xdeathfire - i agree with you, but found the exploration more 'fun' than oblivion's for that reason
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xdeathfire - i agree with you, but found the exploration more 'fun' than oblivion's for that reason
Originally Posted by :
True, but all the picking flowers and cooking stuff is dull.
Whoever said Alchemy was a junk skill has never tried it - potions can enable you to win any fight.
I'm exploring poisons which do seem to have some promise.
Personally i never got the point of poisons, always finding it to be too much work for too little gain.
Still, it's a great RP thing...
Originally Posted by sapi:
That's exactly it, I am going for a female assassin type this time (something about oblivion just makes me want to be evil :yes: ) so sneaking about and sticking a poisoned blade into someone's back seems to be the way to go.
Personally i never got the point of poisons, always finding it to be too much work for too little gain.
Still, it's a great RP thing...
Needless to say charm type spells will also be getting a workout.
Poisons can be pretty powerful, I remember making one with paralyze, silence, fire damage, damage health, frost damage, and burden all togeather. It would almost guarantee me a one shot kill against anyone given my 86 alchemy
The trouble with charm is that a 100pt/1sec spell does everything you need for no cost :inquisitive:
Originally Posted by Xdeathfire:
I think I drank that in a bar in a bus station in Poland once. :laugh4:
Poisons can be pretty powerful, I remember making one with paralyze, silence, fire damage, damage health, frost damage, and burden all togeather. It would almost guarantee me a one shot kill against anyone given my 86 alchemy
:laugh4:
To come to think of it, does anyone think that Morrowind just seemed alot more expansive than Oblivion. I have had Morrowind for 3 years now and still haven't beaten all of the game yet, but in Oblivion I have done so that is all of the quests including misc ones in under 6 months. Just compare the factions that are available, in Oblivion you get Mage, Fighter, Dark Brotherhood, and Thieves while in Morrowind you get, Fighter, Mage, Thieve, Morag Tong, Imperial Cult, Imperial Legion, Temple, House Telvanni, House Redorran, House Hlallu, Audae Clan, Berne Clan, and Quarra Clan. I do admit that the quests are much better in Oblivion and more fun in general, but there is a point where quality does not become better than quantity
Yes, for some reason Morrowind does feel a much bigger world than Oblivion. In Oblivion, I felt I was basically wandering around a quaint lakeside. In Morrowind, I was on a large "Lost" style island, whose extent and boundaries I never even mapped.
Here's an interesting tidbit about explorable land size comparisons between the games:Technically, it would seem the Oblivion is the larger of the two when it comes to land area. However, I do think Morrowind had a very unique atmosphere- despite all the stinking cliff racers.Spoiler Alert, click show to read:
A minor problem I had with Oblivion was that I really wasn't buying the whole capitol city thing. The surrounding areas and, to a lesser extent, the city itself really didn't feel like the capitol of a ginormous empire. But, that aside, I really do enjoy the beautiful environments of Oblivion.
Well I thought a new comp would really help me enjoy Obliv as I did Marrow (hehe, thats funny) (but also sad:shame: ), unfortunatley. No, it did not. The map just seemed too, way too small, like I could always see the imperial city (well almost always). It felt like one giant garden. The factions all seemed kin of, well inadequate.
But hey it still is very nice lookin.
As I play more I'm noticing more problems with the game.
Like, when I came out of a cave my horse was dead even though before I entered it looked like the coast was clear and no enemies were near the horse.
So I decided to steal a horse.
Then I realized that the guard will literally chase you forever across the whole game, no matter what (unless you somehow make it to the thieves guild in a town whilst all the guards are after you) so there is little point in stealing a horse. I found that to be extremely annoying. Even worse, I read that if the guard's disposition is 100 then he will offer to pay the bounty for you if the bounty is under 1000 gold, but that didn't work for me. I had a bounty of 250 gold for stealing the horse, guard's disposition was 111 after I cast voice of the emperor on him. Yet he still didn't offer to pay my bounty. Then I found out that you can't get horse armor on a stolen horse, and even worse, the stolen horse wanders back home on it's own as soon as you dismount hence you can't keep it anyways.
