Subject: Re: The Elder Scrolls V: Skyrim Sat Jan 08, 2011 6:32 pm
A bunch of new news concerning Skyrim.
Spoiler:
Game Informer’s first look at Bethesda Softworks’ Elder Scrolls V: Skyrim has hit subscribers, thus making its way onto the net. The scans are out, and while we can’t tell you were to find them, we can tell you about some important pieces of intel.
Leveling
Skyrim‘s level system works on a 1-50 scale. Though, level 50 isn’t the limit; when you reach level 50, you’ll gain experience much slower, making leveling a much more difficult process.
Each time a player levels, they’ll earn extra health. Additionally, they can also pick one of the following traits to boost: stamina, health, or magic.
There’s no class selection at the start of the game. Every skill a player earns will help contribute to their overall level. Every time a player levels, new perks (a la Fallout 3) are unlocked.
Level-scaling makes a return. Meaning: “The game eventually logs a huge storehouse of knowledge about how you’ve played, and subsequently tailors content to your capabilities and experiences. Entering a city, a young woman might approach you and beg you to save her daughter from kidnappers. The game will look at the nearby dungeons you’ve explored, automatically set the mission in a place you’ve never visited, and designate opponents that are appropriately matched to your strengths and weaknesses.”
Skills
There are 18 skills for players to learn, which is three down from Oblivion and eleven down from Morrowind.
Skills will try and accommodate the player who wants to put their focus into a single profession, as well as allow room for players who prefer to do a little bit of everything.
The mysticism skill is gone. The enchanting skill is still present.
Story
The game is set in the Nord region of Skyrim, 200 years after the events of Oblivion. The player, as one of the dragonborn, is called upon to stop the prophetic return of the dragons. The player’s mentor is one of the last blades.
The world includes five massive cities. Its dungeons — caves, underground areas, etcetera — will have more variation than past games.
Conversations
Conversations do not zoom into the person’s face, anymore. They’re more realistic in Skyrim; the person you’re talking to will do things such as walk around, perform tasks whilst in conversation, glance at you every now and then, etc.
Faces are heavily improved. They don’t look like crap, anymore.
Combat
Combat is more dynamic and tactical; each hand is assigned a function (ex: magic in one hand, a weapon in the other). The team is putting a lot of care into the different feel of each weapon in the player’s hands. They’re also putting a heavy emphasis on improving combat in Skyrim.
Enemies include: zombies, skeletons, trolls, giants, ice wraiths, giant spiders, dragons, wolves, horses, mammoth, saber-toothed cats, and other creatures.
Questing
Quests, like combat, also boast a more dynamic feel. You’ll be assigned quests depending on how you develop your character. For example: a frequent magic user may be approached by another mage and assign you a quest. Had you been a frequent melee fighter, the mage would not have approached you.
To better suit the player, quests will be modified depending on what you’ve done (see level scaling above, or the following example). An example: you must rescue a girl from a certain location. This location will be in an area you’ve yet to visit with enemies that are of or near your level in order to have the player visit a new location and be combatant with challenging enemies.
Also of note: in Oblivion, if you dropped an item, it would stay there forever. Depending on where you drop items in Skyrim, different events could happen. Another example: if you drop a dagger in a town, a young boy might pick it up and find you to return. Or in a different situation: a group of men could find it and fight over who gets to keep it.
Engine
The engine is completely new. Snow falls dynamically, trees and branches move independently according to the wind, and water flows beautifully.
There are dynamic shadows, as well.
Other Stuff
The third-person view has been improved. These improvements are clearly displayed in the screenshots the magazine provides (which we cannot publish).
There is an option to remove the heads-up-display (HUD) for players who want the entire screen to be taken advantage of.
Players can sprint if they feel like going fast. Or they could fast-travel, allowing them to transport to any previously visited location on the map.
Dragons can attack a town, meaning that towns may (we’re guessing) also be open to other creature attacks. You can also duel an NPC in town, western style, if you’d like.
