All Skyrim needs is...

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Syzygy23

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Sep 20, 2010
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Hero in a half shell said:
I agree, more variation of monsters. Right now it can be categorised as Bandits in shallow caves, dragur in large caves and Falmer in the deepest caves. With the occasional spider or vampire.

I would also have loved more minibosses, especially ones that weren't draugr. I'd love if it took the Greek Myth style singly unique monsters, like Medusa, the Sphinx, Cerberus etc. One of a kind beasts of weirdness and tentacles. Instead we just got various Draugr-warboss-supermurder-deathguards.

But what I really think Skyrim needs is better quests. More directional hunts, investigations that can be done through searching and logic, not just follow-the-radar-marker.

I would honestly prefer it if Skyrim had half the landmass, but twice the depth. I would love it if for the next Elder Scrolls they went for a smaller area, but packed it full of stuff so it actually became a proper living environment with tonnes of choice. As it is, immersion took second place to scale, leading to cutting corners (like not being able to make weather recognise walls and roofs, so all the snow and rain clips through when you are outside)
Most of what you described there can be found in Dragons Dogma, either sadly or hilariously.

Key word here is "Most", though.
 

Rooster Cogburn

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SextusMaximus said:
Mariakko said:
All Skyrim needs (IMO) is:
-To get rid of leveled loot and monsters and replace it with static loot and monsters
-To get rid of fast travel
-To get rid of marking places on the map
-To get rid of the stylized kills
-To bring back the skills they took out
-Remove voice acting and use the budget and time they use to do that do make a better story.
-Essentially be Morrowind
EVERYTHING there has quite literally been done through mods. Every single one.

Really, if you don't like vanilla Skyrim (which I happen to love), pick the game up on PC and go on a freaking mod spree, really is worth the money!
That is true but none of those mods will match the experience of a game designed that way from the ground up. Except maybe finisher moves. I can replace the leveled monsters and items with static ones but the map and the quests were designed for the original leveled experience, leaving me with very choppy and unpredictable progression. I can get rid of fast travel but, again, the maps and quests were designed with it in mind. In any case, you have to identify the problem before you can arrive at the solution.
SajuukKhar said:
Mariakko said:
All Skyrim needs (IMO) is:
-To get rid of leveled loot and monsters and replace it with static loot and monsters
-To get rid of fast travel
-To get rid of marking places on the map
-To get rid of the stylized kills
-To bring back the skills they took out
-Remove voice acting and use the budget and time they use to do that do make a better story.
-Essentially be Morrowind
You are aware that
-Morrowind was the only game to NOT have fast travel, something MANY old-school TES players hated.

-Morrowind also marked places on its map, as did Daggerfall.

-Having more skills for the sake of having more skills is not good gameplay design. Splitting One-handed into short blade, long blade, axe, and blunt does not bring any more complexity into the game because all the features of those skills skill exist within the one handed skill tree.

-Removing voice acting would not imrpvoe the story, if you go replay Morrowind you will notice that 95% of NPCs have the exact same set of rumors dialog copy-pasated into each of them. Removing voice acting would only turn the game from a game were voiced NPCs say the same insight over and over into a game were non voiced NPCs say the same thing over and over.

-You can disable kill-cams as it is, complaining about something you don't have to use is dumb.
He's just saying what he wants, that's not a crime lol. Morrowind's balanced fast travel system was effective for the smaller scale of the game. I miss it although I don't realistically expect another title to make use of it. Morrowind did place a lot of markers on your map, but it left most things for you to discover by other means. It didn't put literally everything on the map like other titles. This had an enormous impact on the gameplay. All right, some people hated it, but it was significantly different.

I always wished they would find ways to make the skills more unique. I agree pointless skills don't belong in the game but more skills is definitely on my wishlist. I really like how they organized the melee weapons as skills in Skyrim. The weapons that play the same fall under the same skill now, so the skill represents that playstyle, not a jumble of unrelated styles. And this way choosing between short axes, swords, and maces lets me specialize even further through gear choices in addition to skill progression and perks.

Just one more reason I think saying Skyrim didn't improve anything can be the result of tin ear.
 

