Oh, that's ******* mean.rusty_shackleford wrote: ↑ August 3rd, 2024, 04:51I'm just saying, it's really not that different from FO76 at launch. They just gave the found tapes an NPC visual instead.Rigwort wrote: ↑ August 3rd, 2024, 04:48Sounds like a modern indie game. The thing is, Morrowind has such an interesting world it probably would still be enjoyable if the everyone was dead and replaced with... robots? Yeah, that's a great idea!rusty_shackleford wrote: ↑ August 3rd, 2024, 04:43Morrowind is a dead world populated by NPCs with wikipedia dumps that stand around doing nothing.
We have a Steam curator now. You should be following it. https://store.steampowered.com/curator/44994899-RPGHQ/
What is your favorite Elder Scrolls game?
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I like seeing this side of @Rigwort!Rigwort wrote: ↑ August 3rd, 2024, 04:38I'm tired of people not understanding why Morrowind was enjoyable. Everyone points to these stupid novelties. Spears don't make a game better. Armor types don't make a game better. It's the same crap that posers praise about Daggerfall. "Look at the language skills!" Yeah, and how many of those matter?
If you think Morrowind has interesting, challenging gameplay than I'm sorry to hear about your lobotomy. Hopefully your nurse is taking care of you well. The only person to actually see why Morrowind is good in this thread so far is Maidenhaver. Morrowind is a terrrible, terrible game. Every other Elder Scrolls entry is better in terms playing it. Stealth is non-functional, playing a thief class in general is an exercise in frustration. Warriors are boring, and there isn't any choice in your tactics. Mages are the best, but again most of the challenge just comes in the daedra later having reflect.
No, what Morrowind is good at is the dressing. The aesthetics. I'm not saying Star Wars but with clay and bugs is especially revolutionary. But the way they implemented it was excellent. Instead of doing a place with a mishmash of ecology and samey cultures, they made sure that architecture, culture, and and interactions were different (for the most part). Further, the dungeons were more sparse and a few were very interesting without being relegated to the main quest. Again, the combat that took place in them was... blegh, but the stories behind them were interesting. This is when Beth understood what kind of writing was easier and more effective in these open world games. The quests from factions (most of them) gave a good idea of how those factions operate and their place in the world. But overall, not really engaging, or interesting quest design. It's a good tourism game, maybe even the best. But it isn't that great of an RPG.
► Show Spoiler
Archeology or anthropology, not tourism. Skyrim is the tourism game, it even has a convenient exit at the end of every dungeon complete with a gift shop.
Why does this poll have all these weird non-Skyrim games on it? """Morrowind"""? Is that some sort of play on Skywind?
You're giving Skyrim a bit too much credit. The clichéd "themepark" is better. Morrowind doesn't push enough into actually uncovering the cultures either. Most of the good stuff is left unsaid or in books which the player isn't really guided towards reading. Which is a shame, I always imagined it would be cool if the books that talked about the in-game trainers, for instance, actually gave you clues to their whereabouts and hinted at them being charm-able.Tweed wrote: ↑ August 3rd, 2024, 05:12Archeology or anthropology, not tourism. Skyrim is the tourism game, it even has a convenient exit at the end of every dungeon complete with a gift shop.
Themepark is the better fit. What little I stomached Fallout 4 went even further in that direction. There's no substance whatsoever left in Bethesda's games, just a lot of disconnected, lukewarm thrills.Rigwort wrote: ↑ August 3rd, 2024, 05:18You're giving Skyrim a bit too much credit. The clichéd "themepark" is better. Morrowind doesn't push enough into actually uncovering the cultures either. Most of the good stuff is left unsaid or in books which the player isn't really guided towards reading. Which is a shame, I always imagined it would be cool if the books that talked about the in-game trainers, for instance, actually gave you clues to their whereabouts and hinted at them being charm-able.