Source. Also, this pulled from the Bethesda Community Manager. “Since people are asking, wanted to briefly touch on level scaling. All our games have had some amount of randomness/levelling based on player level. Skyrim’s is similar to Fallout 3′s, not Oblivion’s. ”
A lot to be exited about here.
omega9 Ninth Nation
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Subject: Re: The Elder Scrolls V: Skyrim Sat Jan 08, 2011 7:32 pm
Nice find. +ed.
Turtle Sixth Nation
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Subject: Re: The Elder Scrolls V: Skyrim Sat Jan 08, 2011 10:41 pm
If they fix the scaled leveling so that one doesn't have to grind in a controlled environment even more restrictive than EV training in a Pokemon game, I'll be very tempted to pick this up.
It'll also be interesting to see what the government of Tamriel is like now that the royal line has been dead for two centuries.
Lod Dark Lord of the Sixth
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Subject: Re: The Elder Scrolls V: Skyrim Mon Jan 10, 2011 5:22 am
Good to hear of improvements. Voice acting is something I wanna see too.
CobaltMonkey Moderator
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Subject: Re: The Elder Scrolls V: Skyrim Wed Jan 12, 2011 1:25 am
The combat is getting a bit of an overhaul, too. Players will be able to equip any weapon or spell to either hand at any time and even duel wield two of the same weapon. A new customizable menu is being added to help swap load-outs easily in battle.
And then there's this:
Quote :
The team has also added Fallout 3's perk system, where each new level gained allows players to add special abilities to their character, including increase in damage to dagger stealth attacks or allowing your mace to ignore enemy armor.
First there was Oblivion. Then there was Fallout 3, AKA: Oblivion with Guns. Now comes Skyrim, AKA: Fallout 3 with Magic.
You know, it might be more accurate to say Oblivion with Magic. Had barely any use for it in that game. Will it be better in this one? We'll see.
Lod Dark Lord of the Sixth
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Subject: Re: The Elder Scrolls V: Skyrim Wed Jan 12, 2011 4:13 am
DUEL WELD!
CobaltMonkey Moderator
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Subject: Re: The Elder Scrolls V: Skyrim Wed Jan 12, 2011 4:55 am
I imagine it'll work well like it did in Bioshock 2.
Lod Dark Lord of the Sixth
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Subject: Re: The Elder Scrolls V: Skyrim Wed Jan 12, 2011 5:01 am
More than likely will. Should be good, looking forward to seeing more on it.
CobaltMonkey Moderator
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Subject: Re: The Elder Scrolls V: Skyrim Wed Jan 12, 2011 5:06 am
Me too. Wishing my darned Game Informer would hurry up and get here.
Turtle Sixth Nation
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Subject: Re: The Elder Scrolls V: Skyrim Wed Jan 12, 2011 7:59 am
You didn't use magic in Oblivion? I love being a mage in that game. The way magic works, you can break the game into tiny pieces. And then feed the pieces to your dog. And then incinerate them when he vomits them back up.
Lod Dark Lord of the Sixth
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Subject: Re: The Elder Scrolls V: Skyrim Wed Jan 12, 2011 8:01 am
Lol, more rouge/warrior than mages for me.
CobaltMonkey Moderator
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Subject: Re: The Elder Scrolls V: Skyrim Wed Jan 12, 2011 8:32 am
Ditto. I had a very few spells I used. What mostly turned me off of it was an inability to get a worthwhile healing spell that I could actually cast. They'd all get outrageous mana costs if you tried to make one. So, what spell did I really use? 4 second Invisibility spell. Enough time to sneak from any one unguarded point to another, and still cheap enough to cast. Oh, and a Fortify Athletics 100 points for 2 seconds spell, to ensure I kept the Boots of Springheel Jack. To be fair, that was on my Warrior/Rogue character. I did try magic more thoroughly with a dedicated Mage character, but by a short ways in, it became apparent that I was just as well off to smack things with an enchanted sword, so I just did that for a long while. I was pumping Willpower and Intelligence, and power-leveling my Restoration and Destruction schools and still couldn't make spells that were both effective and able to be cast. It was just faster and less expensive (potion use) to go get Goldbrand and smack things. I hope that magic and enchanting are both more like back in Morrowind. Now, there was a game where your magic could tear stuff up. I'm really hoping to make a character to do magic and swords with, or even dual wielding spells.