Mid Boss

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Aug 20, 2012
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Soopy said:
Mid Boss said:
Soopy said:
Hey guys,

As I've made apparent in previous posts I'm not a huge fan of Skyrim. I picked it up again today just to smack some things over the head and watch them turn dead for a little while.

And of course its the same old story, march for ever. Find next to nothing of interest and gain very little.

But that got me to thinking. If you ignore that Skyrim is (IMO at least) a poor TES title. All it really needs is some new or more monster spawns and the possibility to find some powerful loot (more so then what is possible to craft).

Add in some champion MOB's and there we go, a reason to actually venture out into the wilderness. It's not perfect, but it wouldn't be a detriment.

What do you think?
More monsters?

Just like every Skyrim problem, there's a mod for that.

http://skyrim.nexusmods.com/mods/9694

There you go. Over 100 more monsters and they update often with more.
I play on the 360. My laptop will run a heavily modded Oblivion, which has a 10x more content and 10x the graphical quality of the vanilla Skyrim, yet Skyrim won't run faster then slideshow spec.
It was okay on the 360 besides the lack of anything to do, until I downloaded Dawnguard and Hearthfire. Now it doesn't work for more then 5mins before it to chugs and freezes.
Try one of these.

http://skyrim.nexusmods.com/mods/6387
http://skyrim.nexusmods.com/mods/15123
http://skyrim.nexusmods.com/mods/10014

Not sure which one will solve your problem though. So trial an error.
 

MrBenSampson

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I really don't like how the shopkeepers never have powerful, unique items. Also with regenerating health, and equipment never breaking, you can actually play through the entire game without visiting any of them. I have a mountain of gold, and the only thing I use it for is bribing people.

In Oblivion, it was an accomplishment when I no longer had to make routine trips into town. I could mend my own gear, and take care of my wounds. Before that I had to loot everything I could get my hands on, just to fund my adventuring. The only stuff I loot in Skyrim is arrows, gold, ingots/ore, lockpicks, soul gems and health potions.
 

SajuukKhar

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Soopy said:
How did they manage that?
The stories were almost nonsensical and fruitless. Nothing you did mattered in the slightest.
How were the stories nonsensical and fruitless?
-Companions gave you Lycanthropy, easily one of the most OP things in the base game, made even more OP with Dawnguard.
-The Dark Brotherhod gave you the shrouded armor, a really great stealth based armor, and a crap ton of cash for killing the emperor.
-The Thieves Guild gave you Nightengale armor, a pretty good sneak based armor, along with some of the most OP powers in the game via nightengale blessings.
-The college of winterhold got you the Archmage robes, probably the best mage robes in the game, and the staff of Magnus, a pretty good staff.

On top of that I don't see how any of the stories didn't make any sense

Companions: you find out they are werewolves - they bribe you with lycanthropy to keep your mouth shut - you hunt some werewolf hunters with them - you find out the boss doesn't want to be a lycan so you get the stuff that can cure him - the werewolf hunters retaliate for your previous attack killing Kodlak in the process - you free Kodlaks osul with the cure you found.

College of winterhold: you join up, go on an expedition, find some magical orb, you try to get info about the orb, you get told the orb is uber dangerous and needs to be stopped so you have to find the staff of magnus, you do stuff to find the staff, you return and put down Ancanno before he screws up the planet

Dark broterhood: You join up, find out they have are having a hard time, the night mother shows up, you find out you are he listener, you end up gettign a contract to kill the emperor, you do a series of quests that are aimed at taking out the emperors defences and secuing a route into his residence, you get betrayed, the DB base gets destroyed, the Night Mother tellyou to go on, you kill the emperor, you get a crap ton of cash.

Thieves Guild: Starts off doing several quests to get some protection money from people, and secure the Thieves guilds last big client, Maven, Holdings, you find out the person behind the attacks on Maven is an ex-guildy you killed the last guild master, you hunt her down only to find out that it was really the current guild master who did it, you help her find proof of her innocence, you take it to the guild who asks you to hunt down mercer, you make a deal with the htives guilds patron nocturnal to get powers to help you beat mercer, you track mercer down and kill him.


