Subject: Re: The Elder Scrolls V: Skyrim Fri Feb 25, 2011 1:27 pm
About one post too late.
BANNED!
Spoiler:
Just kidding. But as we both said, let's just drop it.
Azira Moderator
Nation Reputation : 104
Subject: Re: The Elder Scrolls V: Skyrim Fri Feb 25, 2011 1:45 pm
Yeah... I thought I did. I don't think that post was really in any way attacking the other consoles, it wasn't meant too.
I was just explaining why your friend may have been having issues when playing. You know, trying to be helpful. The post was also meant to explain how the community modding worked for those who don't know much about it and the possible issues that can arise.
Then I went into who I'm going to be sad if I have to learn how to use the CS again if there's a new engine in Skyrim. So maybe two out of the seven paragraphs I wrote could have been left out (what I did in modding personally) but other than that the post was trying to be something helpful not argumentative.
CobaltMonkey Moderator
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Subject: Re: The Elder Scrolls V: Skyrim Fri Feb 25, 2011 1:57 pm
I wasn't implying that it was otherwise, Az. There wasn't anything really argumentative about that post. It was still just mostly off the thread's topic. Feel free to make another thread discussing the subject of modding on PC and such. It'll likely snag a +1 because it is helpful to anyone who wanted to know. It just doesn't belong here specifically.
Azira Moderator
Nation Reputation : 104
Subject: Re: The Elder Scrolls V: Skyrim Fri Feb 25, 2011 2:06 pm
I give up.
CobaltMonkey Moderator
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Subject: Re: The Elder Scrolls V: Skyrim Fri Feb 25, 2011 2:28 pm
Right then. Movin' along...
I noticed something in the trailer when I was watching it again. At just before 1:30 you see a character sneak up behind another and put a knife to his throat. Could this be an indication of stealth kills? If so it would go a long way to making a pure stealth character more playable. In the former games you could just get the Skeleton Key and a Chameleon/Invisibility spell and turn a mage into a stealth character. Hopefully this time those who choose to focus on stealth won't be easily outdone by just one spell.
omega9 Ninth Nation
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Subject: Re: The Elder Scrolls V: Skyrim Wed Apr 06, 2011 11:18 am
I need this game.
CobaltMonkey Moderator
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Subject: Re: The Elder Scrolls V: Skyrim Wed Apr 06, 2011 11:23 am
Can't haz.
Lod Dark Lord of the Sixth
Nation Reputation : 162
Subject: Re: The Elder Scrolls V: Skyrim Wed Apr 06, 2011 11:24 am
Put in your diary for November 11th and carried on to the 3 months, that the majority of posters in this thread will not actually be missing just playing a new game.
Decode/Translation of the lyrics that make up the main theme, which also were present in draconic on the back of gameinformer:
DOVahKiiN DOVahKiiN NaaL OK ZIN LOS VahRiiN Wah DeiN VOKUL MahFAERaaK ahST VaaL ahRK FIN NOROK PaaL GRaaN FOD NUST HON ZINDRO ZaaN DOVahKiiN Fah HIN KOGaaN MU DRaaL
ahRK FIN KEL LOST PODRah DO VED ViiNG KO FIN KRah TOL FOD ZeyMah WIN KeiN MeyZ FUNDeiN ALDUIN FeyN DO JUN KRUZiiD VOKUN STaaDNAU VOTH aaN BahLOK Wah DiiVON FIN LeiN
Dragonborn Dragonborn By his honor is sworn To keep evil forever at bay And the fiercest foes rout When they hear triumph’s shout Dragonborn for your blessing we pray
And the scrolls have fortold Of black wings in the cold That when brothers wage war come unfurled Alduin, bane of kings Ancient shadow unbound With a hunger to swallow the world
Dragon Shouts:
There are 20 dragon shouts, each with three levels of power. To acquire dragon shouts, you must do two things: slay dragons, and find words. Slaying dragons allows you to harvest their essence/souls, and the words, found on walls scattered throughout the game, are used to construct the shouts. Presumably, the souls will act as a separate sort of experience which you'll gather, and will be used to fully memorize and utilize words found on the walls. The longer the "shout" button is held, the more powerful the effect.
Other than you, dragons, the Greybeards (a faction of dragon-voice users that are likely central to the story), the Draugr (bad-ass undead warriors that should be a challenge), other yet-to-be-revealed creatures, and possibly other important NPC's will be able to use dragon shouts.
Known effects of dragon shouts: -A concussive blast/force push. -A teleportation ability (spoken as a whisper rather than a shout, and probably ment for stealth characters). -A bullet-time like time slow. -SUMMONING A DRAGON.
