SKYRIM HYPE THREAD: UNDEAD CHICKEN SOUP FOR THE DRAGON'S SOUL

Posts

Max McGee
with sorrow down past the fence
9159
Jude: My experience was not the same.

The reason you see so many Nords is a very conscious decision on the dev team's part. Skyrim is the home of the fucking Nords, so the dev team did two things: one, made each race much more identifiable (Imperials are now more latino-looking, fitting their back-to-Roman stylings, for example), and two, focused heavily on Nord mythology. All ten of the main races exist in Skyrim, but it is Nord country. My time on streams has shown some interesting racial dynamics, such as people questioning a Dunmer as a Housecarl (bodyguard/knight-commander) to the Jarl (governor) of Whiterun. This is not Cyrodiil, the heart of the Tamriel; it is not a racial mixer any more. Still, no races were removed.

Okay, I was hoping it was that--like Morrowind in other words, more Nords because it's more LOGICAL to have more Nords-- not "everyone is human looking now because we're embarassed of the races/selling out".

You can still play as any race, right?

Weapon types are not returning, although spears have been mentioned as DLC.

Lack of crossbows for me is a big disappointment.

Wait, did you say that "Weapon Types" are not returning??

-Weapon/Armor degradation (now you upgrade your armor and weapons via smithing ores and types of leather together; basically, equipment always has a base value, but now if you are skilled, you can improve it further. Bonus-based design, instead of punishment-based design)

So weapons don't get worse over time with use?

-Spellcrafting. BUT: now, every spell is extremely purposeful and useful; I think you'll be excited by the various perks for magic. Also, enchanting is still in and even more involved/accessible (as in, it is now its own skill)

No spellcrafting? That fucking sucks! Seems like an unjustifiable deletion to me.

-Mysticism as a skill - all of the spells are still available, except possibly Telekinesis (but we've seen plenty of other really cool spells, don't worry - necromancy, metal transmutation, etc.). Mysticism spells have simply been moved to other schools of magicka

That makes me a *little* sad (I'll miss Telekinesis) but is more than made up for by Necromancy!

-Mercantile (now a Speechcraft perk)

Meh.

-Stats in general. I love the new Health/Magicka/Stamina system; Stamina lets you sprint and increases carry weight, so all classes can still respect it. Also, seriously now: the game has 18 skills that are effectively stats

They removed STATS? Your characters no longer HAVE STATS? Please explain/justify.

Final important question: what are they doing with enemies? Do they level with you a la Oblivion (lame) or are they static-by-location like in Morrowind (brutal, but better).

Is the alchemy system returning?

I probably have 150+ hours in Oblivion and maybe 500 in Morrowind. I lack the time to play Oblivion. Funny thing is I've never beat either game. I won't get Skyrim for another 2 years.

Don't you want the shiny???
author=Max McGee
Final important question: what are they doing with enemies? Do they level with you a la Oblivion (lame) or are they static-by-location like in Morrowind (brutal, but better).



I don't know about general wilderness monsters, but they said that dungeons will have a level range. For example one dungeon will have a lvl 11 to lvl 17 range, so if you enter at a level lower than 11 (for example lvl 6), the monsters will be from lvl 11, and if you enter at a level higher than 17 (like 30), the monster will still be only level 17. Don't know anything about static/random monsters though.

And yes, of course you will be able to play as any race (hopefully the won't remove any, but I don't see that happening).

EDIT: HAHAHAHA, it comes out right when I have two days off at work, brilliant!

EDIT2: I seriously hope there will be more armor types, or at least more cool looking ones, same with weapons... or perhaps some unique looking ones. Oblivion was terrible at that.

EDIT3: Armor looking good! http://www.youtube.com/watch?v=H_mLJRo9ACs
Craze
why would i heal when i could equip a morningstar
15170
Max McGee
Okay, I was hoping it was that--like Morrowind in other words, more Nords because it's more LOGICAL to have more Nords-- not "everyone is human looking now because we're embarassed of the races/selling out".

You can still play as any race, right?

Yes, you can. I doubt they're embarrassed, considering how both of the bestial races have unique, appropriate animations for running/unarmed attacks/swimming/etc.

Wait, did you say that "Weapon Types" are not returning??

So weapons don't get worse over time with use?

I meant the ones that you specified. There are still certainly "weapon types;" skills were merged into one-handed, two-handed and archery, but 1H/2H trees have perks for specific weapon types. For instance, you can make axes bleed opponents.

As for weapon degradation, no. Like I said, it's bonus-based design for the entire game, not punishment-based. For example, heavy armor doesn't reduce your spell effectiveness; instead, wearing mage robes increases your magicka regeneration. It's D&D 4e philosophy compared to earlier editions, which I am a huge fan of and support.

