The Elder Scrolls 5: Skyrim : Bacon Workshop

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Re: The Elder Scrolls 5: Skyrim

Postby SirBryghtside » Sat Jan 15, 2011 2:40 pm UTC

SirBryghtside wrote:You did also get a skeleton key in Morrowind, but it only had 50 uses, and was the final reward for both the fighters' guild and the thieves' guild.

And actually, the Skeleton Key is only obtainable at level 10, and that's if you found the shrine. So *shrug*

The one in Morrowind was just a very high quality lockpick, though, if I recall correctly. It didn't let you automatically open everything.

It might as well have, though. My guy had 5 in his security skill, and could open level 100 doors.
EmptySet wrote:I actually thought the Oblivion Skeleton Key was available a bit earlier than that - obviously it was never really a priority for me since I can open everything anyway. I suppose it's not quite so bad considering you have to be at level ten, but still... can you imagine if, at level ten, you finished a quest and had your Blade skill permanently set to 100? Because that's basically what the Skeleton Key does to Security.

Good point.
psion wrote:That sounds like there's going to be a button for each hand that you'll either fervidly mash or 1-2-punch things with (fire vulnerability and fireball). Supposedly there's going to be 2handed weapons, but I can't imagine them being useful.
That's simple, they're almost twice as good as single-handed weapons. and the duo weapons would be pretty difficult to master, I imagine.
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Re: The Elder Scrolls 5: Skyrim

Postby bigglesworth » Sat Jan 15, 2011 2:58 pm UTC

I'd imagine they'd include shields as well.
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Re: The Elder Scrolls 5: Skyrim

Postby Kag » Sat Jan 15, 2011 5:35 pm UTC

EmptySet wrote:The one in Morrowind was just a very high quality lockpick, though, if I recall correctly. It didn't let you automatically open everything.


Yes it did, but with limited uses. Also, it required a bit more work to get.
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Re: The Elder Scrolls 5: Skyrim

Postby balderduck » Tue Jan 18, 2011 5:29 pm UTC

What I'm mostly interested in seeing is a good story

Not another one where there's a dark army taking over the world and you're the chosen one that has to stop it (and I'm not reffering to Oblivion, but basically to all fantasy RPGs of the last 10 years)

I hope they take some pointers from Fallout New Vegas on that...

And also some decent fighting animations wouldn't be bad
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Re: The Elder Scrolls 5: Skyrim

Postby Amnesiasoft » Tue Jan 18, 2011 6:14 pm UTC

balderduck wrote:I hope they take some pointers from Fallout New Vegas on that...

Yeah, but see, that was Obsidian, not Bethesda. What I'm saying is: Fat chance.
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Re: The Elder Scrolls 5: Skyrim

Postby Xeio » Tue Jan 18, 2011 7:16 pm UTC

http://xbox360.ign.com/articles/114/1144409p1.html

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Re: The Elder Scrolls 5: Skyrim

Postby balderduck » Tue Jan 18, 2011 9:42 pm UTC

Amnesiasoft wrote:
balderduck wrote:I hope they take some pointers from Fallout New Vegas on that...

Yeah, but see, that was Obsidian, not Bethesda. What I'm saying is: Fat chance.


yeah I realise that (on both points) :)
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Re: The Elder Scrolls 5: Skyrim

Postby SirBryghtside » Wed Jan 19, 2011 10:52 pm UTC

Apparently this s a Dwemer ruin.

I'm so confused...
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Re: The Elder Scrolls 5: Skyrim

Postby mosc » Wed Jan 19, 2011 10:59 pm UTC

SirBryghtside wrote:Apparently this s a Dwemer ruin.

I'm so confused...

I teared up a little...
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Re: The Elder Scrolls 5: Skyrim

Postby Coin » Wed Jan 19, 2011 11:52 pm UTC

Why would Dwemer on Morrowind have the same architecture as Dwemer in Skyrim?
Could they be from a different era than the ruins on Morrowind?
What do they look like on the inside?