Lod Dark Lord of the Sixth
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Subject: Re: The Elder Scrolls V: Skyrim Wed Jan 12, 2011 9:19 am
I just wanna stab stuff, with different swords, at the same time. Ooooh and archery. that was a handy skill set.
CobaltMonkey Moderator
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Subject: Re: The Elder Scrolls V: Skyrim Wed Jan 12, 2011 3:52 pm
Yeah, it definitely had its uses...
Turtle Sixth Nation
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Subject: Re: The Elder Scrolls V: Skyrim Wed Jan 12, 2011 5:09 pm
omega9 Ninth Nation
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Subject: Re: The Elder Scrolls V: Skyrim Wed Jan 12, 2011 6:03 pm
I played a stealthacadabra in oblivion; a rougish (though mostly noble) character who would fortify himself with magic and then deal death in the dark. I found that I didn't need attack magic in my run through, since the poisons and potions that I made were vastly superior to any spells that I could have concievably thrown together. The only spells that I ever saw better than my bottles of awesome were because of console commands on the PC.
Turtle Sixth Nation
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Subject: Re: The Elder Scrolls V: Skyrim Wed Jan 12, 2011 9:43 pm
Anyone ever use the Chameleon Suit? I did in my most recent file and it was awesome. Quite amusing to watch enemies flail around without a clue as to your whereabouts.
Lod Dark Lord of the Sixth
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Subject: Re: The Elder Scrolls V: Skyrim Thu Jan 13, 2011 4:38 am
CobaltMonkey wrote:
Yeah, it definitely had its uses...
Turtle wrote:
CobaltMonkey Moderator
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Subject: Re: The Elder Scrolls V: Skyrim Thu Jan 13, 2011 9:11 am
Turtle wrote:
Anyone ever use the Chameleon Suit? I did in my most recent file and it was awesome. Quite amusing to watch enemies flail around without a clue as to your whereabouts.
Nah. My 4 second Invisibility spell (cleverly titled "Quick Invisibility") was enough for sneaking about, and if I wanted sneak attack crits, I had Nocturnal's Hood from the Thieves Guild quests. Enchanting was so limited as compared to my previous experience with it in Morrowind that I didn't much fiddle with it. I made some clothing with Fortify Intelligence/Willpower for my mage, and Daedric Plate enchanted with nothing but Fortify Strength. I may go and give it another look though. When you said that I thought the Chameleon Suit was an in game item I missed, so I looked it up and found this: Useful Enchantments Some of these look like a lot of fun.
Turtle Sixth Nation
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Subject: Re: The Elder Scrolls V: Skyrim Thu Jan 13, 2011 10:57 am
Yeah, the ChamSuit is hilarious. I normally don't try to break the game like that, but it's just really funny to watch the effects it has on the game's pathetic AI.
CobaltMonkey Moderator
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Subject: Re: The Elder Scrolls V: Skyrim Thu Jan 13, 2011 11:03 am
You know what I really want out of enchanting? Staff-Chucks.
Lod Dark Lord of the Sixth
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Subject: Re: The Elder Scrolls V: Skyrim Thu Jan 13, 2011 11:22 am
lol I miss 8 bit Theatre.
omega9 Ninth Nation
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Subject: Re: The Elder Scrolls V: Skyrim Thu Jan 13, 2011 6:31 pm
I wonder if I can get my DM to let me have staff-chucks....
CobaltMonkey Moderator
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Subject: Re: The Elder Scrolls V: Skyrim Thu Jan 13, 2011 9:07 pm
Omega, you may well be Black Mage incarnate.
Lod Dark Lord of the Sixth
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Subject: Re: The Elder Scrolls V: Skyrim Fri Jan 14, 2011 4:07 am