The whole point of this type of RPG is immersion so "novelties" like weapons and armor types that give the player flexibility to make the character they want absolutely do make the game better. You are disregarding how ridiculous and immersion-breaking it was, for example, to have pack after pack of Oblivion bandits show up in Daedric and Glass armor and have the player accumulate 50 sets of each of these "rare" armors in storage and 100 Daedric Longswords because the devs didn't include enough weapon or armor types or assign what they did include to enemies properly. Once you hit a certain level, it's just a fact that enemies would show up kitted out with completely lore-inappropriate stuff because the game had been dumbed down so much. Morrowind didn't have this problem. Items were distributed throughout the world in a realistic way and with a lot more variety. Obviously, spears and medium armor aren't the only things Morrowind did better than its successors. They are just representative sacrifices made on the altar of "modern audiences," of which there are many others.Rigwort wrote: ↑ August 3rd, 2024, 04:38I'm tired of people not understanding why Morrowind was enjoyable. Everyone points to these stupid novelties. Spears don't make a game better. Armor types don't make a game better. It's the same crap that posers praise about Daggerfall. "Look at the language skills!" Yeah, and how many of those matter?
If you think Morrowind has interesting, challenging gameplay than I'm sorry to hear about your lobotomy. Hopefully your nurse is taking care of you well. The only person to actually see why Morrowind is good in this thread so far is Maidenhaver. Morrowind is a terrrible, terrible game. Every other Elder Scrolls entry is better in terms playing it. Stealth is non-functional, playing a thief class in general is an exercise in frustration. Warriors are boring, and there isn't any choice in your tactics. Mages are the best, but again most of the challenge just comes in the daedra later having reflect.
No, what Morrowind is good at is the dressing. The aesthetics. I'm not saying Star Wars but with clay and bugs is especially revolutionary. But the way they implemented it was excellent. Instead of doing a place with a mishmash of ecology and samey cultures, they made sure that architecture, culture, and and interactions were different (for the most part). Further, the dungeons were more sparse and a few were very interesting without being relegated to the main quest. Again, the combat that took place in them was... blegh, but the stories behind them were interesting. This is when Beth understood what kind of writing was easier and more effective in these open world games. The quests from factions (most of them) gave a good idea of how those factions operate and their place in the world. But overall, not really engaging, or interesting quest design. It's a good tourism game, maybe even the best. But it isn't that great of an RPG.
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How can you be immersed in a game where everyone just stands around doing nothing at all?DDC wrote: ↑ August 3rd, 2024, 05:36The whole point of this type of RPG is immersion so "novelties" like weapons and armor types that give the player flexibility to make the character they want absolutely do make the game better. You are disregarding how ridiculous and immersion-breaking it was, for example, to have pack after pack of Oblivion bandits show up in Daedric and Glass armor and have the player accumulate 50 sets of each of these "rare" armors in storage and 100 Daedric Longswords because the devs didn't include enough weapon or armor types or assign what they did include to enemies properly. Once you hit a certain level, it's just a fact that enemies would show up kitted out with completely lore-inappropriate stuff because the game had been dumbed down so much. Morrowind didn't have this problem. Items were distributed throughout the world in a realistic way and with a lot more variety. Obviously, spears and medium armor aren't the only things Morrowind did better than its successors. They are just representative sacrifices made on the altar of "modern audiences," of which there are many others.Rigwort wrote: ↑ August 3rd, 2024, 04:38I'm tired of people not understanding why Morrowind was enjoyable. Everyone points to these stupid novelties. Spears don't make a game better. Armor types don't make a game better. It's the same crap that posers praise about Daggerfall. "Look at the language skills!" Yeah, and how many of those matter?
If you think Morrowind has interesting, challenging gameplay than I'm sorry to hear about your lobotomy. Hopefully your nurse is taking care of you well. The only person to actually see why Morrowind is good in this thread so far is Maidenhaver. Morrowind is a terrrible, terrible game. Every other Elder Scrolls entry is better in terms playing it. Stealth is non-functional, playing a thief class in general is an exercise in frustration. Warriors are boring, and there isn't any choice in your tactics. Mages are the best, but again most of the challenge just comes in the daedra later having reflect.