It's not all bad. While they are not obviously steam punk like the ruins on they are a lot more detailed architectually.
Who is to say that the Skyrim Dwemer aren't more interested in stone working than iron?
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Re: The Elder Scrolls 5: Skyrim

Postby Vaniver » Thu Jan 20, 2011 4:43 am UTC

Coin wrote:Why would Dwemer on Morrowind have the same architecture as Dwemer in Skyrim?
Dwemereth was one nation, so they should look somewhat similar.
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Re: The Elder Scrolls 5: Skyrim

Postby psion » Thu Jan 20, 2011 5:28 am UTC

SirBryghtside wrote:Apparently this s a Dwemer ruin.

I'm so confused...

.....sigh. Generic fantasy...
It's cold in Skyrim, and there's mountains, so surely there's dwarves who love mining and stone architecture. We have dwarves, right? Let's put some ruins here, and here, and here...
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Re: The Elder Scrolls 5: Skyrim

Postby Magnanimous » Thu Jan 20, 2011 5:32 am UTC

Vaniver wrote:
Coin wrote:Why would Dwemer on Morrowind have the same architecture as Dwemer in Skyrim?
Dwemereth was one nation, so they should look somewhat similar.

Maybe they had a sort of Renaissance?
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Re: The Elder Scrolls 5: Skyrim

Postby poxic » Thu Jan 20, 2011 5:39 am UTC

After all, houses in England look exactly like houses in Texas.

Oh, wait... :wink:
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Re: The Elder Scrolls 5: Skyrim

Postby guale » Thu Jan 20, 2011 7:31 am UTC

poxic wrote:After all, houses in England look exactly like houses in Texas.

Oh, wait... :wink:

Those are complete different countries though. The Dwemer in Skyrim and the Dwemer in Morrowind were the same country. While yes you can say houses in Texas look different from houses in New York or [insert local state/province] and [insert other local state/province] there are still going to be some general trends they follow, materials permitting, and I see no reason why materials wouldn't permit in this situation.
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Re: The Elder Scrolls 5: Skyrim

Postby SirBryghtside » Thu Jan 20, 2011 7:35 am UTC

Coin wrote:Why would Dwemer on Morrowind have the same architecture as Dwemer in Skyrim?
Could they be from a different era than the ruins on Morrowind?
What do they look like on the inside?

It's not all bad. While they are not obviously steam punk like the ruins on they are a lot more detailed architectually.
Who is to say that the Skyrim Dwemer aren't more interested in stone working than iron?

After thinking about it, yes this seems right.
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Re: The Elder Scrolls 5: Skyrim

Postby psion » Thu Jan 20, 2011 11:29 am UTC

It must have sucked for the Skyrim Dwemer to be completely obliterated because of something the Morrowind Dwemer did, eh? Supposedly they all connected using The Calling in the final hours to transcend mortal life. If Skyrim Dwemer seemingly rejected technology, maybe they decided not to connect?
It's also not very likely to be a ruin from an earlier era. All signs point to Dwemer originating from Morrowind. There's really no explaination. We'll just have to see how Bethesda sells it (which I'm sure they can, but Occam's razor says retcon).
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Re: The Elder Scrolls 5: Skyrim

Postby Goldstein » Thu Jan 20, 2011 11:45 am UTC

When Bethesda were doing Fallout 3, I could accuse them of not understanding the lore and fucking it up. When they're doing The Elder Scrolls, I feel I ought to defer to their decisions. Hopefully it's not just a case of the Dwemer ruins being cool and wanting to bring them back, but at least they were interesting places in Morrowind, even if that was more of a game-design decision.

Really, I have more trouble with those huge immaculate structures being ruins.
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Re: The Elder Scrolls 5: Skyrim

Postby headprogrammingczar » Thu Jan 20, 2011 1:32 pm UTC

I have trouble with them touting that shot as a breakthrough of the engine, when that scene would be just as easy to render in the Oblivion engine, just by marking more props to draw in the distance.
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Re: The Elder Scrolls 5: Skyrim

Postby Amnesiasoft » Thu Jan 20, 2011 1:44 pm UTC

They said Fallout 3's engine was all kinds of things before it came out too. I wouldn't take anything Bethesda says about Creation seriously.
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Re: The Elder Scrolls 5: Skyrim

Postby emceng » Thu Jan 20, 2011 2:09 pm UTC

SirBryghtside wrote:Apparently this s a Dwemer ruin.

