Bullox to no fast travel. I don't want to waste half an hour walking to a location I've already discovered.NobodyPro said:No fast travel. Period.
Also, am I the only one who thinks Bethesda should put production on hold so that they can invest the time and money implementing something resembling the Euphoria Animation Engine (As seen in GTA:IV, Red Dead Redemption, Force Unleashed and some American football game).
If I hit an unarmoured civilian in the head with a hammer, the size of their head, I want them to have their skull crushed or at least be knocked out from the blow. Doesn't anyone else think it would be cool to start spazzing out if you get hit by a shock spell (that's a higher level than your willpower or something) or fall over if someone puts an arrow through your leg while you're running.
What was wrong with throwing weapons and spears anyway? And why are axes blunt in Oblivion? I suppose I just miss that belt that could summon monsters in Morrowind.
EDIT: I forgot about levitation. But I can understand after finding an alternate way into the 'cities' in Oblivion.
If you don't like it... don't use it? I like to walk places, but not if I'm nipping back across the whole map because I forgot my sword.NobodyPro said:No fast travel. Period.
I can support this if for no other reason than to give some feeling of effectiveness in melee combat. This has always been a problem with Elder Scrolls of course, but I'd at least like a better indication of how well I hit beyond watching a health meter. Also, locational damage would make combat more interesting I suppose, but it also introduces new and exciting problems.SweetLiquidSnake said:I know I personally would want added:
- a Fallout-style violence factor, such as lopping off limbs and stuff
A thousand times this. When I can cast a mid level heal that does more healing in an instant and a substantial heal over time, why would I ever cast "Default Player Spell"? At level 20, it takes a dozen castings of that spell in order to overcome the result of a single attack!SweetLiquidSnake said:- the ability to delete spells out of your list
Technically, Oblivion had perks. At each level of mastery in a skill, some special feature was unlocked. With magic it was just a boring "you can cast the next tier of spell" but it offered new attack effects or offered the ability to skip on top of water.SweetLiquidSnake said:- perks like in Fallout
I could support this as well. There really weren't all that many enemy types in Oblivion (the cast was certainly shorter than for morrowind). But I would only want such a thing to happen if there was a meaningful difference in the new enemy types.SweetLiquidSnake said:- some new types of enemies, such as werewolves
I don't like the essential companions idea as this simply results in breaking the game (unless of course they only get back up after combat has ended).SweetLiquidSnake said:- essential companions with backstories/allegiances
Not only that but you could achieve the same effect through bribery without resorting to the stupid little game and it was so rarely useful anyhow. The daily power of an Imperial makes the skill entirely useless and since one can no longer insult a foe into foolishly attacking, there is little reason for it to hang around in any form. Either create a new system from the ground up or just get rid of the thing.SweetLiquidSnake said:- the speechcraft skill, cuz that pie game is useless
I personally prefer the Oblivion system for the most part. Of course, if you decide you're sick of hitting dudes with hammers and want to switch to a bow, your only option is to be rubbish at the game for a very long time as you slowly gain the skills necessary to switch. While the class system is, technically, not a class system at all, a player can really only decide to change the way they play early on.SweetLiquidSnake said:- a Fallout style leveling system, none of that sleeping stuff
I want to support this idea but then when it was implemented in a mod (one of the best for the game really), it became blindingly obvious that Horseback combat was either hilariously unwieldy or grossly overpowered.SweetLiquidSnake said:- have the ability to fight on horseback, by either shooting arrows or swinging your weapons.
I'd rather there be both. If your fame is high (and you are therefore known) your "karma" would affect someone's base disposition along with personality.SweetLiquidSnake said:- instead of a disposition system, have a karma or reputation system
The oblivion system was silly in this regard as one gained a skill point every 100 successful uses of a skill. Given that, if one were a dedicated marksman and was always equipped as well as possible a foe could be dispatched in an arrow or two made leveling the skill difficult to say the least.SweetLiquidSnake said:- having skills like destruction and marksman level up faster
Yes, and the game would come on fifty DVDs.Veldie said:a map the size of Daggerfall's
Please no karma. it makes a false dichotomy of actions as good or evil. It's stupid for a game to judge my character's choice in morally grey decisions.SweetLiquidSnake said:- instead of a disposition system, have a karma or reputation system
Daggerfall was all copy pasted and randomized, thus it doesn't count. I'd prefer less, more well designed areas.Veldie said:a map the size of Daggerfall's
Nobody's making you participate in a discussion about it.No_Remainders said:I would honestly like to see people stop talking about it.
Seriously, it's been way over-discussed, and not only on this forum.