No spellcrafting? That fucking sucks! Seems like an unjustifiable deletion to me.

Really? They wanted to hand-craft the entire world and each playstyle's experience. The way magic works now, there isn't Novice Fireball, Apprentice Fireball, Journeyman Fireball, etc.; there are still tiered spells overall, but generally only one or two of each spell. Different instances also play differently; Fireball requires you to hold the trigger to build it up to deal more damage and has splash damage; Sparks lets you tap the trigger for tiny blasts or hold it to produce a flamethrower that continually drains magicka.

Summary: there will be one Oakflesh spell you can improve via the Alteration tree, not 5 levels of Shield. That sounds so much better than spellcrafting to me.

Also, considering that they added smithing, cooking and made enchanting more accessible, I have absolutely no complains.

-Mysticism as a skill - all of the spells are still available, except possibly Telekinesis (but we've seen plenty of other really cool spells, don't worry - necromancy, metal transmutation, etc.). Mysticism spells have simply been moved to other schools of magicka

I just haven't seen mention of it. I don't know whether it's in or not. I've seen spells such as Detect Life, Telekinesis (both Alteration, thanks UESP) and Soul Trap (the latter is under Conjuration, which makes sense since conjuration is now the "dark arts"/necromancy as well as atronach summoning, and you can even get a perk that automatically applies Soul Trap to your bound equipment).

-Mercantile (now a Speechcraft perk)
Meh.

Maybe not! You can get perks that, for example, make characters of the opposite sex give you a 10% discount.

They removed STATS? Your characters no longer HAVE STATS? Please explain/justify.

Uh, yeah. This is one of my favorite changes. There's now just Health/Magicka/Stamina. You increase one by +10 each level.

Bethesda realized that the old stats did nothing but improve the secondary stats - Endurance raised Health, Intelligence/Willpower raised Magicka efficiency, Willpower/Agility/Speed/Strength/Endurance raised Stamina efficiency. There were a few other effects (Strength/Agility raising melee/ranged damage, Speed raising movement speed) that are now folded much more elegantly into perks and armor choices. Stamina is also now useful for all classes (affecting weapon damage and being the cost for power attacks like before, but also now used for sprinting and having max stamina determine max carry weight).

You might say "just tack on more secondary bonuses to make stats worthwhile!!!!" but honestly, The Elder Scrolls is about a single dude in an action-RPG. If you want statistics, play a turn-based RPG with multiple characters to compare against each other. Skyrim still has eighteen skills and ~280 perks. Yes, they took out athletics/acrobatics. If you think that skills involving running and jumping (which you... do, no matter what, the entire game) are worthwhile, we can't be friends.

Related: they renovated the leveling system. There are no classes, and all skills contribute to leveling up. However, skills that you've built up are worth more level XP, so you still "specialize" but without the paralysis of "what do I want my dude to do for a hundred hours" or the idiocy of the major/minor skillfuckery that Oblivion had.

Final important question: what are they doing with enemies? Do they level with you a la Oblivion (lame) or are they static-by-location like in Morrowind (brutal, but better).

A mix, Fallout-style. Areas have level ranges, say, 10-15. Once you arrive, it's locked-in. People are not alien to dying in streams and videos I've seen.

Wilderness encounters change primarily based on elevation (Todd Howard's goal for a game world so mountainous was "the higher it is, the harder it is"). While climbing the 7,000 steps to High Hrothgar, I watched one dude kill some wolves, then a lone ice wolf. The ice wolf was tougher but manageable since it was 1vs1.

Then he encountered a frost troll. He tried sniping it from above, but it regened too quickly while he was charging up another lightning bolt. He saved, attempted melee, died horribly.

Hooray for sprinting!

Is the alchemy system returning?

Yes. There is a crafting skill for each of the three overall specializations: crafting for the sign of the warrior, enchanting for the sign of the mage, and alchemy for the sign of the thief. Wortcraft is now more important for alchemy, as you use it to discover primary effects (or you can randomly mix ingredients together, but if they don't have similar properties then you've wasted them).

***

Related to the omissions/changes: birthsigns have changed dramatically. There are now clusters of Standing Stones all over Skyrim, kind of like the Doomstones in Oblivion. Now they change your birthsign completely; you have none during character creation. Known effects are listed here:

http://www.uesp.net/wiki/Skyrim:Standing_Stone

EDIT: Streams have confirmed that the Lover raises all skill gains by ~10%, but it is not on the UESP yet.
Every complaint will become some fan made mod. There aren't stats visible but they're still there. Use them and they'll get better.
Craze
why would i heal when i could equip a morningstar
15170
ShortStar
Every complaint will become some fan made mod. There aren't stats visible but they're still there. Use them and they'll get better.

what

I only understood about 27% of that but



pretty sure you can see your skills?
Oh nice. Someone was saying that there were no stats. Interesting menu to be honest with you. Looks great.

