#elder-scrolls-general-chat
1 messages · Page 48 of 1
maybe 11/11/11
maybe it wasn't intended for other trainers to be like that in the first place, and angi is just a side quest with a skill reward (as so many are)
does anyone buy the theory that the protagonist of each game is affected by divine intervention?
I mean. Yeah except I have a stupid theory that gods aren’t even real so like... yes and no
i don't really think you can say the gods aren't real given we literally see an avatar of akatosh in oblivion.
Yeah... I know that but like... my brain decided to make a massive conspiracy about that
Ok, i need input on something
Jeff Waynes Thunderchild... Or Sabaton's Final Solution?
I need something emotional to listen to tonight
Is glass armor that we see in skyrim of nord design or aldmeri design? Because every game has its armor/weapons designed based on the province. But glass armor is mostly used by high elves in skyrim.
So the ebony armor we see in skyrim is of dunmer design?
Never knew.
God dammit bot...
You can see the similarities in the strucutre of the shoulders, the breastplate, and the helmet
And the gauntlets
Yeah i suppose so.
Skyrim's Ebony is basically the more expensive version of Morrowind's Bonemold Gah-Julan
Like, the rank and file wear the Bonemold. The House Nobles wear the Ebony
IIRC Morrowind's Glass armor was an Altmeri design, too. which surprised me.
not sure about Oblivion
pretty sure morrowind's was dunmeri
Didn't look like a very Dunmeri design to me
Then again, the Skyrim Ebony armor doesn't look Dunmeri to me either.
Like yeah, you have a slight touch on the shoulders and helmet, but it lacks that alien look.
"Raw glass is similar to raw ebony, but less well-known. Ebony is jet black, while glass is a milky translucent green. Less durable, but much lighter and more flexible than ebony, glass is used primarily to make the distinctive, elegant glass armors and weapons of High Elven design."
I think morrowind’s glass was dunmer made. Altmer originally made it and were secretive about how to make it but some dude found the blueprints and made their own
Can’t remember who that was though
I’ll look him up I guess
Morrowind's glass armor is now heavily associated with the Buoyant Armigers, thanks to ESO
The uesp just says it was some dunmer slave who took the knowledge from summerset on how to make glass armour >_>
in any case the material is uniquely Dunmeri, or rather Vvardenfellian (sp?)
skyrim's glass armor is malachite, not volcanic glass iirc
Isn’t malachite also volcanic glass?
I don't think so, unless TES malachite is different from ours
well, Ebony is...
I was gonna say something about ebony
But like, there might be ebony trees in Tamriel
It was heavily associated with Buoyant Armigers in Morrowind too. "The armor is favored by the Buoyant Armigers, and one of the only places it can be found for sale is at their stronghold in Ghostgate."
The Ebony Armour in Morrowind is probably Imperial in design
I say this, because at the time all Ebony legally belonged to the Emperor, so the number of smiths permitted in working it was probably pretty controlled.
In Oblivion, it is absolutely Imperial in design, and it bears more similarities to Morrowinds Ebony than any other version of the armour
according to ESO, Skyrim's ebony style is a mixture of Dunmer, Nord, and even Daedric of obscure origins
Well, the Skyrim Concept Artbook says Dunmeri 😛
Fair enough.
I suspect it is Chimeri in origin, and influenced both the Nords and later Dunmer.
IF i were to write my suspected developmental path for the style, it would be early Chimeri, during the same period as their use of the so-called Daedric Architecture. Mimicing the chitinous plate structures of the wildlife of their new promised land, the aggressive shapes of various Daedric styles, and the material restrictions of Ebony, they developed a style of armour which was both elegant and brutal, fitting with their new ideology.
Of course, centuries of conflict with Nords would mean some elements of that armour would catch on with their neighbours as well. And the mimiced style of the local wildlife meant that whent he Chimer and later Dunmer transitioned to Chitin as a material, it bore similarities to the older Ebony as well
talking about styles, what does everyone make of the similarities between Morrowind Orcish armor and various Akaviri-inspired styles in Skyrim and ESO?
as much as I wanted MW Orcish to remain the Orcish, I guess it could be explained that the Orsimer designed their armor in the style of the Akaviri Potentates, who gave Orsinium the status of a province. but I have nothing in-game to support this
Morrowind is an old ass game and it wasn't until Skyrim that Bethesda started solidifying the style of some races
nothing is solidified, the styles are different in every game
That's an interesting idea? But so far we have seen orc armor being a certain way in both Skyrim and ESO, so you'd have to consider it being different only around the time of MW
Oblivion's Orcish armor is different still, looking more Mongolian
Kinda. Some are more solidified than others, like bonemold, but others are pretty much up in the air since they are less iconic
and ESO has like, a handful of Orcish styles, though none of them fit Morrowind's
Yeah
nor Skyrim's really, at least in terms of material
The clothes are Mongolian-ish I think
In ESO
Skyrim had a much stronger cultural impact than Oblivion and Morrowind, though, so I imagine the more iconic designs in it like the orcish armor and stronghold, the dwemer ruins, to stay similar to it rather than changing wildly in the next game like in the previous iterations
And indeed ESO took upon those designs and expanded them
ESO has so many styles, they have drawn from pretty much every TES game by now
I assume the same will follow in the next TES game. They'll just refine these iconic designs rather than change.
and for TES6, I expect BGS to start from scratch in their designs as they usually do
Indeed! But I was talking about specific designs like the orc and dwemer armor
The base versions of both in ESO are clearly mainly inspired from Skyrim
inspired maybe, but they all look pretty different from Skyrim's versions
Obviously lol I never said they were the same
I wish we had Skyrim's Orcish in ESO, I don't really like any we have rn
or Forsworn
But it's a different version of the same design, rather than something else entirely that doesn't even look like it should be connected like Oblivion's dwemer armor compared to Skyrim's
you know given how tribal orcs are you'd expect each stronghold to have some unique twist on their armor.
Skyrim's Orcish is a pretty significant departure from Morrowind and Oblivion, and I assumed that was because it was a style created by the strongholds in Skyrim
Good point! There is some exchange between the strongholds though (otherwise they'd be horribly inbred)
Orcs are pretty different all over Tamriel
maybe you can consider Skyrim's one of the originals, Orcs have been in Skyrim longer than Nords
That's all true and the differences between stronghold armor designs probably wouldn't be that dramatic but with how much pride the orcs have in their work you'd expect something like a manufacturer's Mark
sure, I suppose that's just up to the limitations of game development
I wonder how they will handle armor styles in TES6 anyway
Yeah that's true, it doesnt make a whole lot of sense to have six different versions of the exact same armor with the only difference being like how the spikes are arranged or something
I could see them taking a page out of ESO's book and separating style and material, if they improve crafting in general
Could do.
Honestly with how Bethesda has done improvements in the past they might take that idea and marry it with 76's Outfit system
havent looked into that yet, is it like ESO's outfit system?
Sorta.
Basically the armor and the outfit are different pieces.
It would be like having the ability to wear a merchant's clothing over your leather armor.
It doesn't change the appearance of the armor, it's a separate item with it's own stats.
yeah, I see
I somewhat doubt they'd go that route for a single player game, but who knows. Starfield might hold some insights there
Crafting in general needs a major overhaul. Not just for Armour, but for Weapons, Alchemy, Enchanting etc.
Its working on basic principles 20 years old, and hasn't been updated to new approaches or technology
true
using modern meshing, texturing and animation IK solvers allow you to include an immense amount of potential variability without compromising actual gameplay or preformance
You could literally break Armour and equipment up into literal component pieces and make the entire thing customisable, while snapping to a normal skeleton for animations
i don't mind the styles changing over each installment, after all different smiths have different ways they make armor and weapons, even if they're the same culturally. plus, time also changes things. a tank made in 1952 isn't the same in 1962, even if made by the same people.
basically, so long as they're mostly the same and are culturally fitting, it's cool. plus, it can get boring seeing the same thing but just better graphics.
Yeah. As a general rule, i would rather that all of the styles in a game be built around the province it's in
Like, in Hammerfell, the overwhelming majority of armours, clothing and weapons should be inspired by the Redguard culture and it's various divisions
Unless its imported from another province. Like how the Dominion and Legion soldiers bring in their own armor, it should look like it came from the lands it came from.
that's honestly how it generally is. which i agree on.
Whoever thought it'd be a good idea that containers aren't separated into categories and then it isn't even in alphabetical order can suck it.
There are a lot of organizational grievances i have with the asset sets...
Hello!
I've got a question:
if you want to start the game with a friend, is it doable?
(like same fractions, and when u do the quests together in party, will it save for both?)
Sorry, I looked in the internet and didnt find anything, but I'll be happy for answers!!
which game? ESO?
the game other than ESO you can play together (without mods) is Battlespire... xD
questing in groups is inconsistent IIRC. things like dailies are usually shared, but story-focused quests don't seem to be
but other than that you can play together pretty much everywhere no problem
factions only matter for PvP in Cyrodiil
and shadowkey but that involves a n-gage
ESO is a full-blown MMO
you each have to take quests separately, but you can accompany each other on most quests (and in most cases, it doesn't even matter wether both of you have the quest active or just one of you).
the Alliances matter in terms of Alliance war (large-scale PvP), and where the "main quest" and certain guild quests take place - but for the most part, these quests are solo anyway.
but can we each take a story quest while in a party (if thats a thing)
you can do the zone stories together, yes
I see
you have to be careful about choices when doing quests together
I have arachnophobia, do you recommend this game for me? 
no.
unless you can handle the occasional spider mob
yee i saw once that there is a big, big spider boss
there are several...
Why adding spiders in games anyway.. 
because you need enemies?
because they make better enemies than cute puppies lol
if you took away every enemy someone would have a bias against, there'd be nothing left...
well in Tes V there's the anti spider mod-
there's big bad Spider Goddess Mephala and several cults worshipping her \o/
lmao, my playlist just rickrolled me
I see, well i hope i can handle this phobia someday...
and some spiders fully independent from mephala... xD
you can! 🙂
thank you 
I have a friend who also has arachnophobia, and has found both ESO and WoW to be manageable. It's not for everyone, but the 3rd person perspective apparently helps there. My suggestion would be to look up some videos of encounters in-game with spider enemies, and see how you react.
With support present, of course. Don't overdo yourself.
I did that when i started TES V on the PS4, it was kind of a bit supportive but yeee
I just sat in bed and tried to kill the spider xd
Thank you for all your support guys and watching my videos 😉
since when does ESO's intro tease us with Ada-Mantia? O__ o Video with Prophet's narration
Since today
Today has been the great update
If you start a new character, the tutorial takes you to the adamantine tower, too
ah, that makes sense. Im still doing prologue quest
hm, yeah, should try a new char too
yaaay, ESO now has customizable followers. Naked Mirri everywhere..
This is the "new player overhaul" so you really get a feel for the game
today's update is pretty slow for some reason
In what way? I played the mainquest on the PTS but didn't buy the chapter, might have missed something.
Greetings everyone!
We just launched our ESO Clock online tool based on in-game server time, which is designed to help you determine whether it is the right time to go hunting werewolf & vampire bites, stealing in-game, or complete a certain time-based quest without the need to log in to the game and checking the time of day in-game.
ESO Clock is available here:
https://mythiq.net/game-companion/esoclock/
We have that over at https://esoclock.uesp.net/ for quite some time
Including the date if it did progress on the game xD
i wonder why they stopped writing new bard songs for DLCs, though
Well, he actually does something. Hes seen basically stomping on an entire party, actually conducting his own ritual, and beating the crap out of people.
Which is more direct action than we've ever really seen Dagon take for anything
And to be honest, after the runny shart of Oblivion, its kind of refreshing.
oh yeah, I remember that part ... tbh the main quest kinda fizzled out towards the end for me, but I think the Deadlands DLC in Q4 might be better. hopefully it really digs into Dagon lore.
should TES bring back attributes
i actually like the idea of Attributes, but, in a manner of SPECIAL system from F76. You get a limited number of attributes, limited perks, but can respec any time. So neat! Mere leveling won't make you overpowered and there's always room to grow
^ yeah this. don't need 100+ in every attribute in the old TES style
tbh, what's really simply needed is a level-cap. even with skyrim's streamlined approach, it'll give much more characterization to a player
attributes are nice, but what is Strength giving that One Handed isnt? it's still more damage. sure, dialogue checks, but TES wasnt much built on those.
Attributes are kind of a mixed bag for me
Like, the CONCEPTS behind htem are good, but i have yet to see a good implementation of them.