I'm so confused...



Oooh, pretty. Also - it looks like it could be a huge pain in the ass to get around there. Man, I wish Oblivion wasn't so crappy. I really want to play it now.
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Re: The Elder Scrolls 5: Skyrim

Postby SirBryghtside » Thu Jan 20, 2011 5:10 pm UTC

Amnesiasoft wrote:They said Fallout 3's engine was all kinds of things before it came out too. I wouldn't take anything Bethesda says about Creation seriously.

I want to trust them on this, though - they really shouldn't be wanting to pull our trust in them even further down. But if they do drop stuff, I'll be cautious about their next games.

And the Radiant things seem too important for them to screw up. Some Dev said how great he thought it was on an unrelated thread, and I was inclined to believe him.
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Re: The Elder Scrolls 5: Skyrim

Postby psion » Thu Jan 20, 2011 5:41 pm UTC

emceng wrote:Oooh, pretty. Also - it looks like it could be a huge pain in the ass to get around there. Man, I wish Oblivion wasn't so crappy. I really want to play it now.

I feel the same way. I've been in the mood for Oblivion but I know it's going to bore and annoy me. So conflicting.
SirBryghtside wrote:I want to trust them on this, though - they really shouldn't be wanting to pull our trust in them even further down. But if they do drop stuff, I'll be cautious about their next games.

And the Radiant things seem too important for them to screw up. Some Dev said how great he thought it was on an unrelated thread, and I was inclined to believe him.

Peter Molyneux's spawn?
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Re: The Elder Scrolls 5: Skyrim

Postby Menacing Spike » Thu Jan 20, 2011 5:49 pm UTC

psion wrote:I feel the same way. I've been in the mood for Oblivion but I know it's going to bore and annoy me. So conflicting.


Play naked and with a pink mohawk. It's more interesting than it sounds.
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Re: The Elder Scrolls 5: Skyrim

Postby Vaniver » Thu Jan 20, 2011 11:56 pm UTC

SirBryghtside wrote:I want to trust them on this, though - they really shouldn't be wanting to pull our trust in them even further down. But if they do drop stuff, I'll be cautious about their next games.

And the Radiant things seem too important for them to screw up. Some Dev said how great he thought it was on an unrelated thread, and I was inclined to believe him.
So, essentially, your only evidence is wishful thinking?

psion wrote:It's also not very likely to be a ruin from an earlier era. All signs point to Dwemer originating from Morrowind. There's really no explaination. We'll just have to see how Bethesda sells it (which I'm sure they can, but Occam's razor says retcon).
Yeah; it seems like there are the Volenfell Dwemer and the Morrowind Dwemer, and why there would be ruins in the middle is something of a mystery- unless these are on the edges, so they're from each of the groups?

Do we have any evidence that's supposed to be a dwemer ruin, though? I'm not seeing that mentioned in the article with that screenshot or their blog.
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Re: The Elder Scrolls 5: Skyrim

Postby SirBryghtside » Fri Jan 21, 2011 4:14 pm UTC

Vaniver wrote:
SirBryghtside wrote:I want to trust them on this, though - they really shouldn't be wanting to pull our trust in them even further down. But if they do drop stuff, I'll be cautious about their next games.

And the Radiant things seem too important for them to screw up. Some Dev said how great he thought it was on an unrelated thread, and I was inclined to believe him.
So, essentially, your only evidence is wishful thinking?