Bewilders me why they want to put "steal a horse" in as a feature of the game if they are gonna make it a 100% useless and aggravating feature like it is.
I also notice that the map has way too many landmark markers on it. It seems after every 2 minutes of exploring I'm unlocking another landmark that can be fast-travelled to.This makes "the wilderness" not feel like wilderness at all.
Also wasn't happy with how a Will o' Wisp was kicking my butt and I had to let Martin and Jauffre kill it because I didn't realize that only certain weapons can damage it and as far as I can tell there is no in-game indication of this.
Also wasn't happen how that you manually have to drag the "How many would you like to sell?" slider all the way to the opposite end every single time you wanna sell anything in a quantity of 1, which is extremely annoying, especially if you are selling 30+ arrows.
Also wasn't happy with how fast enchanted items lose their charges and then it's super expensive to recharge them. And I still don't get why each item has two separate numerical values for number of charges; the manual does a very poor job of trying to explain this.
Err, Nav, did you steal a horse where someone could see you? And then the guards chased you? :inquisitive:
just a suggestion, but my understanding is that the more successful thieves steal things when no one is looking?
I rather like the fact that guards don't let up and that they have some sort of magical APB thing. Means you have to be sneaky and not get caught. And, really, you are complaining because the cops don't pay your fines?
Originally Posted by :
Other than the fact it was kicking your butt. Its fantasy Nav, its meant to be different from reality and require you to find stuff out. I think this is far better than a NWN style red halo for enemies, and right click bringing up all their weaknesses to exploit.
Also wasn't happy with how a Will o' Wisp was kicking my butt and I had to let Martin and Jauffre kill it because I didn't realize that only certain weapons can damage it and as far as I can tell there is no in-game indication of this
Obviously if you don't like a game you don't like it but these aren't problems, they are features (as the software helpdesk might say) I mean, if you don't like fast travel, don't use it.
With regard to weapon charges, you could of course get a Soul Trap spell or enchantment and some Soul Gems, thus enabling you to recharge them yourself. Not sure what you mean by two numbers for the charge though. I can't quite remember, but surely one is the current and the other the maximum? Or perhaps one is the charge per-use and the other the maximum charge?
The labourious taks of selling multiple items is annoying. Just being able to type in the number would be better, but that is what you get for having a console interface. Interestingly it is better for your Mercantile skill to sell those arrows individually!
You are right in saying that Oblivion's landscapes don't feel like wilderness. You always seem to be walking through the expansive garden of a country house!
I preferred Morrowind's context to be honest. Weird, wonderful and unknown.
A few things combined to make Morrowind seem much larger. First off is the fog, if you get rid of that and see as far as you can in Oblivion it puts things in perspective. Secondly theres the many steep impassable hills and various other obstacles that made getting around harder. And finally theres the compass map markers, these help to shrink the Oblivion world I think rather than help it.
I personally disable them with the btmod and can actually explore instead of being led around then. Also, while there might be alot of forts, a few ruins/cave along side the main roads thats only the tip of the iceberg. Oblivion has tons of little towns, camps, and other places out in the wilderness. Not to mention some of the great scenic views you can come across.
Navaros: The idea of stealing is to do it without being seen of course, just pretend his following your tracks and alerting other guards he passes on the roads.
Also, you do get a notification that you can't damage it with normal weapons. If you swing at it/shoot at it and can't do damage to it with your weapon text will display on screen saying as much.
On the selling thing, I thought it already defaulted to selling all of the items if you had more than two or three of them? But this may be something the btmod did.
Vs. the Will o' Wisp it is correct I got the message in-game that my weapon was doing no damage, however the game gave no indication of why that was the case or where I would get a clue what to do about it, all whilst the Wisp is kicking my butt in real-time (and it's too fast to run away from) as I am wondering what the heck is going on. I don't see how it is "fun" having to go out of the game to scour the Internet in real life for answers in order to be able to play the game properly. That's work, not fun. And it defeats the purpose of having a manual if it's not going to explain all the important game mechanics like this.