Anyway to elaborate on a statement that shouldn't need elaboration... people have complained about Skyrim... without it being out just like people complained about Oblivion taking a step down from Morrowind in some ways like having the GPS and fast travel. Fans will made mod(ifications) that will tweak or improve the games. Then you just instal the mods and that will improve the games the way you want them improved or deproved. Like some people want hunger in their games to make them real. Some want a world of women, some want it more difficult to get magic, some want it less difficult. Mods do anything. Hopefully that paragraph helped you understand. I'm sure you already did, but people love to play dumb. Worked for Paris Hilton and Jessica Simpson.
Dudesoft
always a dudesoft, never a soft dude.
6309
I want a mod to make everyone look like Jessica Simpson.
Max McGee
with sorrow down past the fence
9159
That is a lot of really major changes. Revolution, not evolution.

Honestly, the lack of weapon degradation I'm really quite fine with--as long as it is retained in the Fallout franchise, that is, where it makes perfect sense.

The removal of weapon classes is pretty lame and also kind of illogical. If swinging a blade and an axe is one skill, then why isn't swinging a two-handed whatever and a one-handed whatever one skill, called melee? However: I myself have written an RPG where the armed melee combat skills were broken down into "One-Handed Melee Weapons" and "Two-Handed Melee Weapons", so I really cannot complain about it on a logic level.

I don't WANT Skyrim to be an action RPG. I have Demon Souls/Dark Souls for that, and it will pretty much always be better to scratch that itch (and it has a bajillion stats, yet is extraordinarily actiony). I want Skyrim to be an RPG RPG.

Really? They wanted to hand-craft the entire world and each playstyle's experience. The way magic works now, there isn't Novice Fireball, Apprentice Fireball, Journeyman Fireball, etc.; there are still tiered spells overall, but generally only one or two of each spell. Different instances also play differently; Fireball requires you to hold the trigger to build it up to deal more damage and has splash damage; Sparks lets you tap the trigger for tiny blasts or hold it to produce a flamethrower that continually drains magicka.

Summary: there will be one Oakflesh spell you can improve via the Alteration tree, not 5 levels of Shield. That sounds so much better than spellcrafting to me.

Also, considering that they added smithing, cooking and made enchanting more accessible, I have absolutely no complains.

This might actually be pretty cool, but I will still really miss crafting my own unique spells...it was really, really, really fun.

Uh, yeah. This is one of my favorite changes. There's now just Health/Magicka/Stamina. You increase one by +10 each level.

This is absolute blasphemy. But obviously I'm going to buy this game anyway because of its pedigree and (as a distant second) hype hype hype hype hype.

Bethesda realized that the old stats did nothing but improve the secondary stats - Endurance raised Health, Intelligence/Willpower raised Magicka efficiency, Willpower/Agility/Speed/Strength/Endurance raised Stamina efficiency. There were a few other effects (Strength/Agility raising melee/ranged damage, Speed raising movement speed) that are now folded much more elegantly into perks and armor choices. Stamina is also now useful for all classes (affecting weapon damage and being the cost for power attacks like before, but also now used for sprinting and having max stamina determine max carry weight).

You might say "just tack on more secondary bonuses to make stats worthwhile!!!!" but honestly, The Elder Scrolls is about a single dude in an action-RPG. If you want statistics, play a turn-based RPG with multiple characters to compare against each other. Skyrim still has eighteen skills and ~280 perks. Yes, they took out athletics/acrobatics. If you think that skills involving running and jumping (which you... do, no matter what, the entire game) are worthwhile, we can't be friends.

Related: they renovated the leveling system. There are no classes, and all skills contribute to leveling up. However, skills that you've built up are worth more level XP, so you still "specialize" but without the paralysis of "what do I want my dude to do for a hundred hours" or the idiocy of the major/minor skillfuckery that Oblivion had.

I think that you sorely underappreciate the elegance and complexity of how Attributes worked in Oblivion and Morrowind. It was a pretty flawless system--of course the leveling system was completely fucking retarded, and I loathed the way that loot and enemies scaled right-to-your-level--but the attributes and skills themselves were pretty cool.