No, what Morrowind is good at is the dressing. The aesthetics. I'm not saying Star Wars but with clay and bugs is especially revolutionary. But the way they implemented it was excellent. Instead of doing a place with a mishmash of ecology and samey cultures, they made sure that architecture, culture, and and interactions were different (for the most part). Further, the dungeons were more sparse and a few were very interesting without being relegated to the main quest. Again, the combat that took place in them was... blegh, but the stories behind them were interesting. This is when Beth understood what kind of writing was easier and more effective in these open world games. The quests from factions (most of them) gave a good idea of how those factions operate and their place in the world. But overall, not really engaging, or interesting quest design. It's a good tourism game, maybe even the best. But it isn't that great of an RPG.
► Show Spoiler
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Massive and detailed world to explore at a high level of graphical fidelity given the scale. Who else was doing that in 2002 again? Remember, this is the era of gaming where Deus Ex levels are being chopped up into tiny little rooms so that the engine won't choke on barrel-stacking physics. Morrowind was revolutionary at the time it came out. An unparalleled triumph.
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Gothic II is an action role-playing video game by German developer Piranha Bytes and the sequel to Gothic. It was released for Microsoft Windows on 29 November 2002DDC wrote: ↑ August 3rd, 2024, 05:59Massive and detailed world to explore at a high level of graphical fidelity given the scale. Who else was doing that in 2002 again? Remember, this is the era of gaming where Deus Ex levels are being chopped up into tiny little rooms so that the engine won't choke on barrel-stacking physics. Morrowind was revolutionary at the time it came out. An unparalleled triumph.
The only way you could argue Morrowind is better than Gothic 2 is in terms of atmosphere/aesthetics.
Last edited by rusty_shackleford on August 3rd, 2024, 06:01, edited 1 time in total.
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First: Your point about the bandits only has something to do with properly arming enemies, not with the armor system in general. There could be many ways around this. Giving armor quality modifiers is one, so the bandits could get beefier while still having the same armor. Could also just give them better AI. But that's neither here nor there. Morrowind didn't have this problem because instead of making your end-game enemies run-of-the-mill bandits, it made them horrifically transfigured zombies. Or just plopped daedra everywhere. Nothing to do with the armor system.DDC wrote: ↑ August 3rd, 2024, 05:36The whole point of this type of RPG is immersion so "novelties" like weapons and armor types that give the player flexibility to make the character they want absolutely do make the game better. You are disregarding how ridiculous and immersion-breaking it was, for example, to have pack after pack of Oblivion bandits show up in Daedric and Glass armor and have the player accumulate 50 sets of each of these "rare" armors in storage and 100 Daedric Longswords because the devs didn't include enough weapon or armor types or assign what they did include to enemies properly. Once you hit a certain level, it's just a fact that enemies would show up kitted out with completely lore-inappropriate stuff because the game had been dumbed down so much. Morrowind didn't have this problem. Items were distributed throughout the world in a realistic way and with a lot more variety. Obviously, spears and medium armor aren't the only things Morrowind did better than its successors. They are just representative sacrifices made on the altar of "modern audiences," of which there are many others.Rigwort wrote: ↑ August 3rd, 2024, 04:38I'm tired of people not understanding why Morrowind was enjoyable. Everyone points to these stupid novelties. Spears don't make a game better. Armor types don't make a game better. It's the same crap that posers praise about Daggerfall. "Look at the language skills!" Yeah, and how many of those matter?
If you think Morrowind has interesting, challenging gameplay than I'm sorry to hear about your lobotomy. Hopefully your nurse is taking care of you well. The only person to actually see why Morrowind is good in this thread so far is Maidenhaver. Morrowind is a terrrible, terrible game. Every other Elder Scrolls entry is better in terms playing it. Stealth is non-functional, playing a thief class in general is an exercise in frustration. Warriors are boring, and there isn't any choice in your tactics. Mages are the best, but again most of the challenge just comes in the daedra later having reflect.