Yup. But as a fanboy, I'm allowed :P

Also:

http://www.gameinformer.com/b/features/ ... houts.aspx
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Re: The Elder Scrolls 5: Skyrim

Postby psion » Wed Jan 26, 2011 1:48 pm UTC

Combat Info
Main points:
"For instance, you could blast enemies with a flame ball from afar, hold the button down to wield the spell like a flame thrower, place a rune on the ground to create an environmental trap that spontaneously combusts when an enemy steps on it, or equip the spell with both hands to deliver high damage fireball attacks that drain your magicka reserves quickly."

"Fire deals the highest amount of damage, lighting drains the enemy’s magicka, and frost drains stamina and slows down enemies physically."

"After playing an Oblivion mod that turned the bow and arrow into a formidable weapon capable of one-hit kills, Bethesda decided to adopt that approach. It now takes a lot longer to get off a shot, but the arrows are much more powerful than before."

It's starting to sound like playing a pure mage is actually going to be fun this time.
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Re: The Elder Scrolls 5: Skyrim

Postby Goldstein » Wed Jan 26, 2011 3:03 pm UTC

That's great. I'm particularly keen on their plans to bring momentum to melee combat, and the suggestion of spellbattles with defensive spells sounds good, although it'll have to be easy to swap spells - two isn't enough!

Article wrote:To make defending a less passive activity, Bethesda has switched to a timing based blocking system that requires players to actively raise their shields to take the brunt of the attack. If you hold down the block button, your character will attempt to execute a bash move.


This, though, just doesn't sound right. What if you're trying to get near some archers? What's wrong with being able to hold up your shield? And what did I play - was it Mount & Blade? - where you could throw up your shield at any time, but it blocked a huge part of your view, making it impractical but not impossible to always be blocking? That was a good approach.
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Re: The Elder Scrolls 5: Skyrim

Postby Menacing Spike » Wed Jan 26, 2011 3:37 pm UTC

psion wrote:"After playing an Oblivion mod that turned the bow and arrow into a formidable weapon capable of one-hit kills, Bethesda decided to adopt that approach. It now takes a lot longer to get off a shot, but the arrows are much more powerful than before."


You mean it will take less than 50 arrows to kill an ennemy?
Awesome!
Well, aside from having to bide adieu to the pincushion ennemies. That was hilarious. Oh well.
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Re: The Elder Scrolls 5: Skyrim

Postby SecondTalon » Wed Jan 26, 2011 3:44 pm UTC

No no.. Hilarious was the guy with four arrows sticking out of his face saying "Hrm.. musta been rats"

Pictured: A Rat.
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Re: The Elder Scrolls 5: Skyrim

Postby psion » Wed Jan 26, 2011 4:24 pm UTC

Goldstein wrote:
Article wrote:To make defending a less passive activity, Bethesda has switched to a timing based blocking system that requires players to actively raise their shields to take the brunt of the attack. If you hold down the block button, your character will attempt to execute a bash move.

This, though, just doesn't sound right. What if you're trying to get near some archers? What's wrong with being able to hold up your shield? And what did I play - was it Mount & Blade? - where you could throw up your shield at any time, but it blocked a huge part of your view, making it impractical but not impossible to always be blocking? That was a good approach.

Third-person view obviously ruins that. You had to time your shield blocks in Oblivion anyway because of the movement speed penalty.
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Re: The Elder Scrolls 5: Skyrim

Postby Goldstein » Wed Jan 26, 2011 4:38 pm UTC

Third person view ruins everything!
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Re: The Elder Scrolls 5: Skyrim

Postby Menacing Spike » Wed Jan 26, 2011 4:58 pm UTC

Goldstein wrote:Third person view ruins everything!


No, it doesn't ruin attractive main characters. Hmmm clench those buns, Kratos.
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Re: The Elder Scrolls 5: Skyrim

Postby SirBryghtside » Wed Jan 26, 2011 6:23 pm UTC

Menacing Spike wrote:
Goldstein wrote:Third person view ruins everything!


No, it doesn't ruin attractive main characters. Hmmm clench those buns, Kratos.

Um...