Every new Elder Scrolls game seems to have less and less options, which is not a trend I'm really liking. Pretty graphics are nice, but I'm not willing to trade complexity and options for them. I did not like the absence of levitation, teleport and leap spells from Morrowind in Oblivion, nor did I like the absence of spears, crossbows, and throwing weapons. (Other things, like the merging of short blades and long blades, I was more ambivalent about.)

Stamina has been used for sprinting (and running, and walking) before, in Morrowind. This isn't a new idea, it's an old one. In Oblivion, they made Stamina reward rather than punishment based; you no longer had to use it just to run. This had the effect of making the game hugely more fun, as id the fact that magicak now regenerated on its own in real time.

Being able to specialize in Athletics and/or Acrobatics was really fun and cool. It was a way to build a certain type of character that felt unique. Merging them into one skill would have been a fine choice, but removing them entirely?

And the removal of classes and therefore custom classes is a HUGE departure from every previous Elder Scrolls game. I agree that the way major and minor skills and leveling were handled in Oblivion was stupid, but the real reason was the damn scaling loot and enemies...that was my major problem with the game, honestly.

The replacement of SO MANY character options with Perks (i.e. "Feats") is rather bewildering: it feels so, so much more Fallout than Elder Scrolls.

But obviously I'm going to buy this game anyway because of its pedigree and (as a distant second) hype hype hype hype hype.

A mix, Fallout-style. Areas have level ranges, say, 10-15. Once you arrive, it's locked-in. People are not alien to dying in streams and videos I've seen.

Wilderness encounters change primarily based on elevation (Todd Howard's goal for a game world so mountainous was "the higher it is, the harder it is"). While climbing the 7,000 steps to High Hrothgar, I watched one dude kill some wolves, then a lone ice wolf. The ice wolf was tougher but manageable since it was 1vs1.

Then he encountered a frost troll. He tried sniping it from above, but it regened too quickly while he was charging up another lightning bolt. He saved, attempted melee, died horribly.

Hooray for sprinting!

So it's going to be more like Morrowind than Oblivion. Thank God. I really *like* the feeling of "this area is too dangerous, I'll come back later" that you get with certain RPGs. And I hate bandits with 30,000 gold of glass armor and weapons sticking me up for 100 lousy gold. And I hate the feeling of my character getting relatively WORSE with each level gained unless I manage the amazing drudgery of getting a +5/+5/+5 or relatively close to it.

Yes. There is a crafting skill for each of the three overall specializations: crafting for the sign of the warrior, enchanting for the sign of the mage, and alchemy for the sign of the thief. Wortcraft is now more important for alchemy, as you use it to discover primary effects (or you can randomly mix ingredients together, but if they don't have similar properties then you've wasted them).

Eat things and see what they do. Awesome. : )

Related to the omissions/changes: birthsigns have changed dramatically. There are now clusters of Standing Stones all over Skyrim, kind of like the Doomstones in Oblivion. Now they change your birthsign completely; you have none during character creation. Known effects are listed here:

No birthsigns? Blasphemy!

But obviously I'm going to buy this game anyway because of its pedigree and (as a distant second) hype hype hype hype hype.

On a polish level (and OMG the graphics) this game looks incredibly tight. They've made some good design choices and included a slew of awesome new features. I just hope they didn't "fix" too much about previous iterations that wasn't broken in order to be more of an action game, or more mainstream accessible, or whatever.

I don't know about general wilderness monsters, but they said that dungeons will have a level range. For example one dungeon will have a lvl 11 to lvl 17 range, so if you enter at a level lower than 11 (for example lvl 6), the monsters will be from lvl 11, and if you enter at a level higher than 17 (like 30), the monster will still be only level 17.

This is awesome, please let it be true!
Craze
why would i heal when i could equip a morningstar
15170
I plan on a more in-depth response later, Max, but for now: from my impressions from streams and pirate's impressions, it's still a complete Elder Scrolls game/experience. They enhanced the action elements; they didn't take out anything for the action. The cities are bigger and more interesting than ever, helped by an army of voice actors.

Listening to the various accents of people in Whiterun was an eargasm, helped along by much better writing. I haven't played New Vegas yet, but I assume the writing itself is comparable between Oblivion to Skyrim as it is from FO3 to FO:NV.
Max McGee
with sorrow down past the fence
9159
They removed hand to hand, apparently. : (

I was hoping they might instead make it not completely suck for once. It was always a fun, cool, and flavorful option that really was not very practical in-game.
Craze
why would i heal when i could equip a morningstar
15170
It's gone as its own skill, but not as an option. Khajiit have bonus unarmed damage (and a unique animation where they splay their claws out and rake opponents instead of punch; Argonians have a similar animation (their hands look amazing) but no bonus damage) and heavy armor has a perk that boosts unarmed damage when you have gauntlets equipped.