No, what Morrowind is good at is the dressing. The aesthetics. I'm not saying Star Wars but with clay and bugs is especially revolutionary. But the way they implemented it was excellent. Instead of doing a place with a mishmash of ecology and samey cultures, they made sure that architecture, culture, and and interactions were different (for the most part). Further, the dungeons were more sparse and a few were very interesting without being relegated to the main quest. Again, the combat that took place in them was... blegh, but the stories behind them were interesting. This is when Beth understood what kind of writing was easier and more effective in these open world games. The quests from factions (most of them) gave a good idea of how those factions operate and their place in the world. But overall, not really engaging, or interesting quest design. It's a good tourism game, maybe even the best. But it isn't that great of an RPG.
► Show Spoiler
Second: As to your point about making the character you want, what if I wanted to make a pickpocket? Skyrim and Oblivion handle that better. Or maybe all the way to a cat burglar, climbing walls and breaking into homes? Daggerfall did that much better. Morrowind fails at actually giving interesting builds and histories to your character.
Third: What kind of immersion do these things really give? I think that a lot of this is "I heard it online and now when I play the games I think of what that guy said and I don't like it." Medium armor didn't give you an extra option, just a bad one. Why go with it, what does it really do? What does it add to the world? What does it add to the mechanics? Nothing. The games are not nearly complex enough to take advantage of it either way. You merely see the option taken away and are upset at it being taken away. In fact, if anything the Oblivion/Skyrim route is more engaging than Morrowind, as if you are a mage you must choose between armor or robes directly. This will actually lead to more immersion than being able to clad yourself in a full Daedric set with Feather on each piece + a robe.
Now maybe I'm misunderstanding. Maybe you like playing dress-up enough where it warrants this much choice. Personally? I play in first person.
Please tell me you played Gothic and just didn't like it for some reason. If you are so hard on the Morrowind train and haven't played it...DDC wrote: ↑ August 3rd, 2024, 05:59Massive and detailed world to explore at a high level of graphical fidelity given the scale. Who else was doing that in 2002 again? Remember, this is the era of gaming where Deus Ex levels are being chopped up into tiny little rooms so that the engine won't choke on barrel-stacking physics. Morrowind was revolutionary at the time it came out. An unparalleled triumph.
Morrowind is much more enjoyable if you play as a Breton, definitely take Mysticism as a Major Skill, then get the Boots of Blinding Speed within the first 10 minutes of the game... and just X and Recall the whole game.
Basically Morrowind is fun if you ignore about 50% of the game.
Basically Morrowind is fun if you ignore about 50% of the game.
Just like Yves, I chase tales
rusty_shackleford wrote: ↑ October 28th, 2024, 07:36Mediocre or bad games can still have parts that are good.
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Engaging with half the mechanics in the game just breaks it, something that continues to exist into their other games too.The_Mask wrote: ↑ August 3rd, 2024, 06:35Morrowind is much more enjoyable if you play as a Breton, definitely take Mysticism as a Major Skill, then get the Boots of Blinding Speed within the first 10 minutes of the game... and just X and Recall the whole game.
Basically Morrowind is fun if you ignore about 50% of the game.
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First: it is evident that enemies cannot be properly armed if the equipment to arm them properly is not in the game. No, I don't think having the tougher bandits show up in a "Fur Cuirass +7" is a sufficient substitute for having more armor types in the game.Rigwort wrote: ↑ August 3rd, 2024, 06:06First: Your point about the bandits only has something to do with properly arming enemies, not with the armor system in general. There could be many ways around this. Giving armor quality modifiers is one, so the bandits could get beefier while still having the same armor. Could also just give them better AI. But that's neither here nor there. Morrowind didn't have this problem because instead of making your end-game enemies run-of-the-mill bandits, it made them horrifically transfigured zombies. Or just plopped daedra everywhere. Nothing to do with the armor system.DDC wrote: ↑ August 3rd, 2024, 05:36The whole point of this type of RPG is immersion so "novelties" like weapons and armor types that give the player flexibility to make the character they want absolutely do make the game better. You are disregarding how ridiculous and immersion-breaking it was, for example, to have pack after pack of Oblivion bandits show up in Daedric and Glass armor and have the player accumulate 50 sets of each of these "rare" armors in storage and 100 Daedric Longswords because the devs didn't include enough weapon or armor types or assign what they did include to enemies properly. Once you hit a certain level, it's just a fact that enemies would show up kitted out with completely lore-inappropriate stuff because the game had been dumbed down so much. Morrowind didn't have this problem. Items were distributed throughout the world in a realistic way and with a lot more variety. Obviously, spears and medium armor aren't the only things Morrowind did better than its successors. They are just representative sacrifices made on the altar of "modern audiences," of which there are many others.Rigwort wrote: ↑ August 3rd, 2024, 04:38I'm tired of people not understanding why Morrowind was enjoyable. Everyone points to these stupid novelties. Spears don't make a game better. Armor types don't make a game better. It's the same crap that posers praise about Daggerfall. "Look at the language skills!" Yeah, and how many of those matter?
