-more-information-on-miscellaneous-quests-in-skryim-once-they-are-i]. I mean, if what I was saying is true there may have been attempts [http://skyrim.nexusmods.com/mods/11135/?] to fix it with mods [http://skyrim.nexusmods.com/mods/32695//?]. But no you caught me - I lied.

DayDark said:
Once you have a name you can look at the map that followed with the game or read in game guides and books.
And that's good and all but

DoPo said:
no indication in which part of the map to even find it.
I have a lot of stuff on my map, going manually over each and every one is a chore, not interesting. Not to mention you're not even sure if the thing IS marked on the map or not. It'll be fine if it went "Go to which is and it can be found <general compass direction from a larger landmark, say, a city>" but it doesn't. If it at least told me which part of the map it was in, I'd be able to look it up easier.

And yeah, there is Clairvoyance and I do like the spell, however it still has the problem of not knowing WHERE, the thing is. I wouldn't know if I need to take a short trek out of town or go to the other side of the map.
 

SonicWaffle

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Thedutchjelle said:
Oh yes, how could I forget about the 20 gemboxes that I can't get rid off because I don't want to join the thieves guild. I had to install a mod for that -.-
Think that's bad? After the end of Dawnguard I was carrying three of the Elder Scrolls around. Eventually found a place, no thanks to the game, where I could sell two of them on, but still. Three indescribably precious items, all fairly heavy, and one dude is lugging three of them around in a backpack while randomly entering caverns to battle bandits. Lil' bit silly.

OT: It just seems like you're bitching about the game. Your points are fairly legit, but your attitude seems quite negative. I really enjoy the game, floaty quest markers and all.
 

Chris Tian

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DayDark said:
I'm not talking about a gameguide map, there followed a map with the game, as in a papermap, and there are maps and books in the game that will update your ingame menu map. I also think it would be nice, but as far as I can see this is the case, the location is marked on the map, and then you get some general directions to follow.
Okay I probably misunderstood you, that happens to me in english every now and again.
 

Xdeser2

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Annnnd I couldn't care less. I enjoyed the game, Quest markers, Plot armor NPCs, Alduin ignoring presents and all.

Really, these all just seem like nitpicks for the sake of nitpicking. It was a deep, long, and enjoyable RPG, I can live with some flaws.
 

Eclectic Dreck

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Jadedvet said:
The caves... yea... Dark caves would be annoying but there has to be a better way. Wearable lanterns in vanilla, better magelight, magical torches lit by souls of the dead, just don't tell me a standard torch has been burning for millennia.
Torches in the dungeons are, according to the lore, still lit because the Druger perform basic upkeep and maintenance. In caves, most of the notable lighting comes from various reasonable sources of luminescence (that glowing brand of mushroom for example). That said, even with all such light sources removed, these locations would still be remarkably bright but this is a problem Bethesda has struggled with since Morrowind. A reasonable level of darkness makes the game unplayable without a light source. The current level makes it utterly unnecessary to every use a lamp, torch, or spell; it is lit better than a full moon at perigee!

There are mods that seek to resolve this little problem on the PC - lots of them in fact. Honestly some of the best work the mod community has made have been attempts to resolve various realism issues and minor graphical things. Improved flora and fauna, a better night sky and better lighting, and a fun hypothermia sim are sufficient, by themselves, to make Skyrim an almost totally different game.
 

Hero in a half shell

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DoPo said:
DayDark said:
DoPo said:
valium said:
You can turn off quest markers dude, it is fairly simple and requires no mod. I am sure there are mods that straight up give you no quest markers at all.
You can, you just don't have any directions to go off on. You need a mod to give you directions you can, you know use and not rely on a giant floating arrow. What's hard to understand?
I'm pretty sure you at least get a direction and a name of location. Did you try? or do you just assume that you can't?
I dunno, did you read?

DoPo said:
the NPCs don't often tell you where to go, you just get them "OH, would you deliver this to my son" or "I lost my thingie, would you go fetch it" and similar without saying where to go. And the quest log most commonly says "I was told to go to X" with no indication in which part of the map to even find it.
But maybe I'm still making it up and nobody else has experienced it [http://gaming.stackexchange.com/questions/35710/how-can-i-get-more-information-on-miscellaneous-quests-in-skryim-once-they-are-i]. I mean, if what I was saying is true there may have been attempts [http://skyrim.nexusmods.com/mods/11135/?] to fix it with mods [http://skyrim.nexusmods.com/mods/32695//?]. But no you caught me - I lied.
I totally agree with you, I've tried to play the game without any quest markers. Shor's Bones I've tried. In the end I had to put them back on, because every randomised quest and virtually every side quest I hadn't already completed was completely impossible.
In the end I did manage to compromise, I've quest markers on in my map and compass directions, but off for the screen, so there's no big arrows on screen. It's still a game of 'follow the arrow', but a little bit subtler than the vanilla experience. I find it really annoying that they couldn't be bothered to put proper directions in their quests.

I agree pretty much absolutely with all the points that the OP made as well, they all have a negative effect on Roleplaying because they restrict the amount of freedom in the game you have to do stuff, and I've hit each of those walls at some point with all my various characters that I've had to break immersion and character to continue being able to play the game. It sucked, let's hope the next Elder Scrolls works on fixing some of those issues.
 

DoPo

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valium said:
Did you play Morrowind? That had no quest markers and you initially had no idea where you were supposed to go, you were forced to talk to NPCs for a general location of things.
I have and exploration was one of the things that dew me in the game. Well, you do get the occasional directions that go like "Go follow this footpath then turn right at the crow's call, keep going until you see a rock shaped like a guar's left testicle, there do a rain dance and head for the direction of the thunder. You should be near at that point", though I don't hold it against the game - some confusing directions are to be expected.

valium said:
Turning off quest markers in Skyrim would be no different I think.
And you're wrong - you just can't ask people where stuff is, for one, nor do they bother to tell you. Even then, as I referred to above, you get the amazingly descriptive quest entries that say "Go talk to X" an that's the entire quest, so unless you know where each NPC is lockated (hint: in the beginning of the game a player wouldn't), then no exploration for you - they could be in one of the holds (whether or not they have a house to their name is another issue, too) or maybe just outside, or indeed they may be away from a hold.