Trust me, I'm on top of this. Khajiit monk is my favorite TES class. I'm just not going to play one until somebody mods in a toggle for Khajiit nighteye.
Max McGee
with sorrow down past the fence
9159
<---Console gamer.

Anyway, if unarmed is still a character option and you *don't* want to play a Khajiit, what can you do to increase your unarmed damage (besides "Wear heavy gauntlets and spec in heavy armor") if unarmed as a skill no longer exists and they removed STATS?
Craze
why would i heal when i could equip a morningstar
15170
It's a really cheap perk; only requires skill level 30. You need one point in the initial Heavy Armor perk and then one in the unarmed fighting perk.

Anyway, they actually might run into issues if there were a specific unarmed skill. You see, one of the new ways to get information out of people is to get into a brawl - you must use your fists, or else it counts as assault and becomes illegal. Complete unarmed mastery could turn that into an accidental bloodbath.

The best part is when your companion starts commenting on your ability/inability to brawl. While you say STATS R GUNE BOO HOO, your Health/Stamina still play a role in brawls. Power attacks use up waaaay more Stamina, to the point where the starting 100 Stamina is almost totally drained by a single 2H power attack, so if you want the upper hand and to deal more damage in a brawl you should have that physical endurance.

You can also learn to roll in the Sneak tree (moved from Oblivion's Acrobatics), which should be useful for dodging quickly.

STATS: you have 18 + 3 of them, fucking deal with it

***

Restoration was, somehow, made badass. Like, seriously, your paladin or healer-dude character will be amazing. You can get an auto-life perk (sort of, 250 HP auto-heal when at <10% HP once/day), a perk that makes you deal more damage to undead, increased magicka regen (oh hey WILLPOWER in a place where it makes sense, I love it), and my favorite: instead of having stamina restoration spells in the game, you can get a cheap perk that ties HP restoration to Stamina restoration - so casting Healing also aids your Stamina. This basically means that a Resto-specced character can SPRINT FOREVER.

Conjuration is also nifty (note: EVERYTHING IS NIFTY), such as perks that let conjured weapons inflict Soul Trap or banish other conjurers' summoned/animated allies. Other awesome perks include Lockpicking perks that increase loot quality and an Alchemy perk that lets you get 2x items when harvesting from plants. (You can also harvest insects, fish and ore now, so the distinction is important.) Also, harvesting never fails in Skyrim.

I do not give a fuck about "losing" stats. You get so much more customization with this system it's not even close to being able to say that it's not even funny.
I'm still dizzy trying to figure out what my first character will be. The setting makes me want to be two-handed axe-wielding nord or orc, but my favorite has always been a stealthy, dagger/bow-wielding dunmer or gizzard alchemist.
Max McGee
with sorrow down past the fence
9159
My first character will be a GOD DAMN FUCKING NECROMANCER. Because it's about time.

Breton, probably, because that's just how I roll.

Complete unarmed mastery could turn that into an accidental bloodbath.

I'd personally love to be able to spec a character so that accidentally punching people to death would be a frequent complication that confronted me--but let's not kid ourselves. I'm buying this game.
benos
My mind is full of fuck.
624
First character, a Orc.
Craze
why would i heal when i could equip a morningstar
15170
Bretons get +10 starting Conjuration (the highest) so good pick, Max! I'm going to be rolling a Dunmer Nightblade, focusing on Sneak/Illusion/Conjuration. Playing the Dark Brotherhood by animating my marks post-mortem just sounds too tempting.
Happy
Devil's in the details
5367
I've spent so much time watching the trailers and leaked gameplay videos. Can't wait for Friday. I wonder if the game will require some sort of online activation or the like, because I may not have an internet connection for a week around Skyrim's release, so I'm a bit scared.

I have no idea what class to play though. I already played a semi evil sneaking / marksman class in Oblivion, and even though I'd like to play a sort of shady character, I would like to try something different for change. I was thinking of using 2-handed weapons and spells, but that sounds too similar to the Witcher.

Shame that dual wielding shields isn't possible. That would've been interesting. :p I may just roll with 1h + shield + spells or something.
I'm probably gonna roll some kind of sword/magic hybrid, followed up by sneaky archer and full-fledged mage.

Did anyone see how conjured weapons look now? FUCKING AWESOME, that is how, no more daedric bullcrap.
http://i.imgur.com/HR4Ah.jpg

PS: I hate Rebecca Black (or whatever is that name), but FRIDAY, FRIDAY, I WISH IT WAS FRIDAY.
benos
My mind is full of fuck.
624
I hate Cher Lloyd worser, swagger jagger is shit.