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    Unofficial Skyrim Thread

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    Post by RunningCongressman Thu Jul 21, 2011 3:04 pm

    I can't wait for Skyrim. The gameplay so far looks amazing on the 360, I'm happy with the new Radiant Story, I just hope they don't oversimplify the game. They already got rid of a whole bunch of skills and now we have one piece armor...


    Last edited by RunningCongressman on Fri Jul 29, 2011 6:56 pm; edited 2 times in total
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    Post by SushiRush Thu Jul 21, 2011 3:09 pm

    Armor will have more than one piece. It's just that cuirass and greaves will be combined into one.
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    Post by BooneA Thu Jul 21, 2011 3:26 pm

    SushiRush wrote:Armor will have more than one piece. It's just that cuirass and greaves will be combined into one.

    Still, it's simplifying the game to appeal to a wider audience. I don't like it.
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    Post by RunningCongressman Thu Jul 21, 2011 3:45 pm

    BooneA wrote:
    SushiRush wrote:Armor will have more than one piece. It's just that cuirass and greaves will be combined into one.

    Still, it's simplifying the game to appeal to a wider audience. I don't like it.

    The game isn't even out yet, don't judge Rolling Eyes
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    Post by FullCapsRage Thu Jul 21, 2011 3:49 pm


    The game isn't even out yet, don't judge Rolling Eyes

    This. We won't know if Skyrim is oversimplified until it comes out.
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    Post by PressYforPie Thu Jul 21, 2011 3:56 pm

    Thats silly. Have you read the Skyrim Q and A? It's on the Bethesda forums.

    Anyway, it's pretty apparent that they are oversimplifying the game, you don't need to have played it to understand that.
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    Post by iKon Thu Jul 21, 2011 6:23 pm

    PressYforPie wrote:Thats silly. Have you read the Skyrim Q and A? It's on the Bethesda forums.

    Anyway, it's pretty apparent that they are oversimplifying the game, you don't need to have played it to understand that.

    Yes, they are simplifying the game, but none of us know if they are over simplifying. For all we know, combining certain skills could be the best decision Bethesda has ever made.
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    Post by WoWgod Fri Jul 22, 2011 8:09 pm

    iKon wrote:
    PressYforPie wrote:Thats silly. Have you read the Skyrim Q and A? It's on the Bethesda forums.

    Anyway, it's pretty apparent that they are oversimplifying the game, you don't need to have played it to understand that.

    Yes, they are simplifying the game, but none of us know if they are over simplifying. For all we know, combining certain skills could be the best decision Bethesda has ever made.

    I fail to see how combining skills that have no relation to each other, and removing certain skills altogether, can be a good decision.
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    Post by BootySweat Sat Jul 23, 2011 2:35 am

    WoWgod wrote:
    iKon wrote:
    PressYforPie wrote:Thats silly. Have you read the Skyrim Q and A? It's on the Bethesda forums.

    Anyway, it's pretty apparent that they are oversimplifying the game, you don't need to have played it to understand that.

    Yes, they are simplifying the game, but none of us know if they are over simplifying. For all we know, combining certain skills could be the best decision Bethesda has ever made.

    I fail to see how combining skills that have no relation to each other, and removing certain skills altogether, can be a good decision.

    If it results in 280 interesting perks that could be one benefit.

    I would guess some of the perks will be less interesting than others, but seriously, could you come up with 12-20 interesting perks for each of the following skills that will be eliminated/merged?

    Mercantile, Speechcraft, Acrobatics, Athletics, Medium Armor, etc?


    Last edited by BootySweat on Sat Jul 23, 2011 3:20 am; edited 1 time in total
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    Post by SilentStrike Sat Jul 23, 2011 2:50 am

    BootySweat wrote:
    WoWgod wrote:
    iKon wrote:
    PressYforPie wrote:Thats silly. Have you read the Skyrim Q and A? It's on the Bethesda forums.

    Anyway, it's pretty apparent that they are oversimplifying the game, you don't need to have played it to understand that.