If you think Morrowind has interesting, challenging gameplay than I'm sorry to hear about your lobotomy. Hopefully your nurse is taking care of you well. The only person to actually see why Morrowind is good in this thread so far is Maidenhaver. Morrowind is a terrrible, terrible game. Every other Elder Scrolls entry is better in terms playing it. Stealth is non-functional, playing a thief class in general is an exercise in frustration. Warriors are boring, and there isn't any choice in your tactics. Mages are the best, but again most of the challenge just comes in the daedra later having reflect.
No, what Morrowind is good at is the dressing. The aesthetics. I'm not saying Star Wars but with clay and bugs is especially revolutionary. But the way they implemented it was excellent. Instead of doing a place with a mishmash of ecology and samey cultures, they made sure that architecture, culture, and and interactions were different (for the most part). Further, the dungeons were more sparse and a few were very interesting without being relegated to the main quest. Again, the combat that took place in them was... blegh, but the stories behind them were interesting. This is when Beth understood what kind of writing was easier and more effective in these open world games. The quests from factions (most of them) gave a good idea of how those factions operate and their place in the world. But overall, not really engaging, or interesting quest design. It's a good tourism game, maybe even the best. But it isn't that great of an RPG.
► Show Spoiler
Second: As to your point about making the character you want, what if I wanted to make a pickpocket? Skyrim and Oblivion handle that better. Or maybe all the way to a cat burglar, climbing walls and breaking into homes? Daggerfall did that much better. Morrowind fails at actually giving interesting builds and histories to your character.
Third: What kind of immersion do these things really give? I think that a lot of this is "I heard it online and now when I play the games I think of what that guy said and I don't like it." Medium armor didn't give you an extra option, just a bad one. Why go with it, what does it really do? What does it add to the world? What does it add to the mechanics? Nothing. The games are not nearly complex enough to take advantage of it either way. You merely see the option taken away and are upset at it being taken away. In fact, if anything the Oblivion/Skyrim route is more engaging than Morrowind, as if you are a mage you must choose between armor or robes directly. This will actually lead to more immersion than being able to clad yourself in a full Daedric set with Feather on each piece + a robe.
Now maybe I'm misunderstanding. Maybe you like playing dress-up enough where it warrants this much choice. Personally? I play in first person.
Second: Make a pickpocket if you want to make a pickpocket. Is this supposed to be a rhetorical question? You can rob people blind in Morrowind as long as you don't suck at the game.
Third: This is a silly and baseless line of reasoning. I have no idea what "that guy" said about various elder scrolls games because I don't waste my time listening to ****** commentators. The facts are, I played spear and medium armor in Morrowind, went to make the same character in Oblivion and couldn't, and am autistic enough to still presently be bitter about that fact today. If some youtuber has now started saying the same things I was spamming on Bethesda's forums in 2006, good for him. There is no way we will ever have any common ground on this because you are the "modern audience" Bethesda currently designs its games for.
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Arbitrarily dividing armor into weight classes was dumb to begin with tho.
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I think what they were expecting was that people would choose a custom class and play according to that class beating the game having experienced anywhere from 1 to 5 factions.
Instead we got autism, and people grinding to see all of the factions.