I actually think that tying them directly into Skyrim's sort of Perk System would be the perfect approach, allowing you to represent the specificity of the concepts (do arm curls and you get stronger arms, but it's not going to help you carry a heavier backpack unless you make sure not to miss Leg Day) while also serving as a general tracker and gating mechanism for other, non-skill related bonuses (like Carryweight)
For insance, you buy a level of the Armsman Perk. It increases your Strength by 1, and basically represents you getting better at swinging hard.
And every level of Strong Back (increase carry weight) requires you to have 1/2 additional strength. So you're using Skill-Perks to increase your Attributes, which open up new Non-Skill-Perks.
Yes, as @eager remnant can vouch, i have put waaaay too much through into gameplay mechanics for future TES games
could use extra pair of ears here. I don't see any info online regarding ESO's Mirri Elendis voice actress. She sounds a bit like female Hawke from DA2, but i can't be sure
Jo Wyatt's her name, checked her igdb page, ESO isn't there
she also did Ciri? oh my
Yes, but putting too much thought into these things so much fun! 😎
Plus, it keeps me sane sometimes.
Where can we expect to pick up ESO companion gear? Is it just RNG from things we loot in world?
yes
you can buy white one from merchants, but all better quality one is random loot
after listening to all of the elder scrolls' themes, i personally feel like the majority of elder scrolls 6 will take place in high rock with possibly some exploration in hammerfell or dlc taking us to hammerfell.
I lean more Hammerfell, myself
Which is a shame, because i'm bored to tears with human provinces.
well the main theme has more nods to daggerfall, which...well dominantly took place more in high rock. but with it also having some nods to redguard's theme and daggerfall the game taking place in hammerfell too, it's likely it's both. not too sure, but to me it just sounds more high rock-ish.
I don't have that keen an ear for music, so can't comment on that
I like how we got so little from the trailer so we have to debate what the music could show for the game
I mean nothing wrong with that tho
eh.
personally i always loved how the general theme is the same with different instruments for the province it focuses on.
May not be so much anymore, with Soule seemingly off the table
i don't think you'd need the same guy on the field to make the same sounding music.
No, but they may try to shift the soundtrack into a new era and distance themsevles from any drama
Battlespire still has the best theme though
i don't think so they will, personally.
the guy's fired, that's basically all that's needed. plus everyone loves the themes.
Oh, i don't think so either, but i've been surprised before
i'd love for more treasure variety in the elder scrolls 6. keep candlesticks and valuable plates, but also add religious statues and ancient coins and such. that'd be great for dungeon delving.
Agreed, I want to be able to use candles as torches again too or maybe even misc obje ts as weeapons by either eqipping them or Telekinesis.
i think a big part of the removal of mobile light sources stems from just how difficult good lighting is to pull off in traditional engines
Once Ray Tracing becomes more main stream, i suspect you'll see them back in force
Because Ray Tracing is killer when it comes to lighting
supposed starfield leaks seems to show that the updated creation engine has pretty stellar lighting.
it was said that the creation engine's upgrade is comparison like morrowind to oblivion, which was pretty huge.
I hope that Elder Scrolls 6 allows for ability like skills to return.
It would be awesome to have wall climbing implemented (similar to Breath of The Wild's climbing.)
Also being able to effect the environment with magic would be cool. Like burning foliage, freezing water, or cutting down trees to make traps?
A lot of that is going to be dependent on the engine
And, well... Bethesda can't even figure out Ladders
Lovely little detail in skyrim; if you already found the first or second word of whirlwind sprint, arngeir will say such, and say master borri will teach you the second or third word respectively.
I hope TES 6 has a few parts of the story where your decisions affect the plot. I’ve seen this in a bunch of games and it’s always a plus, aids immersion a bit
eh... i disagree. the elder scrolls only had one game that really had your actions affect the plot, that being daggerfall.
Well, there's Morrowind, with no essential characters and the main plot can be resolved even if you kill them all
🤔
But if you do kill essential characters you can break many quests and you're just supposed to live with those consequences
Tis what we want!
I'm also on the hard pass side of that... Choice Driven Narratives have always made a game worse in my mind.
There are some ways you can implement it, but if you're going to do that sort of dynamic, i'd rather multiple parallel paths rather than a bunch of different endings
The lack of permanence mutually exclusive endings have ultimately strips everything you do of any meaning for me.
The "you can beat morrowind even if you kill everyone" thing always bothers me. Since, one, the game outright tells you to reload a save. Two, a first time player would not even know they can still beat it.
the game not telling you it doesn't make it less true
although you still need to keep yagrum alive (and I think fyr, too)
Also i fully agree with lach.
Skyrim and prior elder scrolls games (namely morrowind and oblivion) has always had it where side quests would occasionally give you a branching path, while the main story was always rather straight forward.
It makes the experience as a whole better imo. It's like when fallout 3 gave you the choice to poison the water or nuke the citadel. Sure it's nice to have a choice, but like...these choices are so out of the blue and hurt the main plot.
Also @SarthesArai#3947 i didn't say it makes it not true. I said it's a bad argument/defense.
also imo branching quest paths are more impactful.
keep in mind that there are other things out there that could quest relevant characters, locking players out of questlines without them being able to influence it
Consider the most memorable and emotionally engaging moments in gaming.
I can't think of a single one that came from a Player Driven Choice. Because the shared experiences of structured storytelling makes it so we all see and experience the same thing, and can thus relate to it
TES should be imo, the same wish of Vivec's: Radical Freedom. Morrowind (and maybe Daggerfall) were really the only games that truly depicted that. You are shot into the world and given the "good luck!" path. And you can do the good ol main quest or you can go off doing bugger all. You can go around murder-hoboing. But there are consequences. Personally the environment-killing-quest-NPC never happened to me outside of Skyrim when I downloaded AllKillableNPCs mod which honestly I wasn't bothered lol. I find the joys or (role)playing in doom timelines as well.
I heavily disagree. The idea "all npcs should be killable" or "we should not at all help you starting out" is just...not fun.
If you want to be a murderhobo go play a game meant for that. If you don't want any help at all...go play a game for that.
Essential npcs are fine. And are far less than people make them out to be. And a game "hand holding" you is fine as well...because that's welcoming to the player.
Agreed. Ultimately, i don't think it adds anything mechanically. We simply don't have the AI capability to make it meaningful, and it causes all kinds of problems with other game-play elements. If it's included, it should very much come with a huge warning "Beware, killing many NPCs may result in problems continuing the game, do so at your own risk"
It never adds anything. People seemingly want it just for "muh immersion". Well...make us pee and sh*t too.
Immersion is a funny thing to. It differs from person to person, and is really hard to design for
Like, sure. We all live in a world where we can kill anyone we want.
But, most of us don't WANT to kill anyone, and never will. So how is giving people the free ability to kill people in a game really adding anything? It's not something a normal person would do anyway
It's less about going serial murder nor über Immersion with period cycles, but rather making the world feel alive. Sure we are the Hero and the Wheel spins around us, but the beauty is when you know that the world is out there living their life. Some merchant is selling bread or an alchemist just got robbed while we are on the other side of the land, killing zombies for the 16th time. It ent for all I get that, but for many, it was in the little things like finding an random unscripted dead body on your way to Gnisis or being in a dungeon in Daggerfall and hearing "A bandit just died somewhere". Most often come the joys of freedom by merely having it, not fully using it.
Which would be all well and could if there were a single AI system on the planet that could actually react to that. But there isn't. And not only does it not exist, but tying in the necessary consequences to those sorts of actions that would actually add weight and meaning to them, and thus make them feel alive, would so heavily discourage them that you might as well not have them at all.
Oblivion and skyrim feel more alive than even rdr2 and those games have essential npcs. And even worse if i'm reading this right, is finding out you "failed" a quest because someone killed an npc.
Yeah, games being "alive" or "immersive" is great and all...but it's also a game. No one wants to fail a quest because some dude across the map walked outside the city and died.
Also... Literally you have what you want with essential npcs. Draugr can literally kill bandits unscripted while exploring a dungeon. You can find a body on the side of the road...unscripted. People in whiterun are selling bread...while you aren't there.
This does not need to have killable everyone.
no please don't give... them any ideas
Already a mod as far as I know. Wouldn't be surprised if Fallout 4 had a mod for a useable outhouse that makes fertiliser.
Huh. Bretons have hot air balloons.
I do want that.
Being able to risk not finishing a quest because an essential character for it has been killed really adds to the role playing
I guess they should only be killable by the player, not every creature.
But if I want to role-play a ruthless killer the game should allow it.
Freedom to players is important, especially in RPGs.
TES not having a lot of choice for RPG standards usually is one of the biggest criticisms of the franchise.
I think that should change.
...it doesn't add to the roleplaying. At all. What aspect does it add to your character? You can't do a quest?
Also...the elder scrolls has a lot of choice. And rpg doesn't even inherently mean "choices". Heck when crpgs were first made, choice was not a factor.
Also...you can still roleplay as a ruthless killer in skyrim or oblivion.
What... it adds to my character? Seriously?
Let's say I play a very ruthless, aggressive character.
An NPC annoys them and so the character wants to kill than NPC and does so.
This now has the consequence that the character is now locked out of a quest...
That's pretty obvious role-playing action and consequence here...
The example i was making was a random npc dying with no one around. This was a problem i had with new vegas. Some random ncr dipstick died in the other side of the map, and i missed out on like 3 quests.
Hell, in one of my first Oblivion playthroughs I would play as a serial killer that would eradicate entire villages at night, but he was stopped from doing so thanks to the essential characters.
Recently did that again with a mod that disables essential characters and it was so much fun.
Yes, it locks me out of quests, so?
If I play a character that doesn't really care about helping others it doesn't matter.
I want the option to be able to play such a character.
...a quest giver dying on the other side of the map not even where you are...is not fun.
That's why I said that this should be reduced to the player, while creatures can't do it.
I think Skyrim actually has that feature for some NPCs.
Also the elder scrolls isn't a murderhobo fantasy.
It was called "protected", instead of "essential" NPC
"Oh no i don't get a quest". What a consequence.
TES is an RPG.
It can be a thievery fantasy, a warrior fantasy or a serial killer fantasy.
The NPC could make a passing insult towards you and it could be your character's thing to murder whoever does that to you to keep their pride, ending with them accruing a lot of enemies and the cycle of violence continuing.
The ability to kill everyone adds nothing mechanically or narratively.
The fact people have this preconceived notion "rpg" means "i can do whatever" really f*cking bothers me. Especially in discussions like this.
It does add mechanically,literally everything I just said.
It also adds to personal narrative, just not to the Bethesda curated one.
You know, i have had many personal narratives...without killing everyone.
It doesn't have to, but it can.
The more freedom you have in things to do as the more different OCs you can roleplay
This discussion is going nowhere.
That's great that you never wanted to have a personal narrative where you did that.
Your personal preference doesn't mean other players should be locked out of having such a narrative.
"Such a narrative". Cringey murderhobos aren't really a narrative.
Also...again...you can kill a lot of people in skyrim. So what if a few aren't?
True. In games when I grew up you could kill a plot important NPC but then the marines with you would turn their guns on you as a voice in your headset states your character has gone rogue. You're supposed to die after that decision but it's better than said charactertaking 200 rounds in the back of the head without batting an eye or getting back up to continue a conversation on what the big bad is doing.
Again, it's great you don't like serial killer narratives.
Shouldn't lock others out of such narratives.
I consider serial killer OCs cringy as well generally, but can't deny that it's a fun thing to do for one playthrough.
Then do it. You can literally still do it.
I'm restricted from it, unless I use mods.
No you aren't.
Especially if said characters are annoying, it's cathartic to just beat them to death.
You can kill nazeem, ysolda, your companions, etc.
Not braith or the other children (why did they make the kids so annoying? Do they know of their immortality?)
I don't want to that just to just be restricted to some NPCs. I don't need a curated experience that limits what I can do.
What's so hard to understand about just wanting to have the option to kill quest relevant NPCs, no matter if I will use the option or not.
Because the option is dumb, needless, and doesn't do anything for you. What happens if you kill everyone? Just...make a new character? You can't do anything after.
It's a very f*cking dumb and useless option that just adds dumb and useless work for the devs.
If you want to murder everyone, go play a game that does that.
Again, I guess maybe the NPCs should go KO first with a warning and if you continue attacking after that the NPC will die.
That way you don't risk accidentally destroying your save.
There is absolutely nothing negative to having that feature.
I repeat it again once more. It is not about hooha murder fantasy. It is about unristricted freedom to allow one to build their own story, with each play through, something unique, filled with consequences. You dont have to do all quests every playthrough everytime. One playthrough I am a Mage and in the middle of a shop, an old man died, oh no! What caused this? Sure, I cannot do this old mans "plz pay my taxes" quest but it doesnt matter, because this event has added to my personal story. But again, it is clear that this discussion no longer has point as we are just going "This is what RPG/TES means for me! Its not that!"