    Yes, they are simplifying the game, but none of us know if they are over simplifying. For all we know, combining certain skills could be the best decision Bethesda has ever made.

    I fail to see how combining skills that have no relation to each other, and removing certain skills altogether, can be a good decision.

    If it results in 280 interesting perks that could be one benefit.

    I would guess some of the perks will be less interesting than others, but seriously, could you come up with 12-20 interesting perks for each of the following skills?

    Mercantile, Speechcraft, Acrobatics, Athletics, Medium Armor, etc?

    Half of them could end up being "3% more damage" etc.

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    Post by BootySweat Sun Jul 24, 2011 4:12 pm

    There is a multipage Skyrim article in the September 2011 PSM3 magazine (if you want to buy this issue, you can purchase a digital copy directly HERE)

    Here is the info I learned from reading this article, which is mostly old news, with a couple of new screens, including one I really like (described below).

    1. The Radiant Story feature activates some behind the scenes game mechanic when the PC enters each new area.
    Todd Howard: "A good example is when you walk into a town, we can have it [the game] look for someone with a child. We can have that child kidnapped and put in a dungeon nearby, one that you missed for some reason." In other words, when the cell for the town loads, the child is removed from the town at that exact moment.

    2. There is an opening sequence in a closed area.
    "Once you've finished the opening sequence (an escape from your own execution...) you're free to explore the world as you wish." The converse of that indicates you are not free to explore the world until you have finished the opening sequence, which is logical.

    3. Dragons can choose to fly far off into the sky so you completely lose track of their location when you are fighting, making them more challenging to defeat.
    Todd Howard: In a lot of games, including ours, you're used to, 'here comes the person at you' and you're in a hallway or an open area. But this thing is a beast that can fly off quickly, go around a castle and come back around. Often you can lose them and spin around looking at the sky because you don't know where they're going to go. They have a lot of cool behaviors that make fighting each one interesting.

    4. There are some badass helmets in this game.
    One screen shows the PC (wearing a cloak hooded robe with a pouch) fighting a draugr wearing a wicked looking helmet with two humongous horns on the top, completely bathed in flames (perhaps from the PC's spell). This exact screen was previously in the July 2011 Playstation magazine, but the version I saw was poor quality and I didn't notice the helmet

    5. Light magic (from staves at least) can stick to walls.
    "Dovahkiin fires a globe of light from his staff, which sticks to a wall..."

    6. Only possible to have relationships with certain NPCs - and "in some cases" marriage.
    "...you'll be able to start relationships with certain NPCs. Howard confirms you'll be able to make friends, recruit companions and - in some cases - actually marry the game's buxom wenches. Bigamy? It'd be rude not to."

    This suggests fewer NPCs available for marriage). Also there is the suggestion of a possibility to have more than one spouse.

    7. DLC info
    Todd Howard: I don't know what we're going to do yet, but we want to do something that costs a bit more but is going to be more of a complete package....we're thinking bigger than with Fallout 3.
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    Post by RunningCongressman Sun Jul 24, 2011 5:59 pm

    BootySweat wrote:There is a multipage Skyrim article in the September 2011 PSM3 magazine (if you want to buy this issue, you can purchase a digital copy directly HERE)

    Here is the info I learned from reading this article, which is mostly old news, with a couple of new screens, including one I really like (described below).

    1. The Radiant Story feature activates some behind the scenes game mechanic when the PC enters each new area.
    Todd Howard: "A good example is when you walk into a town, we can have it [the game] look for someone with a child. We can have that child kidnapped and put in a dungeon nearby, one that you missed for some reason." In other words, when the cell for the town loads, the child is removed from the town at that exact moment.

    2. There is an opening sequence in a closed area.
    "Once you've finished the opening sequence (an escape from your own execution...) you're free to explore the world as you wish." The converse of that indicates you are not free to explore the world until you have finished the opening sequence, which is logical.