I was trying to steal a white horse from the Horse Whisperer Stables near Anvil. There is a guard posted near there at Anvil Main Gate who as far as I can tell, never moves at all. As far as I can tell, without having chameleon or invisibility (which as a Warrior, I don't have), there is no way to for him to not see you.
Although that is irrelevant in any case, because even if I was successful at not being seen, stealing a horse is still a worthless gameplay mechanic that there is no point in ever using, since you can't keep the horse anyways. I don't see how that aspect can possibly be justified as good design.
I am complaining about the cops not paying my fines because the information I read said they always do under a certain condition, and that information was inaccurate. The manual mentions absolutely nothing about this mechanic, which is a failing that leads me having to be subject to being misled by false information posted on the Internet by end users.
Then there is the matter of how guards will magically come after you for things they didn't see or hear. I consider the "300FT CRIME DETECTION" mod (which I installed today, a few days after the horse debacle) absolutely essential to even bother participating in the crime aspect of the game. That mod improved the aggravating default "omniscient guard gameplay" by 100 fold easily. It shouldn't require a mod for the devs to have noticed that the default crime system with omniscient guards who bust you soley with their omniscience, was not fun.
After my horse died, I wasted a lot of time and energy trying to figure out how to break the pursuit of omniscient guards and keep a stolen horse, yet there is no way to do either. If I knew stealing a horse was pointless due to these reasons, I wouldn't have wasted time trying it or researching it. But I'm not omniscient like the Oblivion guards so I had no way to make that determination beforehand thus the wasted time and false hopes were inevitable.
This is a frustrating experience that would not exist if the manual or game itself explained the mechanics properly, as they are supposed to.
Since the guards never let up and it's a fixed outcome anyways, what's the point of bothering to run? For a free-form RPG, there's not much point to using freedom to commit crime.
My complaint about the many landmarks wasn't a slam against fast travel, rather it was a slam against that there is no sense of danger at being lost in the wilderness, stranded away from re-supplies, all alone in a dangerous place etc. Too many landmarks/NPCs in "the wilderness" break the immersion and emotional impact of the game that might have otherwise been present.
Having said all that, I still like Oblivion. It's just frustating that so many obvious major and easily-corrected shortcomings made it past the devs, and the professional reviewers who gave it 90% or better.
to kill will o wisps you need an enchanted weapon or use magic on it.
Oblivion is one of the most user friendly RPGs around :yes:
Nav I am still a bit baffled by your difficulty in pursuing a life of crime?
TBH I find horses a bit of a waste of time, but I have never had any great difficulty stealing one if I like. Sure, you use it to get where you are going, and then it wanders off, but that is OK because you can steal another. I like to think of it as borrowing. Property is theft, dude. Free your mind.
I am also really puzzled by the guards catching you all the time. The guards are NOT omniscient, so long as they don't have line of sight to your larcenous activities you don't get spotted. Working that out is easy if cheesy because you can just see if the sneaking cross hair is bright (don't steal) or dim (fill your pockets). I made it all the way through the theives guild quests without needing the mod you refer to, along with plenty of freelance kleptomania on the way, so this bit of the game is not broken IMHO. The guards do arrive a bit too fast on the scene if you are indulging in a spot of the old ultra-violence but that is about the limit of their superhuman powers.
Incidently you can break the pursuit of omniscient guards by getting a doyen of the theives guild to pay off your bounty, it costs 50% of the full rate IIRC.
Annnyway, maybe all this tells us is that the life of a thief is not for you?
Point taken about the wilderness, it DOES feel rather like a long walk in a park. Can't say it bothers me but its a fair comment.
I must strongly disagree with the comment that the guards need a line of sight to catch you. My experience has been that they do not, not by a longshot. So many times before installing the mod, I was up 2 or 3 stories in a buliding that the guards never saw me enter, then a few minutes later they come bust me only based on omniscience. Even had my boots off the whole time since they supposedly make noise. In fact the guard's omniscience is often obvious right off the bat because if you try to fast travel after breaking into a building or simply stealing something no one saw you steal from an open building, it says "you can't fast travel while guards are coming" --- even if it will take the guards 3 minutes to get to you if you stand still right in that same spot (ie: they never legitimately saw/heard it because they were obviously really far away). That is what compelled me to find a mod, not the horse debacle.