Again this is going nowhere. I disagree heavily and doubt it'd ever happen.
Can be good if you hate the people but not the place, just kill everyone in the settlement and live ther like Kvatch.
Yeah, the murder fantasy was just an example.
Doubt I will play such an OC often.
Well, I do play Morrowind and New Vegas.
Still don't understand why you're so vehemently against getting the feature back.
This can literally happen with essential npcs as a thing.
I said why. It's dumb. It's useless. It's needless. It's extra work that can be put somewhere else more important than "haha funny murder".
I don't think I have ever killed an essential NPC in Morrowind, but it's great that I CAN do that.
For some reason in Morrowind I always play friendly characters.
In New Vegas less so I suppose.
Being able to play how you want is important.
Just because your personal preference is to not play that way you shouldn't be saying that other players shouldn't be allowed that freedom.
It kinda feels like gatekeeping to me.
"You aren't supposed to play TES as a character that just murders whoever they want".
...bruh. You can still play as a murderer. There's literally an entire guild dedicated to it. You are still allowed the freedom.
Not really if you get into a fight with an abraisive guy, you hit him with your sword that crackles with flame, a sword that has killed a literal god. He gets cut open and loses enough blood to be pronounced dead as he drops to the floor, his heartbeat stopping. As you turn around he gets up not a scratch on him and cuts you with his iron dagger. Your immersion is broken as you notice the words "Brimble Barpton is unconscious" in the top left of your screen.
The DB is a pretty carefully curated experience. It's a written quest.
It's not "My character hates that NPC and so wants to kill them"
It isn't. But even then, are you saying it's not immersive breaking when morrowind says "reload your save"? Or fallout new Vegas tells you you failed 20 quests because some dingus died on the other side of the map?
Again, characters can be protected from creatures still.
That's great.
I think both can be ignored as they're a UI thing. A man who should be dead rising again is different.
As long as the player has the ability to kill whatever NPC they want.
...i'm just done. Again this is getting nowhere.
I do like the "Protected NPC" mechanic from Skyrim. It's exactly what I described.
Just should completely replace essential NPC.
True.
There's nothing i want more than accidentally killing a quest character.
I offered the solution of them going KO first and you then receiving a warning that if you continue attacking the NPC you will get locked out of a quest.
Protected doesn't do that. It kills them.
And you probably won't given most townsfolk from what I remember need a couple of whacks to go down.
Yes, this was a seperate idea I mentioned earlier
Kinda combines protected NPCs, Oblivion essential NPCs and the Morrowind warning in one thing to offer the player freedom of choice, while still keeping them from accidentally ruining a quest.
I don't want to see a warning. You both talk about "muh immersion" and a huge warning is the last thing i want because it legitimately breaks immersion.
I have never once mentioned immersion...
Also I don't think it's less immersive that an NPC just crawling on their knees after you attacked them, just getting up and being impossible to defeat.
If I wanted immersion I would want NPCs to be killable by every creature, no exceptions.
Something I do find interesting for some playthroughs, but here I at least understand why people would be bothered by the feature.
It's not about immersion for me, it's about having the option to kill an NPC if my OC wants them dead. That's all.
A message is much more immersive breaking. One is a character being downed, another is a meta statement.
One is something directly happening in the world, the other is a UI message.
...yes. That's...that's what i just said.
Idk about you, but for me things in the world have a far bigger impact on immersion than UI.
UI is just a tool for the players.
Seeing a health bar doesn't break immersion either, at least for me.
You're referring to Morrowind's message, not the one I suggested and exaggerating it as well.
But yeah even then, it's a message directed at the player, nothing happening in the actual world.
Everything in the UI is just directed at the player and makes it obvious that it's a game.
It's immersion breaking. I don't want a meta message.
I might add again that being able to kill NPCs isn't important for me because immersion
What are enemy health bars if not meta messages?
What are "You can't rest right now" "You can't use this right now" "You leveled up" if not meta messages?
But here we have again, a personal preference.
You clearly see UI and gameworld as very differently than I do.
Completely different. Those are the character realizing "this isn't safe/i don't know what this does".
The message you suggest (which is f*cking unnecessary) is "hey player, you're playing a game. You attacked a quest giver...could you not?"
The character wouldn't have an idea that there is still a creature nearby wherever he's resting, unless he has some supernatural sense.
If they were at least written in first person they might be somewhat Immersive, but so it just looks like the game telling the player something
Also you are again exaggerating the Morrowind message.
A message is not needed. Just have the npc go down.
Fair, as long as you can still kill the NPC when they're down.
I guess the NPC going down could be an Immersive way to message the player that they maybe shouldn't kill the NPC. Makes sense.
I will preface this first by; I hate New Vegas. As far as i am concerned, it is a bunch of words i will get banned for saying on here. It is a totally worthless game and deserves to be unceremoniously tossed overboard in the middle of the pacific. As such, out of pure contempt, anything New Vegas does i am inherently inclined to do the opposite.
deep breath It's ok, calm down. Find your center...
All of that said, any time you're looking at gameplay dynamics, your first question should be "What purpose does it serve?"
The general stance on being able to kill anyone is "Well it's realistic". Sure, but so is being laid up for 3 months after a broken leg. Do you want that in your game? I suspect we all know the answer. Realism it's self is not a justification for gameplay in most cases.
So, the second point is some variant of "It gives the player control" be it of their actions, the world, their choices, or their story. And this is true, but it comes with it's own complications.
For instance, yes, being able to just kill an annoying NPC gives you control, but to what end. The NPC is now dead. Is that it? The NPC is no longer alive?
Which I answered. Giving the player the freedom to do what their OC would do in a situation
But without a way for the game to actually react to that action, the action is pretty meaningless. And handling those reactions is a lot more complicated than it seems at face value.
Just look at Crime in TES. It's meaningless. It's less than meaningless, it's an absolute joke. Murder half of Whiterun and pay a fine, that's it. As a technicality, yes, there is a reaction to your actions, but it's such a laughably pathetic reaction it might as well not exist
if you murder someone and are now on the run from the law for the rest of your life, that's something else... But is that fun? Does that really add anything interesting to gameplay?
It would obviously be preferable if it affected how NPCs interact with you, if just lowering disposition, but it's understandable if that's not doable.
Still no big reaction is preferable to not being able to do it.
Well, in that at least we'll have to agree to disagree. If a mechanic has no function beyond it's own existence, then it has not place being there as far as i'm converned
Like you said yourself with crime. The crime system isn't very developed, but you still should be able to commit crimes and get a bounty for it, even if it is a rather laughable reaction
I used crime as an example, because it's so superficial that i don't think it has any value what so ever
Pretty much. Still feels better than Witcher 3 were you can just rob entire homes with the family watching and nobody cares.
I rather have the superficial bounty system from Skyrim than that.
Committing crimes against guild members getting you kicked out of the guild like in Morrowind and Oblivion is also decent, not sure if Skyrim has that.
See, they're so superficial i don't even draw the line. There's no penalty in Skyrim beyond inconenience. Might as well be a stern finger waging
It's sort of like how Morrowind handled weapons. There's no reason to have all those Weapon Skills, when all Weapons behave the same way anyway
It's just extra windowdressing with no substance
Could you give it substance? Sure. And one day that may be justified. But i think there are bigger things to prioritise first.
I think we have very different ways to approach games then.
I LOVE that Morrowind has so many weapon skills. Gives me more different OCs to build.
What if the weapons handle similarly?
If I want a character specialized in using spears and another specialized in using daggers it's good that the game gives the options.
By your way to approach things, the system could be streamlined further into just meele weapons and marksman. Really something TES doesn't need further streamlined.
I'm not a meta gamer. I do not really care about the usefulness of game mechanics, I role-play. I use medium armor all the time in Morrowind even though it's the least effective armor class. It's just the one that fits my OC the best.
When I play a thief OC the OC does not want to be caught by guards and get into prison, no matter if these aren't really that terrible consequences.
The fact that they're there gives me motivation to be careful about it.
Ngl morrowind separating blade into long and short blade was so unnecessary.
Based on what you say you seem to approach TES from a more meta gaming approach and do not really see the role-playing part. Which I can understand is not for everyone.
It could, sure. But the emphasis should be on meaningful differences, not superficial ones.
For instance, yes. You could have a single Melee skill. No problem with that. But you then use Perks to make it so you have multiple ways to BUILD that skill.
That I can agree with.
Skyrim went to far with streamlining just into one and two handed, but the two blades being one skill makes sense.
With Morrowind's system, every Marksman is the same. With Skyrim's system (even though poorly executed as most things Bethesda does) you can have a dozen different Marksmen
Obviously I would prefer more meaningful differences. I just prefer more superficial mechanics over something being entirely removed.
That's the thing, very little was actually removed, and a bunch of things were added
For instance, yes, Skyrim has fewer Weapon Skills than previous games...
But each weapon type actually has functional differences. Not great ones, but especially with the Perks, they're actual meaninfgul ones
Personally i think perks should be more of a ... Well bonus. A new ability. Rather than a build.
I thought that way for awhile, but as i played with systems more my stance changed. Perks, as they function in Skyrim, are where you can really create build diversity and good character development
For instance, lets look at this from the perspective of a Melee Weapon Skill.
Yes. Sure. And it works fine in skyrim, but it isn't what I'd prefer. Because in reality skyrim only has 3 perks for your build in the one handed skill. If you choose blades, you get a perk with only 2 ranks then a second perk with only 1 rank. Maybe if there were more perks with new abilities for a build i'd agree.
True, i'm talking mostly about the actual potential of the system in Skyrim, not how it was used
But, consider 1-Handed Weapon. Within that single Skill, you can offer 3 Basic 'bonuses'. Armsman (increased damage) Riposte (Increased Speed) and Precision (increased Critical Chance). Even if you give each of these 5 levels, that means a MINIMUM of level 15 to unlock them all, and that's not including the room for Perks specialising in particular types of weapons (whihc under such a system can accomodate more subtle difference such as the diference ebtween a Rapier and a Cutlass).
If crime actually had major consequences, weapons would handle entirely different etc, that would be the perfect world, but just streamlining stuff out of the game isn't the way to do it.
True, but in terms o the latter, Skyrim actually does allow for that
Spellcrafting, attributes cough
Well, again... Attributes didn't really go away, they just changed expression
Speed, agility, luck, etc. weren't changed.
Most of them are gone.
Armsman is, for isntance, Strength. it's just the specific application, rather than locking it all into a seperate stat
Also everyone whines about spellcrafting being removed... Oh well.
You can only raise health, magica and stanima/carry weight
Which again,has far more potential than the old Attribute system
Can't change your jump height or walking speed, which was the most fun there
Lach you're going for a utilitarian viewpoint. Which...well frankly most players don't like.
Luck I understand becoming irrelevant in nowadays system
When you're talking about things at this level, everyhting ends up being utilitarian. It's when you start expanding them into wider applications that they stop
That's been part of the wider lesson i've picked up from these sorts of discussions over the last decade.
I was going to break the whole thing down, but you know what? I already did that elsewhere, so i'm just going to toss in the link...
Maybe less than you think. But, again, individual parts and the whole picture are very different
So I suppose this won't go anywhere
Lachdonin's RPG Rambling - posted in General Skyrim Discussion: This has been a long time in coming, and Ive been trying to figure out some better format for it through different sites, but to no avail. So, back to the tried and tested.This is going to exist primarily because its a formatting set which i know will accomplish what i want, and kno...
It's like a Pixel. Talking about a single pixel doesn't really give you any perspective on the whole image. And each point by point system and mechanic doesn't really give you context on how it all comes together
Like, don't get me wrong. I think all the concepts behind Attributes, Skill Divisions, even Classes and Birthsigns have value. But their execution hasn't been good.
The traditional approaches have too much baggage from the tabletop, which is a different medium with different strengths and limitations.
Starting from the base concept, and building a better system in the video game medium, offers far more potential. And weirdly, Skyrim stands right on the edge of that potential.
As an example, look at Armour. The traditional Light-Medium-Heavy Armour dynamic makes sense at first glance, right?
And on a Tabletop, it is entirely functional. It would be too difficult to manage a more realistic weight-encumberance scaling with a pen and paper, so using explicit groupings streamlines the process and makes it managable.
But in a video game, you can handle all that background math and scaling automatically. So, the main justification for those goupings disappears. In order to justify it, games typically Class or Stat-Lock armours, or attach explicit encumberance factors on to particular Classes of Armour.
