PDA

View Full Version : Tes Iv: Oblivion


Tulac
09-02-2005, 09:15 PM
What do you expect of this game?
If it's as good as Morrowind I'll buy myself a new PC for it...
I hope that It'll have all the good sides of Morrowind but that there'll be even more places to explore with less need for travel on foot and much less bugs...
Read up everything on the game here...

http://www.elderscrolls.com/games/oblivion_overview.htm

Stroggy
09-02-2005, 09:38 PM
Originally posted by Tulac@Feb 9 2005, 10:15 PM
with less need for travel on foot
I liked travelling on foot in Morrowind... anyway now there will probably be horses.

As for the game... it looks very promissing and spectacular but I'm not saying anything yet

Tulac
09-02-2005, 09:41 PM
Originally posted by Stroggy@Feb 9 2005, 11:38 PM
I liked travelling on foot in Morrowind...
Really?I didn't mean exploring but travelling from point A to point B a million times because theres no silstrider, now that's boring...

Stroggy
09-02-2005, 09:47 PM
I meant exploring.
However I did journey by foot from Ald Rhun to Zainab Camp during the Main Quest (there wasn't any other way)
It was the best experience I ever had in a game. After days of braving sandstorms in empty plains I finally reached the beautyful encampment on a wonderfully clear night.
Then one of those blasted darkelves said in their raspy tone "outlander" and the moment was gone... damn them!

And after I got together my own music for the game (mix of different RPG games and Lord of the Rings) I started walking on foot much more.
But it was annoying when you got a simple fedex mission to a boring place with no boat or silt strider and you had to plan out which route would be fastest (to the nearest town/city with silt strider or port and by foot from there)

I'm happy we're finally going to see the Imperial City. Up till now we only saw it in Arena (it looked like all the other imperial cities) and we saw a dungeon in the intromovie of Daggerfall (perhaps that where we start out in oblivion?)

MasterGrazzt
09-02-2005, 10:47 PM
No Cliff Racers either! Oh joy.

Fetcher!

Hopefully NPC interaction and quest variety will be greater and beefed up. Maybe there will be events, too.

Stroggy
10-02-2005, 07:18 AM
Well if we can believe Bethesda they've lowered the ammount of NPCs so that they can make each NPC unique, and thus also the quests they give.

Mad-E-Fact
10-02-2005, 07:28 AM
Well, I wouldn't mind fewer NPCs if they make each of them unique and have a large amount of dialogue and meaningful quests. However, judging by the trend nowadays I somehow have the fear that they will focus on the wrong things, like more action oriented fights and turn the game into a console-like 3D adventure, but I guess we will have to wait and find out.

Tulac
10-02-2005, 05:52 PM
Well I hope they won't do those things, they have no reason, Morrowind was an ubersuccesful title, even though it had a lot of bugs(which TES didn't), I think they've learned a lot from TES community and saw which mods were very sucessful, and that they're going to build up on that...
I wouldn't mind a bigger worlds, as long as it is not generated...
On the other thought there should be more games like Morrowind the only one that's a little close to me is Gothic...

Borodin
11-02-2005, 03:27 AM
Originally posted by Mad-E-Fact@Feb 10 2005, 08:28 AM
Well, I wouldn't mind fewer NPCs if they make each of them unique and have a large amount of dialogue and meaningful quests. However, judging by the trend nowadays I somehow have the fear that they will focus on the wrong things, like more action oriented fights and turn the game into a console-like 3D adventure, but I guess we will have to wait and find out.
Pretty much my perspective, too. I remember when the development team for Morrowind was talking about having guilds and houses take an active, instead of a reactive, role, actually shifting the balance of power in realtime. That got left out of the final release because of time constraints, and it sounds like they're aiming for a younger crowd, this time around. Too bad.

Wired
12-02-2005, 12:31 AM
I *really* hope they work on day/night cycles for the npcs. I want to be able to break into a store/manor or even a *gulp* bank in the middle of thw night and then have to sneak around so I won't wake whomever is sleeping inside.

Stroggy
12-02-2005, 08:11 AM
Originally posted by Wired@Feb 12 2005, 01:31 AM
I *really* hope they work on day/night cycles for the npcs. I want to be able to break into a store/manor or even a *gulp* bank in the middle of thw night and then have to sneak around so I won't wake whomever is sleeping inside.
Thats what they promised us, along with better quests a large part of the community has been begging for realistic scheduals.
A few mods for morrowind have attempted to achieve this by generating random NPCs (commoners, traders,...) who spawn in the cities during the day and disappear at night, and bars that fill up at night. A good example of one such a mod would be "the Broken Drum". Its a bar-mod based on the infamous discworld bar.which open up at night fall and gets crowdier as it approaches midnight and at around 1:00 there is a free-for-all barfight.

But this is all scripted. Some mods only work if you exit and reenter the bar (if you stay the crowd won't grow) while other fade out for a few seconds while the scene reloads.

For Bethesda to incorporate a realistic NPC schedual they'll have to stop using seperate indoor and outdoor scenes (and thus the game would probably look like Fable and Gothic where interiors are shrouded until you approach them, in order to maintain a good fps)

Decypher
12-02-2005, 04:20 PM
Originally posted by Stroggy@Feb 9 2005, 10:47 PM
However I did journey by foot from Ald Rhun to Zainab Camp during the Main Quest (there wasn't any other way)
It was the best experience I ever had in a game. After days of braving sandstorms in empty plains I finally reached the beautyful encampment on a wonderfully clear night.

Absolutely agree. One of the Temple quest requires you to travel from Vivec to a shrine south of Dagon Fel (Wov of Silence quest), and since you have a wov of silence, you can't talk to any of siltriders or such. It's taking a lot of time to walk from the southern point to northern point, but that was one hella experience :)

I enjoyed Morrowind, Tribunal and Bloodmoon very much (and still playing them sometimes) and I'm sure that Oblivion will meet the expectations of fans of ES series.

Stroggy
12-02-2005, 05:25 PM
Ah yes, the Vow of Silence... that was a difficult one.
It wasn't all that great because you travelled on the the western side of the island which (by that time) you had probably already explored because its populated.
However the eastern side is empty, Most players didn't travel much there and left most of the Grazelands unexplored.

Still very special the Vow of Silence.

Havell
12-02-2005, 08:34 PM
I think I missed that one, I was never very good at the temple quests, I spent ages running around looking for shrines (at the start of the pilgrimage missions) but I kept getting lost in that damn puzzle canal.
I've lost the play disc of my Morrowind (isn't it amazing how they fitted it on one disc?) so I can't play it right now but I'm planning to download an image of it.

Tulac
12-02-2005, 10:44 PM
I explored most of the Morrowind I found ashlands the most annoying part of the island, I liked grazelands the best, it's not populated but it looks calm, yet danger lurks everywhere...

Stroggy
12-02-2005, 10:53 PM
Originally posted by R Havell@Feb 12 2005, 09:34 PM
I kept getting lost in that damn puzzle canal.

You got lost in the puzzle canal? Its not even a puzzle (well there is one riddle) but how can you get lost?

Havell
12-02-2005, 11:12 PM
Well, not so much lost as confused, I kept drowning and I kind of got the wrong end of the stick about the riddle :whistle:
It was a long time ago so I don't remember exactly how I got confused.

WildZeppelin
13-02-2005, 10:39 PM
LOL, drown yourself man!