I don't see how you can say
-Killing off a group of werewolf Hunters, adnd freeing a guy souls from damnation
-Killing the Emperor of Tamriel
-Stopping a madman from blowing up the planet using a magic Orb
-Bringing back the Mob to rule over the nations crime ring
Amounts to nothing.
 

Soopy

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Fruitless, because they give you nothing useful that you can't make yourself in about 1/4 the time. The Nightingale armour looks cool. But its really no better then anything you can make.

The Werewolf form is weak as piss. My character is stronger with a sword...

The DB questline was alright though.
 

CpT_x_Killsteal

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Jun 21, 2012
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Here's my one big gripe about Skyrim (and oblivion while we're at it.)
The enemies scale to your level. This is complete and utter bullshit. It's like they made the game so that f'ing five year olds could play it. I can kill a dragon at level 10? A DRAGON?! Bullshit.

Bethesda, take of the kiddie gloves.
 

Mariakko

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Nov 21, 2011
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SajuukKhar said:
Mariakko said:
All Skyrim needs (IMO) is:
-To get rid of leveled loot and monsters and replace it with static loot and monsters
-To get rid of fast travel
-To get rid of marking places on the map
-To get rid of the stylized kills
-To bring back the skills they took out
-Remove voice acting and use the budget and time they use to do that do make a better story.
-Essentially be Morrowind
You are aware that
-Morrowind was the only game to NOT have fast travel, something MANY old-school TES players hated.

-Morrowind also marked places on its map, as did Daggerfall.

-Having more skills for the sake of having more skills is not good gameplay design. Splitting One-handed into short blade, long blade, axe, and blunt does not bring any more complexity into the game because all the features of those skills skill exist within the one handed skill tree.

-Removing voice acting would not imrpvoe the story, if you go replay Morrowind you will notice that 95% of NPCs have the exact same set of rumors dialog copy-pasated into each of them. Removing voice acting would only turn the game from a game were voiced NPCs say the same insight over and over into a game were non voiced NPCs say the same thing over and over.

-You can disable kill-cams as it is, complaining about something you don't have to use is dumb.

Not to mention the fact that static loot and monsters is idiotic, do you not recall how bad it was in Morrowind?

do you not remember going through some epically long cave, beating things that were like 10 levels above you, only to have the final chest contain a low level magic ring, and some worthless food?

There was no point in doing Morrowind's dungeons because the loot was always terrible, all Morrowind was, was a game were you find out the locations of the best items beforehand, get them, and then never touch a dungeon again.

at least in Skyrim I am slightly motivated to go dungeon exploring because I know that, unlike Morrowind, the loot will actually be useful to me for my level.
-I was not aware that Morrowind was the only one not to have fast travel. I don't care if the old school TES fans hated not having it, I loved.

-I did mark places on the map, I wish it didn't. (I do enjoy drawing my own maps)

-The old weapons skills were great for role-playing, The armour skills were great for role-playing, and acrobatics was fun.

-That's probably true that won't improve the story a whole lot, but that I still say the time used could be put to better use, like story, content, more dungeons, fun, etc.

-Was not aware you could turn them off, thank you.

I remember nothing of the sort. I do remember going through long dungeons and getting crappy rings (that I hoarded anyway) but it was an adventure none the less. I play the game to adventure and role-play and have fun not to get the shiniest items and most gold. You can go into a dungeon having no idea what you might find and it would be a surprise when got them, although when you said "you find out the locations of the best items beforehand" it sounds like you played with a walkthrough and FAQ beside you.


SextusMaximus said:
Mariakko said:
All Skyrim needs (IMO) is:
-To get rid of leveled loot and monsters and replace it with static loot and monsters
-To get rid of fast travel
-To get rid of marking places on the map
-To get rid of the stylized kills
-To bring back the skills they took out
-Remove voice acting and use the budget and time they use to do that do make a better story.
-Essentially be Morrowind
EVERYTHING there has quite literally been done through mods. Every single one.