Which then pushed them to make turds like Skyrim where whether you were roleplaying as a pugilist or wizard, you could become anything as long as you pushed forward.
* * *
By the by, what happened to discovering hidden factions like freedom fighter of slaves? That one was one of the cooler aspects of Morrowind.
Eh... too much work, I guess.
Instead we got autism, and people grinding to see all of the factions.
Which then pushed them to make turds like Skyrim where whether you were roleplaying as a pugilist or wizard, you could become anything as long as you pushed forward.
* * *
By the by, what happened to discovering hidden factions like freedom fighter of slaves? That one was one of the cooler aspects of Morrowind.
Eh... too much work, I guess.
Just like Yves, I chase tales
rusty_shackleford wrote: ↑ October 28th, 2024, 07:36Mediocre or bad games can still have parts that are good.
Uhhh, what? Are you tired? Do you mean materials? Like regional armor, such as bonemold and indoril? That has nothing to do with medium armor, or having multiple armor slots. Again, Morrowind got around this just by boosting stats up or just throwing creatures at you instead.DDC wrote: ↑ August 3rd, 2024, 06:41First: it is evident that enemies cannot be properly armed if the equipment to arm them properly is not in the game. No, I don't think having the tougher bandits show up in a "Fur Cuirass +7" is a sufficient substitute for having more armor types in the game.Rigwort wrote: ↑ August 3rd, 2024, 06:06First: Your point about the bandits only has something to do with properly arming enemies, not with the armor system in general. There could be many ways around this. Giving armor quality modifiers is one, so the bandits could get beefier while still having the same armor. Could also just give them better AI. But that's neither here nor there. Morrowind didn't have this problem because instead of making your end-game enemies run-of-the-mill bandits, it made them horrifically transfigured zombies. Or just plopped daedra everywhere. Nothing to do with the armor system.DDC wrote: ↑ August 3rd, 2024, 05:36
The whole point of this type of RPG is immersion so "novelties" like weapons and armor types that give the player flexibility to make the character they want absolutely do make the game better. You are disregarding how ridiculous and immersion-breaking it was, for example, to have pack after pack of Oblivion bandits show up in Daedric and Glass armor and have the player accumulate 50 sets of each of these "rare" armors in storage and 100 Daedric Longswords because the devs didn't include enough weapon or armor types or assign what they did include to enemies properly. Once you hit a certain level, it's just a fact that enemies would show up kitted out with completely lore-inappropriate stuff because the game had been dumbed down so much. Morrowind didn't have this problem. Items were distributed throughout the world in a realistic way and with a lot more variety. Obviously, spears and medium armor aren't the only things Morrowind did better than its successors. They are just representative sacrifices made on the altar of "modern audiences," of which there are many others.
Second: As to your point about making the character you want, what if I wanted to make a pickpocket? Skyrim and Oblivion handle that better. Or maybe all the way to a cat burglar, climbing walls and breaking into homes? Daggerfall did that much better. Morrowind fails at actually giving interesting builds and histories to your character.
Third: What kind of immersion do these things really give? I think that a lot of this is "I heard it online and now when I play the games I think of what that guy said and I don't like it." Medium armor didn't give you an extra option, just a bad one. Why go with it, what does it really do? What does it add to the world? What does it add to the mechanics? Nothing. The games are not nearly complex enough to take advantage of it either way. You merely see the option taken away and are upset at it being taken away. In fact, if anything the Oblivion/Skyrim route is more engaging than Morrowind, as if you are a mage you must choose between armor or robes directly. This will actually lead to more immersion than being able to clad yourself in a full Daedric set with Feather on each piece + a robe.
Now maybe I'm misunderstanding. Maybe you like playing dress-up enough where it warrants this much choice. Personally? I play in first person.
Second: Make a pickpocket if you want to make a pickpocket. Is this supposed to be a rhetorical question? You can rob people blind in Morrowind as long as you don't suck at the game.