But why? Not only does that limit how you can integrate Encumberance into gameplay (if Encumberance is determined by your armour, you miss out on being able to have more in depth Carry Weight interactions) but it makes little mechanical sense, causes balance issues (you end up with different classes of Armour competing against eachother instead o... you know, being Armour) and can even take away from other mechanics (Light Armour giving you a bonus to Stealth for instance. Shouldn't that be Stealth's job, nor Light Armours?).
A single, Class-less system for Armour isn't functional on the tabletop, but in the video game medium addresses all the problems while maintaining the core concept. Armour has weight, weight slows you down. The more Armour you wear, the heavier it is going to be, and the more it's going to slow you down.
You don't need Light, Medium and Heavy Armour Classes, you just need the actual weight of Armour to be meaningful, and in doing so you create a Weight-Encumberance system that allows for far more influences. How much you're lugging around now matters (which can make drobable backpacks relevant). Burden and Feather Spells now actually do something. And the old Encumberance impact of the Armour System is still just a natural product of the new Weight-Encumberance system.
That sort of thing
And this is part of the problem with digging into the Nuts and Bolts of these sorts of game systems. Something that sounds like absurd simplification and streamlining, like 'Get rid of Light, Medium and Heavy Armour', can often create something far more interesting mechanically and for character development, even if it starts off sounding like it's entirely utilitarian.
Why not just keep armor skills and implement the weight system too?
Thought about that, but no matter what i did while picking at it, trying to make the Armour Skills relevant ended up stepping on the toes of another concept. Stealth, in particular.
A single Armour Skill, which is focused on maximising what your Armour does (protect you) just always came out on top.
But it depends on how you look at Skills too.
For instance, look at some of hte old Daggerfall Skills. Climbing, Swimming, Atletics, Acrobatics. Seems great in concept, but aren't they all really just Athletics?
If you're an expert Swimmer, are you going to be a terrible runner? No, because a lot of those physical characteristics are going to carry over. All your leg muscles and lung capaicty aren't going to dry up (hah) out of water
So, taking those old concepts, and integrating them into a single Atheltics Skill, which has developmental specialisations for each, allows you to cover all those ideas with none of the weird jank between them.
1-Handed Weapon having lines or Swords, Axes, Maces, and even particular types of each, fits the same bill. And a single Armour Skill with lines or Leather, Maille, Plate etc. also does.
And this is where Skyrim's system, despite it's poor execution, can really shine. Using Perks as a means to develop your specialisation WITHIN a Skill, rather than making your specialisation be BETWEEN Skills. Done properly, you can have a dozen characters with 100 1-Handed Weapon, and each and every one can be different.
The issue with a single set armor skill encompassing all armors is...the formula affects armors you never even use. Why are you good at wearing heavy armor if you never even wore it?
Well, because surprisingly, Armour is armour. I we went the realism angle, there wouldn't even be a skill. Armour is designed to be relatively easy to move in, and protect you regardless. Humans don't actually have the reflexes to move and react in armour in such a way that would actually make it more effective
But this is Fantasy we're talking about, and that isn't very fun, so we allow some wiggle room.
But that just...isn't fun for most players. It also lacks specialization outside of perks. Being inexperienced in heavy armor should portray that in its defensive values or how slow you move in it.
Well, then you have to define what Heavy Armour is
For instance, look at Glass Armor and Ebony Armor.
Ebony is heavy. Glass is light.
Weight wise, yes. but why does the weight of the material dictate how protective it is, or how you move in it? They're both Plate armour
Which, in actuality, is LESS cumbersome than Maille or Leather.
Because it's a game. We're not going for realism here.
I know that, but even a game should have some sort of internal consistency
Why would Glass, which is structurally the same as Ebony simply lighter in weight, make less noise and be easier to move in than Ebony? the less weight is going to tire you out slower, sure, but everything else doesn't make sense when you think about it
And maybe it's my opinion, but an RPG is the type o game where you SHOULD be thinking about things. How and why are important parts o developing your character, and including things in a game that break down when you think about them doesn't make much sense
Now, if we took this problem and divided Armour into better divisions, like Leather, Maille and Plate, you'd avoid all those issue. But then you encounter another problem. Plate is just going to be better in basically every situation, so you're creating Skill divisions that function more as a general progression rather than their own stand-alone things.
In order to keep things like Leather relevant, you could make it so Leather offers the most protection against Magic, while Plate ofers the most against physical weapons (with Maille being inbetween) but that then creates a problem where you're just encouraging the use of both anyway because of the distribution of enemy types.
A single Armour Skill, with Perk-Lines or different Armour Types, solves all those problems.
I feel it'd just create new problems. Again, why is the character suffering no consequences from wearing armor they aren't trained in?
Because you don't need training in Armour. Even having a Skill is already going against realism in many ways.
If i started wearing plate armor, i am not going to be effective in it.
I'm going to be slow, move clunkily, etc.
Not becuase you dont know how to move in it, but because you're not physically conditioned to that weight
Unless it's really poorly made plate armour
You'd actually have more problem lugging around 50lbs in your backpack, truth be told
Which is another point of realism we generally dismiss for 'Fantasy'. Realistically, all armour is going to weigh about the same based on coverage. A full suit of Leather is going to weigh the same as a full suit of Plate, it's just going to be much thicker and in actuality, less well articulated.
In a realistic sense, Leather Armour is actually really stupid. Linen is far cheaper, far more available, and far more effective. And the amount of Leather you'd actually need to make a protective suit of armour, it'd just be cheaper to get Plate.
But, again, Fantasy, we can be inspired by realism, but leaning too far into it comes with it's own problems.
You can also more easily load in far more types of armour into a single Skill. For instance, Cloth (Gambessons and Silk) Leather (there are plenty of exotic hides in TES to make it relevant) Maille, Scale, Brigandine, Plate.
A Skill for each of them becomes very cumbersome and difficult to define each, but as specialisations within a single Skill they maintain their functionality and more easily present more options.
Of course, and going back to the 'Bigger Picture' problem... Merging the Armour Skills alone doesn't address other conceptual issues. The 'Thief' concept, for instance, still lacks an active defense approach.
But, you can integrate Dodging into Athletics pretty easily, further making Athletics relevant and at the same time giving the Thief a way to actively avoid problems in a fight.
It also creates a system that work in paralelle to complement a single Armour system. For instance, Dodge moves are slowed or decrease their distance based on Encumberance. Thus, you want to wear lighter (or less) armour to maximise them, OR invest heavily in Carry Weight bonuses to overcome them.
So, the effect of the divided Armour Types is still there, it's just handled differently, and in handling it differently presents you more ways to develop your character.
Which, again... isn't that the goal? more character development options?
Man, this sort of conversation is so much more cumbersome on Discord...
I do like it when games have small mechanics that might not be important but add to the overall feel of the experience.
Yes, you could streamline every game into just it's necessary mechanics, but I think most of them would just lose their identity and fun if you do.
Maybe having 5 different weapon skills is unnecessary, sure, but it's still fun to just have that for character builds.
Not everything in a game needs to serve some deep purpose.
Like you said earlier that you hate Fallout New Vegas, yet for me it's one of my absolute favorite games.
That's what I mean when I say we seem to want very different things from a game.
Sure, TES does not NEED more than two weapons skills gameplay wise, but that lack of them makes it feel rather shallow.
I don't think the perks really make up for that in variety unless you use Ordinator.
Was gone for quite a while, so I definitely won't address everything. This is just more my closing statement on the subject.
I like it when games have maybe unnecessary details and mechanics, since in the end they still positively add to the experience.
Obviously I rather would have them well developed, but definitely not removed.
That said, some of Morrowind's definitely made sense to streamline, like mercantile and speechcraft into one or shortblades and longblades.
Skills like athletics or acrobatics could have been merged with attributes like speed, but instead were completely removed yet they definitely added to the gameplay; speechcraft has become pretty irrelevant without disposition; spell crafting and many spells are gone and that undoubtedly was also rather important for the gameplay and added a lot.
Could probably continue quite a while here, but you get it.
Btw, obviously Skyrim also added a few good new of such unnecessary mechanics I like, for example cooking. This is not just anti-Skyrim.
Dealing with lasting injuries might be fun and get you into being more cautious like in reality, so jumping off of a 3 story building to chase a guy won't happen unless you like the idea of fashioning a splint from a staff and some straps. Of course that'd be for an optional playstyle. It can also be humanising, your character isn't a genetically engineered guy with regenerating flesh from dormant space magic but a mortal being whose actions have consequences not only on the world but on themselves.
In the case of killing an NPC forever, you've not had to deal with an abraisive immortal NPC like Murbak or Braith. If you could silently off them you wouldn't have to sigh as they say they could take you in a fight or shout at you to leave them alone every time you get your stuff repaired instead of taking those comments day after day, every time your weapons are damaged which is often or every time you go to Whiterun. If he wanted to live he'd not be standing right in front of my blacksmith on the same street and would actually move from that spot.
True, why is every character a chef as good as the Gourmet?
I didn't like how 1 handed and 2 handed was implemented in Skyrim given that for example swords and maces need different skills, like a blunt weapon specialist won't have perfect edge alignment if they haven't used one before and will try bonking enemies with the blade which isn't making the best use of said blade which needs you to drag the blade as you strike to actually cut which would probably bad to do with a mace (aside from flanged).
Likewise a blade specialist might be thrown off by an axe or mace's lack of useful part compared to hilt and may have trouble getting the distance right to hit the enemy with the head and not the handle.
Also making 1 handed axes/maces/swords different to 2 handed makes no sense as the workings are the same yet one is bigger but the 2 handed axe user has no clue how to use the 1 handed one.
Regarding the NPCs... Yes, i have. And yes, i do, on a daily basis (my landlord is worse than either Braith or Murbak) and no, i wouldn't. The only NPC i have ever encountered in 30 years of gaming that i had any particular impulse to just kill, was Ulyses in Lonely Road. Holy sweet crap on a cracker, i hate New Vegas, but Lonely Road is on an entirely different level of atrocious.
As for the skills thing, i think the inherent problem is how you're viewing the specialisations.
For instance, Skyrim STILL has Axe, Blade and Blunt specialisations. They're still there, they're just under the umbrella of the Weapon Skills. Those character options still (or once agian, since Oblivion did away with most of them) exist, it's just that how they're represented has changed
And ultimately, that change is one which has allowed for more meaningful specialisations between them.
But does it make more sense to have 1-Handed and 2-Handed Skills, than to have Axe, Blade and Blunt Skills? We're supposed to belive that an expert swordsman can't figure out how to a 1-handed axe, when 90% of the time the only difference is the weapons balance?
Meanwhile, 1-handed and 2-handed combat are at least relatively different in terms of balance, forms, defensive consideration and footwork.
could always have 1/2 handed skills exist alongside axe/blade/blunt skills.
what if skills were divided into groups similarly to outer worlds (where you invest into a group of skills when you level up, adding points to all skills in the group). so blade, axe, blunt, one handed, two handed would be grouped together, and as you use any of them you gain a bit of xp for all skills in the group, but simply more xp in the skills youre actively using
then again maybe too complicated
but you can totally justify someone being good with a sword having an easier time switching to another type of weapon, than someone taking up a new weapon with no martial knowledge at all
however i think blade and blunt are still very different and in how theyre used and in their purpose, so id rather not see them in one skill like in skyrim
Yeah. Which is part of the big problem, and why i've moved further and further away from traditional solutions and mechanics like this
He's my thought process when looking at any of this.
What does this system represent? Every gameplay and character building system is an abstract representation of something. What is that thing? What is it trying to say?
When i have that, i consider "Ok, how does it represent that thing?"
And in evaluating that, i can usually identify problems with it, so i then ask myself "Ok, how can we address those problems?"
With this in mind, i think Skyrim's Skill and Perk system address most of those issues.
True, that'd work as a few of them have similar methods to them as I said but not so similar as with Skyrim where an expert swordsman is somehow just as good with maces even without specialisation which only adds slight buffs like "maces go through block slightly" or "swords can decapitate people but not axes (from what I remember)".
For instance, a Skill serves as a broad umbrella for similar activities that all rely on a collective foundation.
1-Handed Weapons, for instance, all use simiar balance, footwork, control and distance guaging. In reality, 2-handed weapons are going to have significant overlap here as well, but we're dealing with Fantasy and also need to manage overburdening a single Skill
Swimming, Running, Jumping, and Climbing are also all activities that build on the same athletic core. Someone who is a veteran swimmer is going to see a lot of that conditioning carry over to the other activities, even if they aren't as good at them as swimming.