In fact the notes of the mod shed some light on this, they say:
Originally Posted by :
Meaning that by default as the game was shipped, if you do anything within 10 000 feet of the guards, they can see/hear that even though it is not in their line of sight. This is also why there are mods with names like "No Psychic Guards", but I chose the "300FT CRIME DETECTION" mod because the "No Psychic Guards" ones do not nerf the guards' omniscience enough to make it realistic.
It reduces the guard extra-sensorial anti-crime detection radar from 10thousand feet (3km) to 300ft (100m). If there's no one that close to you, you won't get bounty
OK, you beat me. This doesn't happen on the version of the game I have installed but obviously it is happening to you. I can't think why, but anyway sounds like your mod has fixed it a bit.
Are you SURE you are talking about stealing and not killing? They do come running if you kill someone (unless you take them down in one or two hits) even if there were no guards anywhere in the area.
Hi folks
The crime mechanic is actually fairly simple. You'll get a bounty if you either:
1. Perform a crime in front of a guard who sees you, pretty obvious no?
2. Perform a crime in front of someone who sees you and shouts a warning. IF the person shouting the warning is within a certain range of a guard, the guard will hear it and your bounty will increase. It should be noted that this audible range is irrespective of inside or outside locations, hence why you'll get mugged by a guard if you do something to someone inside their house and a guard is within range. The mod that Mr. Navaros mentioned drastically lowers the audible shout range so that guards aren't perceived as "psychic". :)
:bow:
Anyone got a link to this 300ft detection mod? Sounds good.
As ordered: http://planetelderscrolls.gamespy.co....Detail&id=129
PS I hate you for getting me hooked on Questionable Content currywurry :grin:
I'll tell you what I wouldn't mind; a mod that allows you to pick things up and put them down again within a certain time limit without being hit with an instant fine. When was the last time, for instance, you went into a shop and didn't try the clothes on before you bought them?
Oh, and I have a tendency to spasm when playing and click the mouse at the wrong time, thereby accidentally stealing something/killing someone.
What can I say, I'm accident prone.
Originally Posted by :
I learned its far better to get alot of restore majic potions and then use the heal spells to fix you. You dont gain anything but hit points by drinking heal potions while casting healing spells increases your restotation ablities.
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well you can always heal (cure magic). instead of using potions.
Man I love the graphcs in this game.
Heres a little cheat
arm yourself with your bow and arrows
pull back the bow all the way and hit tab
double click on the arrows that your equpped with
Next click on something you would like to have more of. Say a healing potion
Select it and hold down shift like you were dropping it
:2thumbsup:
Now hit tab again
The arrow will fly out and produce as many potions as you have arrows
Go now and pick them up
This works on almost anything you pick up oyther than quest items.
Supplemental duping video: https://www.youtube.com/watch?v=HiZS9gelhsk
Originally Posted by Whacker:
Yup, that's how I understood the mechanics as well.
Hi folks
The crime mechanic is actually fairly simple. You'll get a bounty if you either:
1. Perform a crime in front of a guard who sees you, pretty obvious no?
2. Perform a crime in front of someone who sees you and shouts a warning. IF the person shouting the warning is within a certain range of a guard, the guard will hear it and your bounty will increase. It should be noted that this audible range is irrespective of inside or outside locations, hence why you'll get mugged by a guard if you do something to someone inside their house and a guard is within range. The mod that Mr. Navaros mentioned drastically lowers the audible shout range so that guards aren't perceived as "psychic". :)
:bow:
Originally Posted by Whacker:
Hilarious. :laugh4:
Supplemental duping video: https://www.youtube.com/watch?v=HiZS9gelhsk
Originally Posted by Whacker:
It's the 300ft detection thing, but it'll do. Thanks.
As ordered: http://planetelderscrolls.gamespy.co....Detail&id=129
PS I hate you for getting me hooked on Questionable Content currywurry :grin:
And you're the second person today to say i've got you hooked on that comic. From the amount of comments i've received over time, i've got quite a lot of orgahs hooked on QC. I'm quite happy to have done so. It's a good comic, eh?