Third: This is a silly and baseless line of reasoning. I have no idea what "that guy" said about various elder scrolls games because I don't waste my time listening to ****** commentators. The facts are, I played spear and medium armor in Morrowind, went to make the same character in Oblivion and couldn't, and am autistic enough to still presently be bitter about that fact today. If some youtuber has now started saying the same things I was spamming on Bethesda's forums in 2006, good for him. There is no way we will ever have any common ground on this because you are the "modern audience" Bethesda currently designs its games for.
As for pickpocketing:
Finally, what I'm saying is that these are tired arguments that come off the cuff without any reflection. You admitted it yourself "it didn't have it and I didn't like it". One playstyle that really had no difference from other melee types. It's the kind of argument that propagates easily because it's simple. I just want actual criticism I haven't heard for the umpteenth time. "Not as many armor slotsWithout an optional patch from the Morrowind Code Patch, pickpocket chance is effectively capped at 56% as it is rolled twice with a cap of 75% both when taking an item and when closing the pickpocket window. Item weight is also not factored in without the patch."
I think the problem with the secret factions was even back then they seemed scared of putting too much work into something most players wouldn't experience. The Morag Tong and the Twin Lamps weren't really all that engaging, even compared to the imperial factions. I suppose they sort-of did with the Thieve's Guild and Brotherhood in Oblivion?The_Mask wrote: ↑ August 3rd, 2024, 06:42I think what they were expecting was that people would choose a custom class and play according to that class beating the game having experienced anywhere from 1 to 5 factions.
Instead we got autism, and people grinding to see all of the factions.
Which then pushed them to make turds like Skyrim where whether you were roleplaying as a pugilist or wizard, you could become anything as long as you pushed forward.
* * *
By the by, what happened to discovering hidden factions like freedom fighter of slaves? That one was one of the cooler aspects of Morrowind.
Eh... too much work, I guess.
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This is a good critique imo. I don't consider "no medium armor
Similarly, spears add nothing that Oblivion doesn't already have other than spear visuals. Oblivion does have the concept of weapon reach — and unlike in Morrowind, claymores have significantly more reach than a shortsword(nearly double). All long blades in Morrowind have a reach of 1.0, from the lowly saber to the Daedric Claymore. All shortblades also have a reach of 1.0, yet another inferiority to Oblivion which does a much better job of modeling various weapon ranges.
In reality, nothing was lost. Oblivion gained true two-handed swords which functionally perform the same task. Oblivion also models various weapons having different ranges, rather than spears just having higher range and near everything else having the same.
Just mentioning that Oblivion has one less skill is pointless, Daggerfall had plenty of useless skills that were removed in Morrowind, I guess Morrowind is ultra bad by this logic.
Last edited by rusty_shackleford on August 3rd, 2024, 07:03, edited 2 times in total.
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Could you elaborate on why you think having more armor slots would be better? All I see is pointless "complexity" or just extra dress-up.rusty_shackleford wrote: ↑ August 3rd, 2024, 07:00This is a good critique imo. I don't consider "no medium armor" to be a good critique if the same number(or more) armors still exist and there's no functional difference.
Similarly, spears add nothing that Oblivion doesn't already have other than spear visuals. Oblivion does have the concept of weapon reach — and unlike in Morrowind, claymores have significantly more reach than a shortsword(nearly double). All long blades in Morrowind have a reach of 1.0, from the lowly saber to the Daedric Claymore. All shortblades also have a reach of 1.0, yet another inferiority to Oblivion which does a much better job of modeling various weapon ranges.
In reality, nothing was lost. Oblivion gained true two-handed swords which functionally perform the same task. Oblivion also models various weapons having different ranges, rather than spears just having higher range and near everything else having the same.
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rusty_shackleford
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Off the top of my head, having more slots increases the customization available to the player, and allows the game to provide more unique loot without it feeling worthless or like a minor upgrade.Rigwort wrote: ↑ August 3rd, 2024, 07:03Could you elaborate on why you think having more armor slots would be better? All I see is pointless "complexity" or just extra dress-up.rusty_shackleford wrote: ↑ August 3rd, 2024, 07:00This is a good critique imo. I don't consider "no medium armor" to be a good critique if the same number(or more) armors still exist and there's no functional difference.