Speechcraft is another example. Someone who is good at persuading others is going to see automatic crossover with negotiating prices, encouraging allies, and even threatening enemies.
I'm not saying they'd have no clue what edge alignment is as soon as you hand them one but again, it'd be difficult to use effectively in terms of balance and relatively smaller amount of blade/lack of thrusting attacks if you've only used an Estoc.
Now, you could have complicated bonuses where if you increse on Skill, you have overflow into similar Skills. So, for instance, you gain 1 level of Blade, you gain 1/10th of a level of Axe and Blunt. But that's unecessarily complicated, i think.
Instead, you can simply have 1 Skill for the Umbrella concept, and just use Skyrim's Perk System to handle all the specialisation.
So, for Athletics, you have Perks that offer specific bonuses to Swimming, Jumping or Running.
Oh absolutely, which is why you can't rely ENTIRELY on those umbrellas for ability.
But, then again, i've become more and more of the opinion that Skills should be mostly a leveling mechanic, and have minimal bonuses in and of themselves. Perks are where all the meat should be.
the perks would definitely have to have much more specialisation than what we got in skyrim though
I dunno, it might be fun to play a character who can't swim, even better if it's an Argonian so they just have to sink to the bottom and walk.
Yeah, though i haven't been able to figure out a way to really approach that mechanically.
I'd go off FO4 power armour rules with Argonians having the helmet on allowing them to breathe and other races not. I mean, they'd float down quicker with heavy armour but otherwise it'd be the same.
Agreed.
Like, look at 1-Handed Weapon. You have 4 basic types of 1-handed Weapons, Swords, Axes, Maces and Daggers. If you have 3 basic bonus Perks with 5 levels, and then 3 Perks for each specialisation with 5 levels each, plus 1 'Special' perk each specialisation, that's a total of 79 Perks in ONE skill. That means 79 levels to 'Master' that one skill.
Consider similar volumes for other skills, and you've create a system where 'Mastering everything' simply isn't practical
I could see some options with that, especially i you have a Weight-Encumberance system at play.
Exactly, it'd be something to have to avoid water if you're carrying too much or you'll drop like a brick no matter how good at swimming you are.
Water interaction in general needs to be overhauled too...
But then, what doesn't need significant work in TES...
that would lead to bad gameplay, though...
it's a game, not a reality simulator...
It COULD lead to bad gameplay. It depends on hte integration
For instance, if it's based on Weight-Encumberance, then it simply creates a system where you don't want to go swimming if you're carrying a lot, or are too weak to effectvely carry a lot
You definitely don't want to overdo it though
Here's a contentious point... Birthsigns are dumb. But, i think they may still have uses
I agree, and prefer Skyrim's approach of "magic stones" myself. For one thing, I don't believe in astrology, so that makes it hard for me to accept the concept. But most importantly, any game mechanic that grants my character the freedom to grow and evolve as they experience life is a good roleplaying game mechanic in my eyes. Conversely, any mechanic that locks a character into unchanging stats is a bad roleplaying game mechanic in my eyes.
First, yes, i;m stirring up trouble 😛
Second, yeah. Like, we are talking about a Fantasy Setting here, so i'm more forgiving o Astrology, but i've always found them to be too conceptually limiting. Like, you're just imposing Astrology on everyone, rather than allowing them to opt in, opt out, or play around with it
Especially when they're basically just an inferior version of Daggerfall's Advantages and Disadvantages
non-Mage Signs: don't interact
It's actually due to the immense superiority of Advantages and Disadvantages that i think Birthsigns (and Classes, but that's another conversation) still have their uses.
Not as mandatory character defining choices, but rather as quick and easy packages during character creation, for those who don't want to take the time to pick through the more in-depth side of the system (IE, Advantages and Disadvantages, or Traits)
I honestly don't like how skyrim did birthsigns. It's when you were born, so the fact you can change it whenever...makes no sense. Secondly, the stones you find in skyrim should have worked more like they did in oblivion, where they grant you a unique power.
Well, i don't think they WERE Birthsigns in Skyrim
They were Starsigns. Like praying under Gemini or something
So apparently the dragonborn just wasn't born? Because they don't have a birthsign.
Or they weren't born when a Birthsign was ascendant. Most of our information in TES indicates that Birthsigns rarely actually affect people. otherwise you'd have millions of people walking around paralyzing everyone they kiss
Birthsigns don't actually grant powers. It's a game mechanic.
Well, so is everything really.
I am also of the opinion that Birthsigns are best to be viewed through a metaphorical lens, much like Racial Effects
The mechanics just exist to abstract in-universe functions
I still stand that birthsigns in skyrim is dumb. Because again, you don't get to change when you were born willy nilly.
Yeah, they're stereotypes. Like, "Oh, that guy is so Steed" and such. Which can have some mechanical value in character development, but shouldn't be forced for every character
Well, again, they aren't Birthsigns. They're just Signs. Like new-age Spiritualists saying if you want X to happen, you should meditate under a full moon while the sign of Y is in the sky.
It's got nothing to do with when you were born, but it's still supposed to have an effect.
They're birthsigns. Because we don't get to choose our birthsign when we make our character like in oblivion or skyrim.
They fulfil a similar mechanical role, yes, but the game never calls them Birthsigns.
I do not see how Birthsigns limit or force the player? You literally choose which sign you have in the character creation. You can pick the one you want as a min-max builder or as a roleplayer. I personally wouldn't mind if future sign effects were made rather minor to the point you wouldn't notice, but I would prefer still for it to be set.
Well, what if you don't want one? What if you want a character that doesn't fit neatly into those boxes? What if you want a character that can't regenerate Magicka but also can't Absorb it?
If you chose your birthsign when you made your character, i'd agree. You don't, so they're birthsigns.
Well what if you dont want any of the TES races? 😛
Also something i have beef with. For the most part (Khajiit and Argonians being special outliers) the races of Tamriel lack significant differences.
you can easily make ones to fit most characters
not all of them need to come with negatives like atronach does in skyrim
Racial Stats are, themselves, nothing but cultural stereotypes, and don't represent EVERY individual of that race. Like modern concepts of Race, it's basically jus a visual thing driven b stereotypes
Most, but not all. Which is the problem, and why i say i don't like them, but they DO still have uses. You just need to open up the system to let those who want, have more freedom
how is that a problem
The Character Creation in TES has been iffy at best. If it was up to me, racial choice wouldn't affect the game at all (expect specific biological stuff like Argonian water breathing and Khajiit night vision). Instead, you'd have Race choice for appearance (like Elf, Orc, Human, Argonian, Khajiit) and then Culture choice, Class choice, Birth sign choice.
LadyN has a good write up on that - recommend the read
i mean, racial perks is a traditional mechanic from rpg dating to d&d
All the more reason to rid of it 
me, a traditional fan of d&d D:
I promise you, there are better TTRPGs outside of DnD. I know, it sounds madness, but believe!
(also from playing ESO, all race feel similar once you tape armor and fancy mage cloth on them. it like the big difference for most is skin color, eye shape and if ears are round or pointy. only khaajit and argonian feel/look truly different no matter how many layer of armor you duct tape on them)
(Also a shameless plug of a generator I made based on that and Glorantha's HeroQuest https://perchance.org/tes-oc-gen )
i definitely feel like some races having a big impact makes sense
I take it even further.
You first pick your Race, with a few Cultural options (Such as Ashlander Dark Elf, or Great House Dark Elf) or you can customize your ethnicity directly.
You then get to pick your Traits. You can either pick a Birthsign (a pre-made pack of Traits) or customize yours directly.
You then pick your Skills. You can either pick a Class (a pre-made pack of Skill settings) or cutomize yours directly.
So, if you want to pick a Race, Birthsign and Class, you can power through character creation in, like, 3 minutes. Or you can spend an hour doing hte detail work, before you even get to character appearance.
altmer are described to have a better affinity for learning magic, as are bretons due to their lineage
also it help distinguish them with the lore built around them. high elf being ''better'' at magic would feel ''less real'' if in the end they had same/no bonus like a nord
some races are going to be more muscular than others, like orcs, nords and redguards
i dont think it should have so much of an impact that it makes or breaks a build
but i want it to be a part of the build making process
That is still ehhh and can be debated. Are the Altmer truely magickal due to blood or their upbringing. I'd say a Nord at the Crystal Tower might rather well be better than an Altmer raised at a meadhall in Skyrim (magery wise). Hence the seperation between Race and Culture
also, only min/maxer really care about racials stats. my main in eso is an argonian mage. all guide say its worst combo i could think of. i don't care, i got a tail that waggle when i run and i dont hate my life when swimming once every 2 week xD
fair, after all ancient nords had quite the affinity towards magic themselves
Not naturally, but because of the environments they are typically found. If you take an Orc and raise them in a Nibinese Mage's study, they're not going to be stronger (except for individual characteristics) than their Breton adoptive sibling raised in the same environment.
Which is why most Racials are just cultural stereotypes. Which, having the option for is fine.
Def, and with this new system that I suggest would be excellent for both, Min/Max Gamers and Roleplayers
But you should also have the option to NOT fit into those stereotypes.
if you have races varying in height, it definitely makes sense to have races vary in their ability to gain muscle as well. even irl the ability to gain muscle can be hugely affected by genetics
and in that vein, it would make sense for different races to have varying ability to learn magic
if you got an orc who trained in the same environment as a bosmer with the same battle techniques, which would be larger and stronger
Sure, but it's actually surprising just how little the variation is from population to population.
it help races in es are all roughly same size and shape. i remember in wow someone trying to make custom wrestling rule for roleplaying and got slapped really fast by racial physical difference there (imagine a gnome wrestling a tauren lol). he want so badly to make it fair for everyone (to not punish people playing what race they like) but they fly so high in face of canon in there it get comically confusing
Depends more on the individual than the race. Look at the Wood Orcs, their just as nimble and stealthy as the Bosmer.
it depends on the individual to an extent yes, ofc theres going to be individuals who stick out from the norm, but the average orc is still going to be larger than the average bosmer
i mean, from what i think i know, most race and culture (in broad generality) seem to stick to themselve minus the merchant class who travel everywhere and mages/adventurer who want to find stuff outside their home province more than the typical member of their group
Bear in mind, i'm coming at this from the perspective of an Anthropologist. When you look at humans, there are a huge range of physical differences we tend to use to lump people into groups, but at a genetic level, all of that is very superficial. Less than 5% of genetic variation occurs between populations, with 95% being between individuals. Compare that to the Grey Wold, where the ratios are 70% and 30% respectively.
And in TES, for Men and Mer at least, they're both the same 'Species', just divided by social and a few mythical lines.
There's no reason you can't represent a huge, and i mean absolutely absurd, amount of cultural and ethnic diversity, even without Racial Stats. Hell, we've produced over 5000 distinct cultures, and we're all basically the same 'Race' as far as Fantasy is concerned
That's an interesting thought
Well said
thing is, that would take huge amount of time and efforst to depict difference and majority of player probably will just skip the reading and jump right into the game,no?
DnD is moving away from each race being hard set with specific attributes too 🤔
Not really. A "culture menu" would basically be the race menu, with a small description of the culture and its skill/attribute pros and cons
Yes, which is why you want a system that is relatively straight forward, but not too constraining, so then you can offload all your explanation of that dynamic into wodlbuilding
Look at the difference between Imperials in oblivion, and Dunmer in Morrowind.
Could you tell me the cultural differences between any of the major counties in Cyrodiil?
In game? Sadly so. In lore? Vastly different
If you were to make an Imperial from Leyawin, how would they differ from one from Chorral?
cyrodil is the imperial homeprovince? 90% of the time i see imperial that arent civillian of some sort or a magus, they wear roman like armor and have latin inspired name anyway so that why i'm biased with my surface level of knowledge to just lump them all into fake roman category
Meanwhile, we can all pretty easily identify the diference between a Hlaalu, Redoran, and Urshilaku Dunmer
Well in my gen, I split the Cyrodiil cultures in basically Nibenese, Colovian, and Heartlander.
they even got an emperor and are obsessed with keeping The Empire up and running
The standard Race system doesn't allow for these sorts of disctinctions. You're just Imperial, or you're just Dunmer.
it archaic but it make things so simple for the brain
Well, that's basically the dish Bethesda is on the path to serving...
Yeah. And simplicity is good, for ease of use, but especially with the video game medium, you can offer the OPTION for more, without forcing it
i know irl you can't lump a single country as all the same people (just looking at my country canada, difference between province can be big, and i know next to nothing about other than mine but even inside each they probably have regional difference.