    3. Dragons can choose to fly far off into the sky so you completely lose track of their location when you are fighting, making them more challenging to defeat.
    Todd Howard: In a lot of games, including ours, you're used to, 'here comes the person at you' and you're in a hallway or an open area. But this thing is a beast that can fly off quickly, go around a castle and come back around. Often you can lose them and spin around looking at the sky because you don't know where they're going to go. They have a lot of cool behaviors that make fighting each one interesting.

    4. There are some badass helmets in this game.
    One screen shows the PC (wearing a cloak hooded robe with a pouch) fighting a draugr wearing a wicked looking helmet with two humongous horns on the top, completely bathed in flames (perhaps from the PC's spell). This exact screen was previously in the July 2011 Playstation magazine, but the version I saw was poor quality and I didn't notice the helmet

    5. Light magic (from staves at least) can stick to walls.
    "Dovahkiin fires a globe of light from his staff, which sticks to a wall..."

    6. Only possible to have relationships with certain NPCs - and "in some cases" marriage.
    "...you'll be able to start relationships with certain NPCs. Howard confirms you'll be able to make friends, recruit companions and - in some cases - actually marry the game's buxom wenches. Bigamy? It'd be rude not to."

    This suggests fewer NPCs available for marriage). Also there is the suggestion of a possibility to have more than one spouse.

    7. DLC info
    Todd Howard: I don't know what we're going to do yet, but we want to do something that costs a bit more but is going to be more of a complete package....we're thinking bigger than with Fallout 3.

    Really happy about the DLC. I hope they will be able to expand on the games world, instead of just adding a new one. I hated always having to travel to reenter DLC areas in Shivering Isles and Fallout 3.

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    Post by ChickenSoup Sun Jul 24, 2011 6:09 pm

    I am really, really excited about radiant story.

    It literally means we will never have two playthoughs with the same quests and experiences. Adds so much to replay value. And Elder Scrolls games already have a high replay value.
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    Post by BootySweat Sun Jul 24, 2011 6:30 pm

    ChickenSoup wrote:I am really, really excited about radiant story.

    It literally means we will never have two playthoughs with the same quests and experiences. Adds so much to replay value. And Elder Scrolls games already have a high replay value.

    Yes, not to mention, greatly improved character designs for the various races and 280 perks to choose from in order to really specialize your character. And with the Creation Kit there will be the possibility for some truly amazing mods that fully exploit all these new features like complexity in NPC relationships, Radiant Story, perks, etc.

    For the very first time, I'm interested in playing some different races and different character builds, including some that don't use any spells at all. (In previous TES games, I usually played a Dunmer mage or mage hybrid)

    I'm estimating 5 - 10 playthroughs of around 400+ hours each, spread out over a period of several years. Some ideas for a couple of characters I might try:

    1. Orc bandit marauder specializing in two-handed battle axes
    (Skills: smithing, heavy armor - nothing else, no alchemy, no spells, no enchanting)
    Caught attempting to smuggle a mammoth across the border, carrying a large quantity of Skooma

    2. Khajit dual wield assassin specializing in dual daggers
    (Skills: poisons (alchemy), sneak, security, speechcraft, no enchanting, no smithing, no spells)
    framed by the Dark Brotherhood for the murder of the High King of Skyrim

    3. Bosmer archer specializing in longbows
    (Skills: archery, alchemy, sneak, security, light armor - no enchanting, no smithing, no spells)
    caught attempting to smuggle human flesh into Skyrim

    4. Argonian tribal shaman specializing in staves
    (Skills: Illusion, Alteration, Conjuration, Alchemy, Enchanting)
    suspected of Necromancy

    5. Dunmer Necromancer uses dagger, but mostly magic only
    (Skills: Conjuration, Destruction, Illusion, Alchemy, Enchanting)
    suspected of being a Skooma addict





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    Post by RunningCongressman Mon Jul 25, 2011 12:01 am

    I like how now if you want to be a real archer, you can do that.


    In Oblivion, if you wanted to be an archer, you still needed to put points into blade because archery was only a viable combat option when using sneak attacks.