Moving on... :P
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Re: The Elder Scrolls 5: Skyrim

Postby SecondTalon » Wed Jan 26, 2011 6:29 pm UTC

"When Archie is too progressive for you, that's how science identifies you as an earlier species" - Luke McKinney, Cracked.com
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Re: The Elder Scrolls 5: Skyrim

Postby Menacing Spike » Wed Jan 26, 2011 7:09 pm UTC

SexyTalon wrote:Stupid Sexy Kratos!


Stumbleupon brought me this right after exiting this page after reading your reply: http://shespeaksgame.files.wordpress.co ... kratos.jpg.
Not kidding.

Maybe it has creepy context sense like google ads.

Anyway yeah, third person can be a nice thing, but then perhaps less in game that are not character based.
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Re: The Elder Scrolls 5: Skyrim

Postby psion » Wed Jan 26, 2011 7:56 pm UTC

Menacing Spike wrote:Stumbleupon brought me this right after exiting this page after reading your reply: http://shespeaksgame.files.wordpress.co ... kratos.jpg.
Not kidding.

There's also the similarities of this thread and the Dead Space 2 thread. I believe these to be signs of the Universe's imminent implosion.
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Re: The Elder Scrolls 5: Skyrim

Postby EmptySet » Thu Jan 27, 2011 1:52 am UTC

Goldstein wrote:
Article wrote:To make defending a less passive activity, Bethesda has switched to a timing based blocking system that requires players to actively raise their shields to take the brunt of the attack. If you hold down the block button, your character will attempt to execute a bash move.


This, though, just doesn't sound right. What if you're trying to get near some archers? What's wrong with being able to hold up your shield? And what did I play - was it Mount & Blade? - where you could throw up your shield at any time, but it blocked a huge part of your view, making it impractical but not impossible to always be blocking? That was a good approach.


If you're trying to get near some archers in Oblivion, and you hold your shield up all the time, they can walk backwards faster than you can walk forwards. The optimal approach strategy was already to block just as they fired.

As to what's wrong with being able to hold up your shield... In Oblivion, the problem was that if you had reasonably high block, you could essentially just hold the block button, wait until your enemy took a swing, and then hit them while they recoil. Unless they did a power attack, which was so telegraphed you could drop your shield and step backwards instead. What I'm saying here is that there wasn't really any reason to attack first in Oblivion; if the AI wasn't stupid, a battle between equal opponents would always end up in a stalemate (ignoring magic, of course).

Also! Mount & Blade involves fighting thirty guys at once in an open field, your shield doesn't protect you completely (and certainly doesn't protect your horse!), a block doesn't typically stagger your opponent, and if you block too much you shield can actually get permanently damaged or even broken in a single battle. Oblivion involved fighting one, maybe two, guys in a narrow corridor, and blocking usually gives you a free hit. They're not really comparable.
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Re: The Elder Scrolls 5: Skyrim

Postby bigglesworth » Thu Jan 27, 2011 1:54 pm UTC

As a fencer, it seems to me that the simplest thing would be to just add a feint. If someone tries to block your feint, you can just hit them when they try to hit you.
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Re: The Elder Scrolls 5: Skyrim

Postby The Unworthy Gentleman » Mon Jan 31, 2011 12:34 am UTC

psion wrote:It's starting to sound like playing a pure mage is actually going to be fun this time.


It sounds like playing as anything is actually going to be fun this time. Don't get me wrong, I love Oblivion, I just spent the last week finishing off the story for my games backlog but my God was it repetitive. Most of my time in the Great Gate was spent recoiling from a block and the rest of the time, when I could, I would just run past enemies because I was sick of slash, slash, major restore health, slash. With all these improved features it's actually going to be a game that I don't see as a chore to complete.

OT: The amount of skills being reduced will allow for a more balanced player, y'know, a one that doesn't have to either be a good mage or a good trader. The dual wield system aslo piques my interest as to how well it'll go and whether it just means enemies are disposed of easily or whether we actually need a dual wield. The fact that they're using a new engine is also pretty damn astounding. Finally, Bethesda, you understand how shitty Gamebryo was.
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