I wouldbt be surprised if TES 6 gives us only 3 Skill Trees: Magic, Martial, and Stealth
Unortunately, neither would i. and while i am all for streamlining for the sake of function, there is such a thing as too far
I've never been for the modern mindset of "simplicity = better". But it's a philosophy many mainstream game studios will continue to follow to sell
Simplicity IS better, so long as it does the same thing.
No point taking 3 steps when you could do the same thing in 2. It's when you start cutting out steps, and cutting out results at the same time, that you start running into problems
My general moto when looking at mechanical solutions is; What do i want to acheive? Once you have an end goal, you look for the simplest way to get there. And don't compromise that end goal for the sake of making things easier to finish.
I strongly disagree. Simplicity ask for us to cut the true image into pretty pictures, to the point it ends up once more as shadows against a cave's wall. One can make something easy to use and understand while also holding up an essence of complexity.
Ah, Plato's Cave. I know that analogy
But i disagreee. Because the shadows are the more complex outcome. They require light to project, so percieving them is one step more than just percieving a the chair it's self.
The way i view Complexity and Simplicity is like this.
You want to get from A to B to C to D. You don't want to make that path any more complicated than it needs to be. You don't go from A to C, then backtrack to B, then go to D. And you don't hit up each point more than once.
In more practical terms, look at Minecraft. You don't take a log, cut it into beams, then cut the beams into planks. Because nothing you're doing needs beams, so you go straight to Planks.
Seriously doubt there'd be "martial, magical, stealth".
Simplicity CAN be taken too far though. Like, cutting out B and C entirely, and just going from A to D. Yes, you reach the same end point, but you're removing points along the way, and that's a problem.
Simplicity demands that something only be as complicated as absolutely necessary. But Complexity demands that simplicity not remove components. There's a happy medium between the two.
What you speak is true, but you perspective is faulted. TES is not a destination. It is a journey. A narrative. A canvas to paint upon. And as the recent series is to be seen (not looking at ESO), we go from light to shadow, rather than shadow to light. This happens not only with TES, but a lot of mainstream media. I mean not to sound like "back in my days..."
That is a lot of good in modernity too ofc, but this aspect of "devolution" if you will, is very much a thing. In closing, a good saying is: a simplified circle is a square.
TES may be, but game-making is not.
To use a practical example, let slook at Races and Character Creation.
What is the goal? To present players with a range of options to allow them to make as many character identities as they want, but fit within the fantasy setting of Tamriel.
What do we have? 10 Races each with unique stats.
Does this acheive the goal? Well, no, because those stats are themselves limiting, and restrict the range of characters you could create.
...no?
I mean, i can't make a frail Nord bookworm that's suceptable to the Cold, can i?
Because nords are hardy to the cold.
I've not once felt limited. In all the elder scrolls games. From daggerfall (arena doesn't exist) to skyrim.
I do all the time. And i know @eager remnant has voiced similar thoughts in the past
Then we may as well just have one race that has nothing going for them.
I will admit, I am no game maker. And honestly, a lot of people sadly pass judgement upon game makers without a single thought upon their side and the difficulty of their tasks. I tots agree. However, what we ask for, is basically systems already seen with a slight tweakage. Is it more effort upon them? Sure, most certainly. How much? I am not sure. But I think I am in the right to say that most of us are willing to wait the means for the end, rather than a numerical significant release date 
never felt limited by race choices in elder scroll. sure my argonian dont get bonus magic damage. she still a sorcerer throwing spells at everything. or even better in skyrim, woohoo my race got +10 skill for heavy armor, only matter for first 2 min if i wanted a heavy armor perk, or not all all if i wanted to wear a dress and be a very manly nord caster
That would certianly meet the first criteria, but it wouldn't really fit the second. So that creates the problem, do we discard a criteria?
I, at least, say no. Simplicity should direct our problemsolving, but it should not dictate our goals
how does race limit character identity at all
because a nord is resistant to cold
idk dude that's what he said
cant speak for earlier games but any race in skyrim can work in any build
yeah and despite that, shouldn't there sort of be limitations for some things? like ofc a khajiit isn't going to be as effective of a two handed warrior as an orc without putting extra time and effort in
its literally just extra to make builds more interesting to min maxers
See, tue problem there is, you're lookijg at Builds. Im looking at Characters.
I just feel you're going way into extremes. If making a race interesting mechanically is "limiting" then like i said, should just have one race with 0 in everything.
Like, i want to play a Nord, born to Merchants and raised on the sands of Elsweyr, coming to Skyrim and dealing with the cold for the first time.
Nope, sorry, you're resistant to Cold and like to hit things. That's all we got for ya.
You can legit still do that.
And like i said, that DOES address one kf the criteria i stated. But the goal is to address both, so how do you do that?
Show me where i can get rid of Cold Resistance wothout creating a new race option in the editor.
i just handwave that kind of thing as genetic difference, nord descend from northen warrior so they inanely more resilient to cold.
It's called imagination.
why should you be able to get rid of cold resistance, as a nord your blood descends from those hardy to cold environments
its part of your character, not a limitation to it
My imperial gets a bonus to speech in oblivion...she literally sucks at the speech minigame.
I imagine lines she'll say and it comes off as creepy or shy.
Etc.
Except how biology works in TES doesn't actually allow for that. Its a racual stereotype, not a biologocal fact.
It is.
except in TES thats exactly how it works because across all games theyre racial bonuses, not cultural bonuses
Yeah, because its a game, and they're stuck in outdated approaches ti gameplay
or because in TES races are much more different to one another than they are in real life
which is fine, and in fact makes for much more interesting character creation
They aren't though. All the evidence disputes it (save for the Beast Races)
Again, my imperial gets a bonus to personality and speechcraft...but i input her as being bad at it. That's roleplaying.
Handwaving away limitations with Roleplaying is a crutch
Lets just get rid of all Races, you can Roleplay the identities instead. See, it works bkth ways
My argonian in skyrim, i visited angi's house. The little bow minigame, i made my shots poor to make sense she never used bows.
And then again in solstheim i had to do the same in a dwemer ruin.
...no.
The gameplay exists to facilitate roleplay, roleplay does not exist to cover the games shortcomings.
what evidence disputes racial differences?
cause theres quite a lot to support the differences
I'm not covering shortcomings. I'm not letting these "limits" define my character.
I'm letting me define my character.
Wood Orcs. Wide diveristy in racial cultures (A Redoran Warrior has more in common with a Nord than with an Ashlander) highly skilled and proficent examples of every trade, skill and aptitide across the races.
wood orcs are just another variant of a race that comes with their own differences
If you allow for that spread, why reject the notion that all races are the exact same thing?
and of course any race can have its warriors, mages, and rogues, that doesnt disprove anything
I've never even heard of wood orcs. But even then just do what i've suggested to others, under "argonian", make sub racials.
because across all games youre given racial bonuses that link to your heritage, not your environmental upbringing
They're all Ehlnofey, spread across different regions with superficial physical characteristics with common social trends MOST members kf that ethnic group follow
Like choose khajiit, then choose which khajiit type.
Yes, and im saying that approach is not supported by the lore, is actually mechanically limiting, and is an putdated.
that the core of a rpg game, build a character with/around the skeleton racial offer you. also some races are ''favourite'' of some gods/entity that gave them some special power to help them, (like malacath for orcs), but the way they use these ability is up to the individuals.
theyre all ehlnofey, and some ended up as the giants we see in skyrim, and others the small bosmer
there are obvious racial differences
for nords resistance to cold, the game literally tells you its a trait given by blood, not by your environmental upbringing
Your **Nord blood **gives you 50% resistance to Frost
So says the tooltip. Now, find in-universe evidence of Nord resistance to cold
Or Dunmer resistance to Fire. or Altmer being the best mages (just don't look at Shalidor, ignore him because he breaks the whole system)
Dunmer take less fire damage if you use fire against them.
In UNIVERSE. Not in-game
Or are Reachmen even more cold resistant than Nords?
Reachmen literally live in the reach which is moderate forest and mountains. It isn't as snowy as say, windhelm. Plus....that's their homeland. So, naturally they'd be resistant/use to the environment.
Most Nords don't live in the winter areas of Skyrim either.
most do, only falkreath and riften arent cold
Morthal, dawnstar, windhelm, winterhold, karthwastern, etc.
If those naked tribes of Nords actually showed up in game, or in any source that's not the PGE1, you may have some evidence
Winterhold, Dawnstar, and Eastmarch are the only particularly frozen regions
even temperate south of skyrim is deemed cold by outsiders
And if you're basing things entirely off in-game attire, every other race wears the same thing. You've got Dunmer working farms in Windhelm in freaking blizards wearing a tunic and vest
I guess, by this logic, Dunmer are resistant to cold as well
No. Because game development takes time. To expect there to be clothing for every season and environment is inane.
Exactly, so using clothing found IN GAME to support something like Cold Resistance makes no sense
...bruh. The clothes in skyrim represent nordic attire.
Because it's a game, and making things that look like cold-weather gear wasn't a priority
And you're trying to use them an example of how the Nords aren't bothered by the cold
Yes, i get it
And you know what, in looking them up, i've changed my stance
Because actually looking at their clothes disproves your point. Their clothing, especially the nicer outfits and armours, includes a lot of fur
Multiple layers, fur lining, heavier builds. Almost like they ARE cold weather gear. Which, again, sorta disputes the whole "Resistant to cold thing"
but also fur always has been a status symbol, that may play a role unrelated to practicality (just saying)
Yeah...most fur clothed is, like you said, nicer clothing.
it doesnt dispute the resistant to cold thing, resistance to cold isnt immunity
That too.
yes, it does. Because it shows that there's no actual evidence of Nord sbeing resistant
for a racial bonus that cant so easily be attributed to environments though, have a look at breton's resistance to magic
Breton blood grants a 25% resistance to magic, constant
we know that bretons have an affinity towards magic higher than most races of man, according to NPCs and books, how would you argue that the environment of high rock is what gives them this racial trait
Again, that is a tooltip
so? its even more direct than an NPC, thats a plus
we do have NPCs discussing breton affinity for magic however
Tooltips aren't in-universe, and are only subject ot the single game they are found in
melaran for example
Sybille Stentor has a grasp of magical theory that I would never have expected from a human. Even a Breton.
Again, racial stereotyping
bretons are also known for their knights and valour though
yet their racial trait lies elsewhere
You're trying to prove these are biological characteristics, not cultural trends
Which is, again, not supported by the actual lore in any capacity i am familiar
So, it's an enturely gameplay driven element. And a limiting one
also, nord only resist cold by 50%, they arent totally immune to it and thus can still suffer from it. just a lot less than that imperial recruit who just landed in skyrim and is already panicking
arena
It is rumored that growing in their arctic environment has inured them to its effects, for they seem to shrug off all but the coldest of attacks. Nords take half damage from Cold based attacks, and on a successful saving throw take no damage
daggerfall, battlespire, morrowind, oblivion and skyrim
Nords are famous for their resistance to cold
across all games nords are resistant to cold, its not only subject to the single game
and i dont understand why tooltips arent a good source
it tells us that theyre famous for it
that refers to in universe understanding
You're still using tooltips
Where is that in-universe reference? Nowhere
And again, stereotypes CAN create the perception of inherent traits where there are none, just look at the history of race in hte real world
in universe its often by the comments of npc, khaajiit wondering how the nord can live like this in the cold and such
whats wrong with tooltips as a source? it tells us that the resistance comes from blood, for all races it describes the bonuses as born with or because of blood
and theres nothing in universe that goes against it
so why deny it
Because there's nothing in universe that supports it either
there is, you just disregard it as stereotyping
Ok, that's fair
Lets be clear about this again though, i am nkt advocating the removal of Race options
i definitely agree to an extent that there is stereotyping, especially when it comes to starting skill bonuses
but for stuff that the game tells you comes from your blood directly, i dont see a reason to deny it
annnd i dont see how its limiting either
I want to play a Dunmer who is vulnerable to Fire. For whatever reason, doesn't really matter
a way around its "limits" such as if you want to be a nord who is weak to cold, then if there were possible character traits that you could tag on to your character
Which just leads into the exact same system im talking about
i just think it should coexist with racial bonuses
the more character customisation options the better 
There's no reason to make them compete. Make them one in the same. If you want to be a normal, healthy Nord, fine. But of you want to be a Nord who, for whatever reason, is vulnerable to the cold, the system shouldn't fight you trying to be that character
And this is where Daggerfall's system is really the only one that ever worked.
Want to make a Fire Vulnerable Dunmer? You can.