    Now in Skyrim, if you want a playthrough without touching a single sword, you can do that.


    Roleplaying will be so much better in this game.
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    Post by BootySweat Mon Jul 25, 2011 7:12 pm

    Here is an excellent comparison of vanilla Morrowind, vanilla Oblivion and vanilla Skyrim: https://2img.net/r/ihimizer/img847/8620/skyrimcomparison.jpg
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    Post by xplosive23 Mon Jul 25, 2011 7:56 pm

    BootySweat wrote:Here is an excellent comparison of vanilla Morrowind, vanilla Oblivion and vanilla Skyrim: https://2img.net/r/ihimizer/img847/8620/skyrimcomparison.jpg

    Some of the Oblivion shots look better than the Skyrim ones.
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    Post by BootySweat Mon Jul 25, 2011 10:01 pm

    xplosive23 wrote:
    BootySweat wrote:Here is an excellent comparison of vanilla Morrowind, vanilla Oblivion and vanilla Skyrim: https://2img.net/r/ihimizer/img847/8620/skyrimcomparison.jpg

    Some of the Oblivion shots look better than the Skyrim ones.

    the skyrim screens were resized so they are less sharp.
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    Post by xplosive23 Tue Jul 26, 2011 12:16 am

    BootySweat wrote:
    xplosive23 wrote:
    BootySweat wrote:Here is an excellent comparison of vanilla Morrowind, vanilla Oblivion and vanilla Skyrim: https://2img.net/r/ihimizer/img847/8620/skyrimcomparison.jpg

    Some of the Oblivion shots look better than the Skyrim ones.

    the skyrim screens were resized so they are less sharp.

    Ah
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    Post by BootySweat Fri Jul 29, 2011 8:05 am

    New Skyrim article - very detailed walkthrough of E3 demo.

    Setting out in Skyrim - Edge Magazine

    Great read!

    Here are some quotes I found interesting:

    More details on the directional attacks mentioned in Gamer.no Norwegian article
    Once again, the direction of movement modifies action, so that he can control the angle of his slashing blade. It’s a violently kinetic battle, the collision of blade and shield more acutely felt than in Oblivion, shield barges creating Havok-enhanced stumbles and successful blows splashing your weapon with gore.

    Funny quote
    Blessedly, this means that players will no longer have to spend the entire game jumping in order to more quickly propel these stats – although we will shed a tear for our beloved hero, Tubsy the cat-man, and his game-breaking ability to leap out of Oblivion’s levels.

    On the possibility of some economy details changing before the final release version
    “[Simulated economies are] always a good idea on paper,” says Howard. “We have lumber mills there, we have mines and smelters for iron – that affects weapons. Then we have farms – that affects food and ingredients which then affect alchemy. We have all that working, but we haven’t found the gameplay sweet spot. We’re still messing with that.”

    Only dubbed regional versions will be French, German, Italian and Castillian Spanish (not Latin American)
    So we’re not really limited by the physical media as much as how long it takes to record it. And the issue actually becomes… you know we’re doing the games in five major languages? So the amount of time it takes to record in English and French and German and Italian and Spanish – it’s a pretty major undertaking.”

    The reason why the bandit in Bleak Falls Barrow didn't react in E3 footage
    “Fallout 3 had multiple states of alert and danger,” says Howard as he sneaks closer, drawing his bow. “We have those states, but they don’t jump in and out of them right away. The Eye symbol [replacing the reticule as in Oblivion] is showing you that they’re moving from one state to another, and your sneak skill affects how fast. We give you time to adjust to the fact that the thing you’re doing is wrong, to realise you’re moving into the light.”

    2 unique puzzles in Bleak Falls Barrow that must be solved by looking at inventory items (not only the Golden Claw puzzle but another one by the entrance)
    Had Howard not killed him, however, the thief would have found no happier fate – instead being butchered by a booby-trapped puzzle in the following chamber, giving the player a hint as to how not to solve it. It’s a simple symbol-matching puzzle, rotating blocks to match those depicted elsewhere, but it is proof that Bethesda is attempting to seed its dungeons with greater personality and variety beyond their monsters.

