Elder Scrolls V Bugs

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mrdude2010

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During the intro sequence, the gate for the first wagon didn't open, so ours drove over the second one, then suddenly flipped like a thousand feet in the air and then I died. It was hilarious.
 

Chairman Miaow

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Nov 18, 2009
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Kahunaburger said:
DoPo said:
Because there isn't one. I mean, the idea behind the TES levelling is cool and all but the actual execution is beyond horrible. I'm fairly sure it is possible for the concept to work in a video game, but certainly not in the way Bethesda have been tackling it so far.
I could possibly see it working if it was much more general - like improving your magic would also increase alchemy, and improving your axehandling would also increase smithing. Much as it pains me to say this, maybe Fable had the right sort of idea with an XP pool that could be spent on all skills and XP sub-pools that could be spent on specific sorts of skills. I dunno if that would actually work at all in practice, though.
Just about the only thing that fable 2 & 3 got right then...
 

Chairman Miaow

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DoPo said:
Kahunaburger said:
DoPo said:
Because there isn't one. I mean, the idea behind the TES levelling is cool and all but the actual execution is beyond horrible. I'm fairly sure it is possible for the concept to work in a video game, but certainly not in the way Bethesda have been tackling it so far.
I could possibly see it working if it was much more general - like improving your magic would also increase alchemy, and improving your axehandling would also increase smithing. Much as it pains me to say this, maybe Fable had the right sort of idea with an XP pool that could be spent on all skills and XP sub-pools that could be spent on specific sorts of skills. I dunno if that would actually work at all in practice, though.
Yes, something like that. The Fable one is really more preferable (now, if only killing stuff wasn't the only way to get smarter and so on...). But to have the TES one working better, perhaps the key is to massively scale it down - instead of 100 ranks, go down to, say, 20 (or they could even be 4 if you wish). In addition or instead, don't tie the player levels to that, maybe even remove them altogether - raw skills is just as good. Moreover, the only thing you actually need levels for in Skyrim is perks - the advancement of health/magicka/stamina can be untied from levels. Actually, the same holds for acquiring perks.

But that's just trying to hack the current one into shape - a better overhaul can be made if we start from the ground up. Even then, an XP system with something like a Fable-like idea (you get bonus to what you use, basically) would go much more smoothly.
Personally, I've always liked the skill trainers found in Risen. They make a lot more sense for the purposes of things like smithing and alchemy. It's slightly believable that you can swing a sword a million times and then get better at swinging a sword, but there is no way smithing lots of one thing could teach you to make another thing.
 

KnightyKnight

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Up until recently I haven't had that many to be honest, and even then the worst one was just dragons not giving me their soul after being slain.

Then there's the nausea-inducing nirnroot light and sound still lingering around even though I've picked it.

Every now and then the water won't appear, just this big square patch of seeing straight through to the seabed.

And I've had one instance of a group of mammoths walking on air, only to fall inevitably to their deaths. Fun stuff.
 

Sean Hollyman

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I haven't really encounted many, but I've had mammoths fall from obit, which is pretty hilarious