Want to make an Altmer who can't even use Magic? You can.
i don't see what for. For the sake of having it? i see dunmer resistant to -heat- rather than fire because of some traits good old evolution gave them. Plus Azura. Nords are resistant to cold conditions rather than Frost Bite spell because of those bulky meaty boney bodies they have and pale skin
nords are said to be resistant to magical frost as well
nah, that's gameplay
Because doing so allows for more character options without actively increasing the amount of work. Why artifically limit it, when all you're doing is taking options away?
makes it too complex, too many menus to go through
One menu. It requires one menu.
daggerfall, battlespire, and morrowind describe the nord race with
Nords are famous for their resistance to cold, even magical frost
yes thats a tooltip describing the race, but it states that nords are famous for their resistance to magical frost
also skyrim survival mode adds a resistance to cold effect for some races including nord that exists alongside its resistance to frost
i mean, if some element protection ruin your character, for me, it sound weird
i mean, no lore book in the series actually make it sound like oh hey, i'm a Nord, i should jump into that frozen pool because i'm resistant to cold, or, that dunmer lady put her hand into boiling water and was all right because she's resistant to high temps.. At least i don't remember nothing of sorts O_ o Races are adapted to climates they live in, nothing more
Cultural traits sounds like an interesting concept
I'm hoping something like that shows up in some form for ES6
i mean from what we see in game theyre seen to be resistant to those elements, its likely exaggerated in the games but we can still observe it. i think in ESO it even goes further and makes dunmer slightly more resistant to lava, that doesnt even provide a gameplay benefit, its just flavour that matches the race
and in fact draugr almost exclusively use frost magic
which could be suggestive of an old affinity towards frost magic
which is now represented as a resistance to such
And makes literally zero sense in the universe, but whatever...
The ultimate goal should be more character options
similarly to breton affinity towards magic which is clearly described in game being represented as a resistance to magic
well, it a classic fantasy trope. the people of the snowy wasteland specialize in frost magic, those living in desert prefer fire etc
since they live in that element, they got an affinity to use the magic type tied to it
always thought frost magic the draugr cast is supposed to hint on necromancy. Cold lifeless bodies, cold eyes. Death, fear, cold. Yuk
undead in elder scrolls dont seem to be limited to frost magic, dragon priests use both fire and shock, and pretty sure undead in older games arent limited to frost at all
ah, and yeah Bretons and Altmer definitely should be more skilled in magic, it's in their blood, their heritage
its just more prevalent in skyrim
i mean, can also mean that (since there isnt really in skyrim a shadow/dark magic type really)
i remember when i made my ''dwemer scholar'' mage, i focused on lightning spell for a more ''sciency'' looking magic type
power of electricity? yeah that makes sense
i think theres actually a book about a dude setting himself on fire in order to get a better understanding of fire and therefore be better at casting it
If memory serves, it kills him
oh fair
meanwhile my dark elf in eso can swim in lava and not scream too much in pain xD
(she still scream, but die 40% slower)
Meanwhile, anyone in ESO can swim in lava and not die instanly...
i think argonian treat it as water and get their swim bonus XD
I used to laugh at my Molten Core run in WoW, spend more time swimming in Lava than i did in water
i wish some wow race would have similar racial as es, i could be a dps standing in fire and if dunmer, healer wont yell at me now /s
More to the general conversation, i do think Race has value, just like Birthsigns and Classes. But it's making any of them immutable that is the problem. Even if we accept certian inherent characteristics, there are always going to be outliers, and a system that allows you to express those outliers is ideal
thats where i think an additional trait system could fit in
nords have an innate resistance to cold, but you could counteract it with a "cant stand the cold" trait
and maybe that negative trait allows you to take a positive trait elsewhere
or provides its own bonus
then that trait is just a double negative or it open a new metagame, if i take can't stand the cold as a nord, i can get this bonus and suffer 0 penalty
but then youre lacking a bonus you would normally have
Skyrim Survival CC has some, btw. Cats and lizards can digest raw meat easily, nords and orcs are well adapted to frost, dunmer don't get tired as much.. not sure why. BGS have already tried playing with additional traits, so maybe?
I think you could pretty seamlessly integrate a Trait system into Race and Birthsighs themselves. Simply use those two as packages of Traits. Or, if you want to go more indepth, just press X for Customise and pick your own directly.
true, races could just be presets of different traits
and you can adjust them as you see fit
betetr to have 0% cold resist/penalty and some random advantage fitting someone's build/vision than be the dunmer who take 50% more cold damage for same bonus.
i dont know how to balance a game
If I've learned anything from MOBAs and RTSs, you don't
Especially for single player games, why bother?
end of the day if some people wanna metagame let them
others will choose traits to fit their character roleplay
Just make it fun, and give people options to play with
even in wow where racial affect even less things there people trying to min/max that 1% stat buff, so unless you make a bland game where there no stats (like swtor) people will always build around them
difference is wow is an MMO where metagaming is necessary to be good at late game team content
even then, racial are irrelevant unless you play for those world first guild at the end of the day
who said that
Their tendency to change says that
Similarly, now that i'm actually in front of a computer and not typing on a phone, the main in-universe source on racial biology, Notes on Racial Phylogeny, throws a huge wrench into the whole 'It's in their blood' argument
oh ok
well then why would we even be given things if there are no evidence to back it up tho?
smhsmh
If it's a gameplay element, yes.
For isntance; Each time you level up, you may pick a perk. You can save your perk choice for later if you don't quite meet the requirements of the perk you want.
Are we to interpret that as indicating people in Tamriel level up, and store Perks?
smh those peasant not knowing how to open their skill menu
really? that's censored?
In game, Nords DO take less damage to frost attacks, that's true. But just because they do in game, doesn't mean it's true in universe
if they did the civil war would be over in 2 sec /s
jesus this is a server for a 17 and up game my god
isnt it mentioned somewhere that because nord are more resilient to cold, using cold magic is dumb against them? similar to fire for dunmer?
Not that i am aware of, at least not in any in-game material
Anyway, Racial Phylogeny has this to day about racial characteristics;
Generally the offspring bear the racial traits of the mother, though some traces of the father's race may also be present.
Within this, it's entirely possible (though it's implied to be rare) for offspring of mixed race couples to have traits from both parents. Such as a Dunmer resistant to Cold and Fire. Or physically looking like the Mothers race with the characterisitcs of the Fathers, such as a Redguard baby with all the magical aptitude of an Altmer.
We know that mixed race couples happen with relative frequency in Tamriel. They aren't the majority, of course, but they aren't exactly rare either. If these sorts of characteristics WERE based on blood, then there should be all kinds of different mixes of abilities out there.
ah, it was not a quote? cold and fire scared me a little
Yeah, that didn't format totally well
the quote was
"Generally the offspring bear the racial traits of the mother, though some traces of the father's race may also be present."
The rest was me extrapolating from that quote
And then you've got examples like Uriel Lariat, whose mother was a Dunmer but who was apparently usually identified as a Breton
can't remeber what book it was, about first contacts of Ysgramor boys and bretons? atmorans thought those were elves, they looked so alike
like, phylogeny talks about appearance, pointy ears, weird facial bones
ah, and some old book.. mmm, from Daggerfall times i think, mentions some breton who lived longer than your average human because he had elven blood. But that's Peteroson's stuff, retconed already
can't remember what book was it, but we did have a talk about it with other nerds, ha ha
from what weve seen
children take very very little from their fathers
it took many generations of aldmer males raping nedic slave women before we eventually got bretons
In most cases, yes. In some, not so much. Uriel Lariat, for instance, took almost entirely after his father based on what we're told.
Lyris Titanborn, also, took more after her father it seems
So, it's definitely more complicated than just "Taking after the mother"
thats fair
If we were to put it into genetic terms, i'd say that X-linked traits tend to be dominant
i'll be damned, it's PGE 1 - Khosey, in his 'Tamrilean Tractates,' transcribes a firsthand account of the "discovery" of the Bretons by a Nordic hunting party. The Bretons, in ten generations of Elven intermingling and slavery, had become scarcely recognizable as humans. Indeed, the hunting party attacked them thinking they were some new strain of Aldmeri
they look puny, must be elves -That Nord
i think it was the ohmes and ohmes-raht he mistook for elves, cause they actually look like elves
and hence hes also the reason they now cover themselves in face paint to make themselves look more like khajiit
that was my understanding at least
That is the myth, at least.
Unfortunately, our actual information in Pelinal is limited. Even talking to his spirit doesn't yeild a lot of useful information
Apprentice or Lord star sign would work.
Only in Oblivion. And frankly, i'd rather have all my teeth pulled than play Oblivion
Really? I love Oblivion lol
I like it too, it's my favie.
Ob;livion almost made me quit the series entirely
Why?
Just, the terribly bland world design, total lackof any sort of effort or creativity in world building, superficial character options, terrible level scaling
And those hideous potato faces
Oh? I actually like the landscape and worldbuilding
Plus for me, the potato faces have their own charm
Going from Morrowind, which i will admit i hated at first, to Oblivion, it just felt like a lazy phoned in design
Ah, I played Morrowind last, probs the one I liked the least
Like, going to Disney Land. A cheap commercial ripoff of thoughtful fantasy
But that’s not to say I didn’t love it, I love em all almost equally
I started with Daggerfall. And while i initially hated Morrowind, i eventually warmed up to it and it stands as my favorite to this day.
Oblivion was just... souless? Even the Deadlands were boring, they were jsut 'Generic Hell'. Dagon is the Daedric Prince of Natural Disasters, modeling each environment aorund a disaster like a Tornado or Earthquake seemed like such an easy design concept.
I thought he was the prince of being an antagonist/turning into spaghetti if you hit him hard enough.
Well, he's certianly become the Prince of Cheap Plot Devices
True.
Need an easy antagonist? Bal or Dagon
Like, it's always a danger judging a game on what it COULD have been... And that's a lesson i have learned
But Oblivion just left such a bad taste in my mouth that i've never been able to recover.
At least it's not New Vegas though, that game is a full on dumpster fire, and i swear the only reason it's beloved is stockholm syndrome.
(and mods that fix pretty much everything, playing it on console was horrendous)
Well, except for the fundmentally stupid story
I will agree though, the combat isn't very good but at least every hit you hit will land and vice versa, meaning you can take on anything you can come up against if you're skilled enough. The generic fantasy design of it was because marketing but it was a good starting point for me who was kinda afraid of Morrowind's combat, not helped when my dad handed me the controller once (I watched him play back then) and I used a teleportation spell thinking it'd send me to his house like the last time I did so then was suddenly in a dwarven ruin with Spheres barreling towards me.
Yeah, i don't fault people who like Oblivion. it's not a BAD game, it was just a huge disappointment for me
It's funny how much more "graphically/technologically advanced" the games got since but the feet went from properly modeled to flesh slabs again, that and the grimdark of Skyrim/later games made them kinda unpleasant if you thought about them. I guess I'm used to being able to get people to actually like me in those games unlike stuff after Oblivion where those who hate you will continue to hate you, sometimes even if you want them dead because unconscious (still a thing in Oblivion but they can die after you do their quests unlike some in Skyrim/everyone in Blades).
Yeah, Disposition was definitely a loss...
Especially weird, since Skyrim implemented a much more indepth Relationship system for NPCs
True, it's weird how your only interaction before marriage was doing a favour for them...
I agree, Oblivion's world building just lacks any personality
It's just rather bland, European fantasy.
The quests are great, but the worlds are always my main priority in TES, which just makes Oblivion my least favorite among the "recent" three.
Morrowind is my favorite and Skyrim I can appreciate, especially with modding.
I honestly think they need to bring back the Oblivion NPC AI of instead of having a planned schedule, they have a goal and passions and they are tasked to find their own way to complete their tasks. It;s amazing but also breeds the most whimsical of results
Yeah. They might of been janky, but in real life I hear some weird conversations from strangers
True. I want beggar man in Whiterun stealing the argonian ale instead of whining at you to get it.
Exactly
"I hear Daedra worship has become increasingly prevalent in the Summerset Isle."
Oof, hard pass. The NPC conversations in Oblivion weren't just janky, they were atrocious
I felt like i was at an anamatronic exhibit listening to maniquens try to have a conversation
Oblivion NPC conversations I wouldn't want, but their general dynamic schedules should definitely return
That's just how people are in Cyrodiil. Look at Cicero - if he was in Oblivion, we wouldnt blink an eye
Oblivion NPCs also had a planned schedule, and the systems from oblivion are still available in skyrim - just less used
i remember yhat one time when i found two named dead bodies under imperial city bridge. i know it wasnt just simple "bug", they didnt just happen there. Somethinv lured them down and killed hhem. I had to investigate! uesp provided wiyh their schedules. Tutned out one of them was.. unmemorable i fotgot her and thd other was skooma dealer. that orc lived in Cheydinhall. Her daily routine is to around town, sell skooma. then she was supposed to go to a secret place in the woods and meet some camonna tong boys. Then once a week she made a trip to another town..