    Are Dragon Priests controlled by Dragons?
    Having taken care of the priest, however, Howard must still face his master – outside, the dragon that harried our ascent to the barrow is still to be seen, circling in the sky.

    The pursuit of more dragon shouts compels the player to advance in the Main Quest
    Learning the Shouts really ties into the main quest, so now you instantly see that not only is there a story reason, there is a power gameplay reason. In Oblivion and Fallout there isn’t really a power reason to do the main quest. Well, here with the Shouts you’re like: ‘Well, those are fun, I’m going to become more of a , so I’m going to do this questline.’”
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    Post by siddhartha Fri Jul 29, 2011 6:59 pm

    ^^Great read.

    In Oblivion the dungeons were just the same textures, over and over again, same monsters, and same boring atmosphere.
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    Post by BootySweat Fri Jul 29, 2011 11:08 pm

    interesting new article in the Wall Street Journal about Skyrim

    some highlights:

    - the dungeons are "in the hundreds" 

    - the game world is "3 or 4 times the size of FO3"

    - "The dungeon is a kaleidoscope of trouble, every other room having some backstory or evocative detail—a Dungeon Master’s fever dream. " 

    Source
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    Post by Jajarkyel Sat Jul 30, 2011 7:52 pm

    BootySweat wrote:interesting new article in the Wall Street Journal about Skyrim

    some highlights:

    - the dungeons are "in the hundreds" 

    - the game world is "3 or 4 times the size of FO3"

    - "The dungeon is a kaleidoscope of trouble, every other room having some backstory or evocative detail—a Dungeon Master’s fever dream. " 

    Source


    Pretty sure they are exaggerating. Bethesdas great and all, but they made Oblivion seem way better than it was with all their "radient ai" crap.

    (Still an epic game though)
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    Post by BootySweat Sat Jul 30, 2011 8:37 pm

    Jajarkyel wrote:
    BootySweat wrote:interesting new article in the Wall Street Journal about Skyrim

    some highlights:

    - the dungeons are "in the hundreds" 

    - the game world is "3 or 4 times the size of FO3"

    - "The dungeon is a kaleidoscope of trouble, every other room having some backstory or evocative detail—a Dungeon Master’s fever dream. " 

    Source


    Pretty sure they are exaggerating. Bethesdas great and all, but they made Oblivion seem way better than it was with all their "radient ai" crap.

    (Still an epic game though)

    As for it being 3-4 times larger than FO3, I think the author of the article either misunderstood Pete, or he was talking about the depth and gameplay time, rather than the size of the worldspace.

    I read elsewhere that FO3 is 15 sq mi, Oblivion is 16 sq mi and Skyrim is supposed to be roughly the same size as Oblivion.
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    Post by iKon Sun Jul 31, 2011 2:37 pm

    BootySweat wrote:
    Jajarkyel wrote:
    BootySweat wrote:interesting new article in the Wall Street Journal about Skyrim

    some highlights:

    - the dungeons are "in the hundreds" 

    - the game world is "3 or 4 times the size of FO3"

    - "The dungeon is a kaleidoscope of trouble, every other room having some backstory or evocative detail—a Dungeon Master’s fever dream. " 

    Source


    Pretty sure they are exaggerating. Bethesdas great and all, but they made Oblivion seem way better than it was with all their "radient ai" crap.

    (Still an epic game though)

    As for it being 3-4 times larger than FO3, I think the author of the article either misunderstood Pete, or he was talking about the depth and gameplay time, rather than the size of the worldspace.

    I read elsewhere that FO3 is 15 sq mi, Oblivion is 16 sq mi and Skyrim is supposed to be roughly the same size as Oblivion.


    Skyrim will feel huge however, because of the mountains. Thats what made new vegas seem so big even though it was smaller than FO3

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