Kahunaburger said:
Ragsnstitches said:
Also you can't argue that Morrowind was more fun.
Uh, yes I can. Can you fly in Oblivion? Or jump across a continent? Or make your own magic items without dropping hilarious amounts of money? Are the quests and factions any good? Is it remotely as atmospheric as Morrowind?
(Of course, half of these are subjective. That's the point. YMMV on whether it's more fun to play with Oblivion's balanced melee/stealth, or Morrowind's more open magic and enchanting system. YMM also V on whether you prefer pseudo-Europe or a place where people live in giant crab shells and mushrooms. They're both equally unbalanced, though.)
But more to the point, it's completely possible to make Skyrim so that it incorporates the strengths of both games. I am just confused by people who say "I don't want to fly on my playthrough, so I don't want
anyone to fly on their playthrough."
You're right, you can say it... but it doesn't make any more true/false.
Todd howard already explained why they won't be bringing back levitation (and mark/recall for similar reasons).
Todd Howard said:
Mark and recall is one where it's a lot of fun, but like levitation, was removed so we could design better gameplay spaces and scenarios.
We were really limited in Morrowind because the player could recall or levitate out of many situations and break them. There was a lot of good gameplay and level design work that we just couldn't do and now we can.
Back then it seemed like many good ideas we had were shot down when another designer would say "oh yeah, I just levitate or recall away." So we got rid of them
The more detailed and visceral their worlds become, the more difficult it becomes to balance such powerful spells. Those spells would dictate where and how events play out, rather then events laying out options to the player. Removing them was giving the devs more freedom to plot out quests and events, not to handicap your travel options.
The only other things getting cropped are:
*Acrobatics and Athletics (Getting merged into a new skill).
*Mysticism (other Magic classes will incorporate what mysticism offers).
*Hand to hand (Not sure about this, but I think it's going to be directly modified by strength and/or endurance, and not be given a skill of its own).
*Greaves are now part of Chest armour (but we're promised more armour varieties).
It is possible keep all these... but not practical essentially.
Anyway, we need to stop looking at what they taking out and instead look at what they are adding.
Enchantment is returning as a skill, so expect improvements in that regard. This will be a magical based crafting system.
Smiting is brand spanking new. This is what Armourer should have been. Not only can you repair your weapons, but apparently you can reforge your favourite weapons with new metals and ores to give them unique boosts and traits.
Instead of Blunt and Blade, they are replacing them with 1 handed and 2 handed combat. Within each skill there are perks for specialising with Blunt weapons or bladed weapons.
On that note, Branching Perk trees are been added. This should add a butt load of customisation options for fine tuning your ideal character.
Alchemy is now a "stealth" skill (Magic and Combat both get Enchanting and Smiting respectively as crafting skills, so stealth was given Alchemy... makes sense to me).
I also heard they are combining the "transport" systems of both Oblivion and Morrowind... you can travel on foot, on Mounts (confirmed), pay for carriage transport (mentioned by Todd, not confirmed), or fast travel (a given). Not sure what to make of this, but I think it's a nice compromise, appealing to both the casual Gamer and the avid Role player.
Finally getting beards and other cosmetic options (scars and tattoos I think are in it).
We still don't know much else about the game, so it's far too early to say yay or nay to any of this. But I'm optimistic about it.