Really, if you don't like vanilla Skyrim (which I happen to love), pick the game up on PC and go on a freaking mod spree, really is worth the money!
I thought this thread was aimed at Vanilla Skyrim (with the expansion packs/DLC included). I do have it on PC and I will mod it next time I feel like playing it, Which I doubt will be very soon.
 

RustlessPotato

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When I first started playing Skyrim I was quickly overwhelmed with all the quests and by doing them one by one and quickly had a burnout. Then I started roleplaying and I find it amazing. I'm a console player myself, even though I played Morrowind and Oblivion on the PC. It's true what they say though, mods can really help you roleplay with the game. For example, I played as a Kahjit assassin in Oblivion and there was a mod that could make me do saltos and very acrobatic and stylish combat.

One complaint I Have with Skyrim, as well as all the other games (and yes, there is a mod for that) is population. How is the Imperial city imperial if there's only 20 people in it :p. With skyrim I had that feeling less, but it was there nonetheless.

Another thing is that I have less of a happy feeling when get a weapon in Skyrim or Oblivion than I had in Morrowind. Special weapons really felt special.

So yeah, roleplaying and mods can help. That's why I'm going to upgrade my pc :p, because even with all its flaws, Skyrim still is a great game.
 

jollybarracuda

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I think there's three big things Skyrim needed to do to make it a much deeper and overall more rewarding RPG:

1) Stop having us level up the more we do something. Look, i know it's a good idea on paper, but when actually playing, it makes the whole thing just too...meh. I think lockpicking is the easiest way to describe why i think this system sucks. By simply playing through the game and picking locks as i go along i can eventually, after 20 hours, maybe less, pick master level locks without putting a single point into the lockpicking tree. Since the game has you level up a skill by doing it, and then letting you put a skill point into whatever area you want, it ended up being pointless putting anything into the lockpick tree. This should instead work whereby I cannot unlock anything above novice until i get the perk that lets me unlock apprentice locks, and so on. This is desirable since it now means that my experience will be different from someone who put points into lockpicking, rather than the only difference in our experience being how many lockpicks we broke before we unlocked the door. Plus, this would encourage Bethesda to put more valuable items in higher level locks.

2) Use the epic enemy variety at your disposal, Bethesda. Someone posted earlier that everything can be summed up by bandits for shallow caves, draugr for medium caves, and falmor for deep caves. That's just pathetically basic on Bethesda's part. Where's the caves overrun by minotaurs? Bethesda has such awesome enemy variety in their previous games, where's that all at in Skyrim? You're supposed to add things to sequels, not remove things, especially something as important as enemy variety.

3) Use a more random, Diablo-esque style loot system. Probably the most apparent problem with Skyrim is its lack of any interesting weapons. Sure, the actual designs are cool, but once you find a glass sword or something, thats it - game over - nothing else worth finding. The only weapons that ever appear with any decent magic properties are useless iron weapons. This means that if you manage to find some great equipment early on, you'll be stuck using that for ages. And the unique weapons you can get from certain quests never seem to be as good as what you already have. I feel like Skyrim has this great potential to be the best loot-hunting game ever with its huge open world and countless caves to go spelunking into, but without anything fun to find, it just becomes stale.
 

Andy of Comix Inc

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Good combat. Proper good combat. And slightly less uncanny valley-ish residents. I mean, it's a marked improvement on Oblivion, but that's not exactly hard.

Failing that... I think co-op. Co-op would likely save Skyrim's faults.
 

Rooster Cogburn

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Soopy said:
You don't HAVE to make massively overpowered spells. And that's no more broken then stacking enchantments in Skyrim. Balance isn't really necessary in a single player game. Fun is though.

Although in TES it has always been pretty easy to become godlike.
You don't HAVE to, but that's all most people did with it. And it's not just about it being overpowered. The idea of it was to make magic more interesting by making it wide open, personalized and customizable. In practice people just picked their favorite overpowered spell that worked in most situations. They were using fewer spells, not more. Spell-making was having the opposite of the intended effect. So now that's it gone and magic is a little more structured, many people are actually working with more tools than they were before.