That traveling to other towns on particular days was amazingly immersion breaking for me
Cyrodiil is a country, not a freaking amusement park
How is travelling an amusement park?
sometimes business requires travelling to another city
If anything people not traveling is less immersive.
You'd be surprised. Even today, more than half of people have never journeyed more than 100km from where they were born, and 94% live within 100km of where they were born (though they may have traveled further from time to time)
but no, it's a time thing. Seeing the same NPC in Chorral that you saw in Leyawin 2 days ago is immersion breaking for me. That's hundreds of miles away, and yet somehow this woman can stop by every sunday to see her mother for tea/
Does Tamriel have bullet trains?
That's great...this is a game though.
Also...the world is condensed. Are you saying you also don't travel in oblivion (or any of Bethesda's games really...) Because "i get there in less than a day"?
Heck even rdr2 has this "problem".
whys it unimmersive to see an NPC in two towns though
Because apparently seeing them in two towns within a short timespan is bad.
havent played much oblivion, but i love seeing khajiit caravans in skyrim moving about between cities
People travel just like the khajiits do.
i probably wouldnt want to see every npc travelling about cause as lach said, most people just dont travel that far so frequently
but id definitely like to see some NPCs around travelling
Not everyone travels.
This is part of the immersion problem. Things that are immersive for some are unimmersive for others
I can only think of like 3 npcs that do.
Okay but lach, again, do you yourself not travel since you can get from anvil to cheydinhall in a day?
I can disconnect from that, because i make extensive use of Fast Travel
no fast travel gang
Once again, immersion means different things to diferent people
the most immersive games i've ever played aren't even RPGs or Sims, they're usualy management games
Immersion is the ability to just lose yourelf for hours and forget what goes on around you.
Which, i will admit, never been the strong suit of RPGs for me.
But being constantly reminded just how small the game world actually is definitely does not help
Most visually immersive game I've played is Cyberpunk 2077... and it ruined pretty much every other urban OW game for me
Most "immersive" open world game, probably RDR2
Elder Scrolls 6 has a lot to live up to, and I can guess it's guaranteed to be a mixed bag reception-wise
Why must we compare games? Rdr2 and the elder scrolls 6 are offering different things. It's like when avarti compared the dragonborn to geralt.
Because people will be comparing the writing, graphical fidelity, gameplay, etc. to other open world games no matter the design goals.
Elder Scrolls 6 is also going to be compared to Skyrim, the highest selling and most popular ES title to date.
Yeah well i prefer to compare games to their predecessors. Not a game that's offering a completely different thing.
For the open-world genre... it's inevitable
It really isn't.
Cyberpunk got torn apart for not having the exact same features as GTA though one was a first-person immersive sim with multi-genre gameplay and another was a cops-and-robbers sandbox, while ALSO being compared against Bethesda's games in "immersion" and "interactivity" factor
Just Cause 3 got similar criticism for not having their AI on the same level as GTA V's
No cyberpunk got torn apart for being a terribly released game with bugs worse than 76 at launch.
State of the game is irrelevant
It was the most relevant thing about it. Not once did i see people say "it's bad for not being like gta".
Look at the countless posts on the CDPR forums, the subreddit, and YouTube videos criticizing C2077 for lacking hyper-specific details like GTA-styled police chases, third-person views, "real choices" (Like does EVERY choice need to be in-your-face), flying cars, joinable factions.
Elder Scrolls 6 WILL be compared to other OW games, end of story
After playing Cyberpunk myself I want Elder Scrolls 6 to have a proper sense of enviornmental scale and characters that are written like real people. And the cherry on top? A seamless world
Skyrim has all that. So don't see why 6 wouldn't.
It mostly has to do with balancing world design between first-and-third person playstyles, but Skyrim's world doesn't FEEL big and writing wise, the amount of memorable characters is close to zero.
I disagree.
Name five characters from Skyrim in the next twenty seconds
Serana, Harkon, Nazeem, Lydia and Balgruuf
Balgruff, serana, tullius, brynjjolf, lydia
Name five character from morrowind in the next twenty seconds
Cauis, dagoth ur, vivec, almalexia, sotha sil
Crassius Curio, Vivec, Almalexia, Caius Cossades and King Helseth
Does Sotha count?
[Not related to the current argument]
Name five characters from oblivion in the next twenty seconds
Not really because he wasn’t really alive when we met him lol
Martin, Baurus, Jauffre, Mankar, Sheogorath, Haskill
Now for the OGs... name five characters from Elder Scrolls adventures redguard in the next twenty seconds
Uh, Cyrus, N’gasta, that fat admiral who’s name I forgot, Nahfilargus
Oh and Prince A’tor
Idk anyone else
Unless Cyrus’ sister counts
Which book, also I never read the books lmao, only a summary of the events as a whole
Not happening, I know next to nothing about the travels games besides a lil on shadowkey lol
Name five characters from The Real Barenziah
Barenziah, Symmachus, Helseth, Eadwyne, Jagar Tharn
Name the objectively worst non-easter egg character in the entire series
Adoring fan?
Quality of character? Probably Lydia, I don’t like Lydia, as for morality? Molag Bal with Vivec and Mannimarco below him
Cicero, damn that annoying clown
Do you guys think it’s possible for Bethesda to carry their, “kill everyone” attitude from the fallout series into elder scrolls? I know the elder scrolls requires alot of continuity because of how the lore is structured
Where as fallout doesn’t have such structure/continuity, since the events on one side on the country don’t really affect the other side
Possible, yes. But not really worthwhile
It wouldn't be new to TES. Morrowind had it. Just Oblivion and Skyrim got rid of it to handhold the player into not locking themselves out of quests.
Wouldn't worry about continuity too much there.
I mean you could kill Neloth in Morrowind technically, but he clearly is alive in Skyrim. They just pick one option.
If continuity was that big of a worry TES pretty much should have no choices, which would be pretty bad.
I sure can't. In my opinion, Oblivion's writing is the worst since Daggerfall. With a handful of exceptions (Owyn, for example) characterization in Oblivion is non-existent. Individual faction quests can sometimes be interesting, but the questlines themselves are depressingly bland. I think Skyrim's faction questlines are the best in the series. The only problem with Skyrim's faction questlines, in my opinion, is merely that they are far too short.
Did... did you have the audacity to commit heresy against the popular opinion? BY AKATOSH, I WILL SHOW YOU THE WAY TO OBLIVION 😠
(btw we need oblivion portal emote)
Bethesda doesn't even have a "kill everyone" attitude for Fallout. But they'll definitely still allow us to kill a fair amount of the npcs in the game.
You sorta can, to my knowledge, the only faction you can’t kill, right off the bat, are the minutemen
Since you need them to finish the game
Like how in New Vegas you can’t kill Yes Man
Yeah, sure. You can kill maxson, father, and desdemona, along with other npcs. But you can't kill everyone you see.
Not everyone, some npc’s are required for main plot questlines. But Elder scrolls games don’t have the same branching paths like fallout games do
Only 3 fallout games have branching paths.
Depends on the scale your talking about
1, 2, 3, New Vegas and 4 all have branching paths for some quests, to a lesser or greater degree.
And so does daggerfall, morrowind, oblivion, and skyrim.
But main quest wise, with huge branching paths, only 3 fallout games are included.
Personally, i think branching for major storylines is overrated...
The lack of permanence significantly undermines the emotional impact, as does the lack of cohesive community experience
Like, find me a game with branching storylines that hits as hard as Aerith's death. Or Ellie's almost assault.
regarding that immersion breaking travel on foot @weak sapphire
Walking vs. Horseback Riding. Pushing a horse to achieve 60 miles daily would certainly cause it to founder sooner rather than later. On a pilgrimage a rider might average five to seven miles an hour, and medieval travelers accustomed to walking found travel on foot faster. A horse fatigues long before a man and recovers more slowly. Italian merchant families hired runners who would travel 55 miles a day for a week’s stretch and then rest for a week instead of messengers on horseback.
Transportation: Means of ConveyanceSources Source for information on Transportation: Means of Conveyance: World Eras dictionary.
problem here, i don't see who actually wrote the article. Was it historian at all? some anon forum user? no idea, though they do provide sources
The figures look mostly right, whoever it was. Point being, you wouldn't be going from Leyawin to Chorral on sundays for lunch with Mum.
umm, you mean Lady Carro? don't think she has anything else to do..
Idk, Witcher 3 definitely had far more emotional impact on me than any TES.
I don't think TES in general is the franchise to look to for emotional storylines, leave that to the linear cinematic games.
Even then, branching stories can be very good and emotional.
Im not saying TES is emotionally engaging, or that it has to be. And sure, they CAN be. But they usually aren't
As for TW3, i got arguably the besylt ending on the firsg try, becausr of a major philosophical problem with that style of storytelling
Just follow Wheaton's Law, and you almost always get the best ensing
I think TES is very well built from for branching stories. The story already is rather disconnected, thanks to no pre defined protagonist and TES is already made to be repayable with all the different possible builds.
Adding to that by making it even more repayable by having some considerable variation in the story sounds like a logical step.
I always replay for different builds and Guilds, but usually don't go down the main quest more than once, since there is nothing new to experience.
Gameplay wise TES is designed for replayability, but writing wise it's just so lacking there.
I can confidently say i have never replayed a game for an alternate ending
And there are other ways to encourage replay
Well, that's you. Also it's not JUST for an alternative ending.
Again, gameplay wise TES is already made to be replayable, so it would be logical to add to this by having more variation in the story, too
But you don't need alternate endings to do that
And I can confidently say that many people already do multiple playthroughs just for branching stories alone.
TES encourages multiple playthroughs gameplay wise, but discourages multiple playthroughs of the story.
It just doesn't make much sense.
I never said alternative endings specifically
Fair. Whenever branching story comes up, i assume alternqte endings
Which us my fault
We were talking about branching stories. Theoretically the branches could connect again to one ending, but that would be a bit lame.
As long as the story can have considerable differences in another playthrough, beyond you just having another build.
I think the connectig stories os far from lame
It presents a single cohesive storyline composed of multiple stories, like any decently complex narrative would
Like, its not like, narratively speaking, Elenwyn is just sitting around doing nothing when she's nkt at the party, or the peace talks
I just think since replayability is a major selling point of TES it should dedicate itself to that more, because there is no point in playing the story again if it's the exact same.
I pretty much never played a TES story more than once, but through this my second playthrough characters just fizzle out rather early, once I had enough of the build. Only mods give new purpose, but it shouldn't just depend on those.
Idk, just seems very inconsistent from a game design perspective.
Everything in TES just screams for having a story that varies from playthrough to playthrough.
And i disagree. You're engaging in events of the world, and those are going to only have one outcome.
That's not even really true if you look at sidequests, especially the Civil War.
That doesn't mean some variability can't exist, for instance. The Civil War could have easily been cut into 4 independent questlines, all tellinv different sides of the conflict, but reaching the same conclusion.
And i think the mutually exclusive outcomes of the Civil War were a huge mistake, and will actively hamper future games ability to talk about a major political event.
Bethesda is just gonna just one of the options as canon, seems rather simple to me
In an attempt to mimic terrible gaming tropes, Bethesda activrly hamstrung its own franchise
Highly unlikely. They're going to pull a non-commital answer and just sweep it under ue rug
That's what games with varying outcomes usually do
Yeah, and its dumb
Lets give people control of their own destiny and story, and then tell half or more of them they were wrong and their chojces didn't actually matter
And... The better alternative is to not have variation at all?
Look at the dumpster fire Mass Effect became because of that. They had to run to another entire galaxy just to try and cover their mistake
I didn't say that. Present a decent, multifasceted story that needs to he viewed from multiple angles to get the whole picture
This seems your general philosophy and I don't understand it.
Rather cut options and features from a game for smaller issues than living with those issues and having more options.
It's odd to me.
Though, as a matter of fact, yes, i do think a single linear story is superior to literally every alternate ending one i have ever seen.
I would rather a toque, a cowboy hat, and a bowler, than 100 colours of toque
Superficial options are not options, they're just flashy things to distract you from shortcomings.
From a writing perspective a perfectly curated story will always be superior. From a gameplay and replayability perspective its far inferior though.
I'm not really playing TES for a curated experience, for that I prefer other games.
Alternate endings just messy up writing and canonicity. It's needless. Just make branching pathways to get to the same main questline...oh wait...