Lod Dark Lord of the Sixth
Nation Reputation : 162
Subject: Re: The Elder Scrolls V: Skyrim Thu Apr 07, 2011 4:52 am
Also, skills known to be in the game (I think there are 18 total, down from Oblivions 21): -Smithing -Alchemy -Enchanting -Stealth -Illusion -Conjuration -Destruction -Restoration -Alteration -1H Weapons -2H Wapons -Marksmanship -Speechcraft (this one I'm unsure about, but its highly likely to be in the game)
All skills will also be split into three groups of six each: -The Warrior (Smithing, 1H Weapons [?], 2H Weapons [?], ?, ?, ?) -The Thief (Alchemy, Stealth, Speechcraft [?], likely marksmanship, ?, ?) -The Mage (Enchanting, Illusion, Conjuration, Destruction, Restoration, Alteration)
Mysticism has been confirmed to no longer be a skill. The final thief skills are likely Security and Light armor or acrobatics. The final Warrior skills could be any number of things, including Hand to Hand, Heavy Armor, Athletics, or block.
The following COULD have been rolled together in to a single group (this is almost purely conjecture): Light armor and heavy armor => Armor Athletics and acrobatics => Something new
omega9 Ninth Nation
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Subject: Re: The Elder Scrolls V: Skyrim Tue Apr 12, 2011 10:31 am
Oh, and Nirnroots are back.
Lod Dark Lord of the Sixth
Nation Reputation : 162
Subject: Re: The Elder Scrolls V: Skyrim Tue Apr 12, 2011 10:35 am
Gah must annoying quest, cause a chime sounded when you were near one. Could never hear the chime. I walked every square inch in Cyrodill.
omega9 Ninth Nation
Nation Reputation : 29
Subject: Re: The Elder Scrolls V: Skyrim Tue Apr 12, 2011 11:10 am
Detailed analysis of the gameplay trailer. Has some good insight, and things that you might have missed.
Me too. Made for way to much micromanagement when paired with the leveled monsters. To get anything done at higher levels you had to min-max all the way up. Pain in the neck.
Can we say that the average Skyrim character will be a specialized generalist? Every character will have access to every skill, but play style and perk selection will cause a characters effectiveness to be much greater in a handful of specific areas.
As a side note, I was thinking that we could use the following format for presenting builds (I got REALLY bored in microeconomics today).
[Name of build] Race: [Recommended races] Birthsign: [Name of birthsign] (Effects of birthsign) Main Characteristics: [Three characteristics most important to character] Primary Skills: [Four most important skills to this build, in alphabetical order] Secondary Skills: [Four skills that help the build, but are not the primary focus's of the build] Strengths of Build: [Brief listing or description of the builds strength] Weaknesses of Build: [Brief listing or description of the builds weaknesses] Perks: [Perks]
Example:
Spelladin Race: Imperial Birthsign: Mage (+50 Magicka) Main characteristics: Endurance, Intelligence, Willpower Primary Skills: Block, Destruction, Heavy armor, Restoration Secondary Skills: Alteration, Enchanting, Smithing, Speachcraft Strengths: Heavily armored caster that has a high survivability and excels at wrecking enemies with offensive magic. Weakness's: Once this build runs out of magic, it has little to fall back on. Perks: ???
Nice. I totally ripped off something from MGS to name my class. There's a certain type of mushroom you can find and talk about over the com in MGS3 called the "Spatza" which they said is Russian for "Bringer of Sleep". (I doubt it. Couldn't translate it.) Did this for a nonlethal as possible playthrough. Specialized in unarmed and damage fatigue spells for offense. Invisibility for defense. Didn't get too far because there's really no support for nonlethal play in the quests. Was fun for a few hours though.
On another note, I never once heard a chime while near a Nirnroot. Crappy quest, that. Not a particularly useful potion, imho. Besides, we brought that guy tons of these plants. In the (in game) months it too complete the game he could have grown an entire garden full of the things. La-zy.
I don't think I'll try to set up my character in advance this time. Gonna just try to enjoy the lack of limitation on skills. Finally, I can develop whichever one I want at a reasonable rate! No more having to use it 500 times to raise a secondary skill up one level! Gonna try to break that Radiant Story stuff by switching it up as much as possible. Do one mission as a mage, next as a thief, then a fighter. What now, game? You seem to have prepared this mission for a fighter type. I shall be sniping now.
I hope they have something like the Morag Tong or the Bal Molagmer. For some reason I enjoy the "Good Thief/Assassin" gameplay a lot more than, say Dark Brotherhood.
Rambling now. Sleepy time.
Lod Dark Lord of the Sixth
Nation Reputation : 162
Subject: Re: The Elder Scrolls V: Skyrim Wed Apr 13, 2011 3:59 am
DUUUUUUUUUEL WEEEEEEEEEEEEEEEEEEEEEELD!
omega9 Ninth Nation
Nation Reputation : 29
Subject: Re: The Elder Scrolls V: Skyrim Wed Apr 13, 2011 7:19 am
Stealthy guys are fun to play regardless or morality.
And what will you dual wield? Two spells, to play as a casterbater? The same spell twice, for the big release? Two pointy objects, so you can poke and poke and poke all the men women and children you please? A sword and a staff, so you can get down with Gandalf? Two shields, to play the awkward turtle? Akimbo staves? (This gives me an idea for a character...)
Lod Dark Lord of the Sixth
Nation Reputation : 162
Subject: Re: The Elder Scrolls V: Skyrim Wed Apr 13, 2011 7:22 am
Pointy objects, no magic for one, Spells galore for another and liking the sound of the Gandalf one.