I sympathize if you were actually putting spell-making to good use, but like attributes I can understand why it's gone.
 

SajuukKhar

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Soopy said:
Fruitless, because they give you nothing useful that you can't make yourself in about 1/4 the time. The Nightingale armour looks cool. But its really no better then anything you can make.

The Werewolf form is weak as piss. My character is stronger with a sword...

The DB questline was alright though.
Unless you have a 100 smithing skill, and a super high enchant skill with perks, it isn't that easy to make something better then the Nightingale armor.

Yes you can make some really OP weapons and armor using smithing skills and enchantment exploits, but why would you?

I can open up the console and type TGM to turn on godmode, but would I blame the game for me doing that? no.

Beyond that, there are plenty of people who don't smith or enchant, because it isn't part of their character style, or because they don't believe in breaking the game via exploits.
 

HannesPascal

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Shorter loading times. The return of spellmaking and more enchanting options (maybe I want to make a hat that can kill me), the ability to remove enchantments without destroying the item. Keep the compass and fast travelling (if you don't like it don't use it)
 

Rooster Cogburn

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SajuukKhar said:
Not to mention the fact that static loot and monsters is idiotic, do you not recall how bad it was in Morrowind?

do you not remember going through some epically long cave, beating things that were like 10 levels above you, only to have the final chest contain a low level magic ring, and some worthless food?

There was no point in doing Morrowind's dungeons because the loot was always terrible, all Morrowind was, was a game were you find out the locations of the best items beforehand, get them, and then never touch a dungeon again.

at least in Skyrim I am slightly motivated to go dungeon exploring because I know that, unlike Morrowind, the loot will actually be useful to me for my level.
I recall how leveled-everything totally broke Oblivion and sucked the excitement right out of exploration lol.

I have to disagree with you here. More static loot and monsters was great. I actually don't remember doing many long dungeons for no reward, though I do remember some short tombs. I just don't know why you are saying the loot was terrible. You found good stuff around. No one stopped doing dungeons when they got the items they wanted lol. And it's not like that was easy. In part because you couldn't do them all at level one =0. There were a couple of items that were too easy to obtain but beside that I much preferred that system.

The tradeoff for Morrowind was that you were actually discovering something. With all leveled loot it doesn't matter where I go or what I do, it's just a waiting game. I don't feel like I'm earning the loot, I just feel like I'm waiting long enough to be given it. If I can do anything at any time because enemies are leveled, I see how that could be liberating, but it means I am not progressing. Again, my motivation to go out and do things is deflated. I may as well just rest until the same cave respawns a million times as far as loot and leveling up is concerned.
 

SajuukKhar

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Rooster Cogburn said:
I recall how leveled-everything totally broke Oblivion and sucked the excitement right out of exploration lol.

I have to disagree with you here. More static loot and monsters was great. I actually don't remember doing many long dungeons for no reward, though I do remember some short tombs. I just don't know why you are saying the loot was terrible. You found good stuff around. No one stopped doing dungeons when they got the items they wanted lol. And it's not like that was easy. In part because you couldn't do them all at level one =0. There were a couple of items that were too easy to obtain but beside that I much preferred that system.

The tradeoff for Morrowind was that you were actually discovering something. With all leveled loot it doesn't matter where I go or what I do, it's just a waiting game. I don't feel like I'm earning the loot, I just feel like I'm waiting long enough to be given it. If I can do anything at any time because enemies are leveled, I see how that could be liberating, but it means I am not progressing. Again, my motivation to go out and do things is deflated. I may as well just rest until the same cave respawns a million times as far as loot and leveling up is concerned.
I have literally gone through every single cave, Dwemer ruin, velothi tower, and old crypt, in Morrowind, and I can safely say that 90% of the time, there was quite literally nothing of value in those places, except the same generic magic rings I had gotten in the last 50 caves, or yet another magical sword that I had also gotten in the last 50 caves.

Most loot in Morrowind was vendor trash, I have kept more loot in Skyrim, because Skyrim's loot was actually useful, compared to Morrowind.

As for exploring in Morrowind, I never felt like I was earning the loot in Morrowind, or that I was doing any more "discovering" then I am in Skyrim.