Similarly, spears add nothing that Oblivion doesn't already have other than spear visuals. Oblivion does have the concept of weapon reach — and unlike in Morrowind, claymores have significantly more reach than a shortsword(nearly double). All long blades in Morrowind have a reach of 1.0, from the lowly saber to the Daedric Claymore. All shortblades also have a reach of 1.0, yet another inferiority to Oblivion which does a much better job of modeling various weapon ranges.
In reality, nothing was lost. Oblivion gained true two-handed swords which functionally perform the same task. Oblivion also models various weapons having different ranges, rather than spears just having higher range and near everything else having the same.
Also goes back to my "arbitrary weight categories", would prefer games that use the actual weight of the armor worn to determine what weight category the player is in. More slots would give you more freedom to reach the optimal weight category you're targeting while still wearing some armored pieces, which falls under "more customization".
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That is a good point, gathering the daedric armor pieces is one of the better loot hunts in Morrowind. Probably would be made a lot better if each piece was more rare and not just sitting on some Telvanni wizards.rusty_shackleford wrote: ↑ August 3rd, 2024, 07:06Off the top of my head, having more slots increases the customization available to the player, and allows the game to provide more unique loot without it feeling worthless or like a minor upgrade.Rigwort wrote: ↑ August 3rd, 2024, 07:03Could you elaborate on why you think having more armor slots would be better? All I see is pointless "complexity" or just extra dress-up.rusty_shackleford wrote: ↑ August 3rd, 2024, 07:00
This is a good critique imo. I don't consider "no medium armor" to be a good critique if the same number(or more) armors still exist and there's no functional difference.
Similarly, spears add nothing that Oblivion doesn't already have other than spear visuals. Oblivion does have the concept of weapon reach — and unlike in Morrowind, claymores have significantly more reach than a shortsword(nearly double). All long blades in Morrowind have a reach of 1.0, from the lowly saber to the Daedric Claymore. All shortblades also have a reach of 1.0, yet another inferiority to Oblivion which does a much better job of modeling various weapon ranges.
In reality, nothing was lost. Oblivion gained true two-handed swords which functionally perform the same task. Oblivion also models various weapons having different ranges, rather than spears just having higher range and near everything else having the same.
Also goes back to my "arbitrary weight categories", would prefer games that use the actual weight of the armor worn to determine what weight category the player is in. More slots would give you more freedom to reach the optimal weight category you're targeting while still wearing some armored pieces, which falls under "more customization".
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I have a feeling that a lot of people who like morrowind but hate skyrim would end up loving enderal despite it being made in the skyrim engine.
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rusty_shackleford wrote: ↑ August 3rd, 2024, 07:24I have a feeling that a lot of people who like morrowind but hate skyrim would end up loving enderal despite it being made in the skyrim engine.
The gimmick of the story ruined it for me and completely took me out of the world. Gameplay wise though its great
Last edited by Orvas Dren on August 3rd, 2024, 09:14, edited 1 time in total.
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rusty_shackleford wrote: ↑ August 3rd, 2024, 07:24I have a feeling that a lot of people who like morrowind but hate skyrim would end up loving enderal despite it being made in the skyrim engine.
Did they fix the wood?
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The story is just fantasy mass effect.Serjo wrote: ↑ August 3rd, 2024, 09:14The gimmick of the story ruined it for me and completely took me out of the world. Gameplay wise though its greatrusty_shackleford wrote: ↑ August 3rd, 2024, 07:24I have a feeling that a lot of people who like morrowind but hate skyrim would end up loving enderal despite it being made in the skyrim engine.
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Right, and why should we respect zoomer casuals with no taste in RPGs?DDC wrote: ↑ August 3rd, 2024, 04:19I cannot take anyone who picks something post-Morrowind seriously. Any Elder Scrolls game with no spears and no medium armor is a dumbed down game for *******.
I like the Big Three each for very different reasons. If some crackfiend ****** broke into my home and forced me at gunpoint to pick one to play for 100 hours, it would be Skyrim due to the greater selection of mods.