Dungeons didn't feel like a challange or interesting, they felt like the game designers randomly level locked places for no reason, and when I ran into a place that was level locked I felt like the game devs were saying "HERES ALL THIS COOL STUFF, TOO BAD YOU CAN'T EXPERIENCE IT RIGHT NOW, GO OUT INTO THE WORLD AND GRIND YOUR ASS OFF TO RAISE UR SKILLS"

Having static monsters only turned the game into a boring grind were you were forced to go ut and kill 500 cliff racers to level your skills just so you can go into a cave that they put level 30 monsters in when the quest that leads you there was level 5.

Having to grind didn't make the game feel more rewarding in any good way, it just made the game feel really grindy.

Morrowind felt like a MMO at times, but not a good MMO like guild Wars 2 is, a grindy Korean MMO where anything remotely fun was level locked until you went out and killed 500 generic enemies to level up.
 

chiggerwood

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May 10, 2009
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It needs a better story (the main antagonist reasoning is a particular thorn in my ass for this),

the enchanting system needs to be redone, as does the magic,

they (bethesda) needs to quit removing shit from their games (weapons, armor, clothing, spells, ect) also the clothing and armor system in this game pissed me off.

they need to refine the lore, the need to return to the old character creation,

the game needs to be more flexible, and less NAY! NO MORE of this lead me by the nose bullshit,(seriously why the fuck can't I just go to lord Drakon or whatever the fuck the big bad's name is in dawnguard and kill his ass? I'm the fucking Dragonborn! I made Alduin the son of the god of gods into my *****, but nooooooo we can't take initiative and act like an intelligent being? Instead we have to be led around by our fucking noses into the shitty fucking fetch quest that you want us to do! fuck you bethesda!)

The soul carin fuck that place! seriously, FUCK THAT PLACE!

and finally, quest locked dungeons. In an Elder Scrolls game. Are you fucking kidding me?
 

hazabaza1

Want Skyrim. Want. Do want.
Nov 26, 2008
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CannibalCorpses said:
hazabaza1 said:
Just port over Dark Souls' combat. There, 10 times better.
What? Light attack, heavy attack, dodge and block...it already has all those and more and is still boring.
Skyrim doesn't have a dodge move, and isn't as lethal or have the same punch to the melee combat that Dark Souls does.
EDIT: There's also parrying with most shields and some daggers, and other weapons may have certain properties when placed in the left hand.

Doom-Slayer said:
hazabaza1 said:
Just port over Dark Souls' combat. There, 10 times better.
Last I checked, and you know I could be wrong, but Dark Souls is a 3rd person game and Skyrim is primary a 1st person game. Kiiiind of cant just transfer those systems over very easily :p
Oh, that's rubbish. It'd be simple.

Bhaalspawn said:
Skyrim Quality
lolwut

"Skyrim 5: Skyrim"
I'm guessing that was just a typo, but it's still funny.
 

RatRace123

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Dec 1, 2009
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I personally think Skyrim is the best Bethesda game yet.

Sure there are still instances of the problems that I have with Bethesda's games.
The combat still hasn't evolved past the press button to swing your crowbar stage; and it doesn't help that melee combat (to me) just doesn't really work in first person.
As someone before me mentioned, give it a combat system more similar to Dark Souls. And, I'd really like it if they made a third person mode that didn't suck.

Also the radiant AI still produces some immersion breaking moments of stupidity and every person I walk past still spouts the same 3 freaking lines at me.

And the glitches, there are times when the game still feels like a beta test.

And the story is still pretty barebones and I hardly care about most of the characters.
I think they should just drop the overarching plot, or do like Fallout New Vegas did and give you a bunch of different paths to take to get there and have them amount to vastly different things.
I mean, I like saving the world and all, but my amoral Khajiit assassin really isn't up to the task of being the Nordic Hero of legend. I like going through Skyrim as a blade for hire, taking on any job for the coin; and in a land ravaged by civil war, there's plenty of coin to be made.

But still, Skyrim is the most fun I've had with any of Bethesda's games, so it gets a win in my book.