The Elder Scrolls

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At least my modlist is still challenging at higher levels if you consider there's a injury system, legendary difficulty and survival mode at the same time.
Still being fucked by a legendary dragon's breath or a enemy npc if not careful with the blocking.
 
Imagine pretending that Skyrim isn't a (somewhat) challenging game. That is your brain on elistism, it leads you down a rabbit hole towards deranged and delusional takes.
Only thing difficult about Skyrim was decorating your home without mods and having to be forced to use the furniture to rotate anything.
 
The Dark Shard - Currently playing this quest mod. Pretty cool so far.
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>microshart axes zenimax mmo because they didn't do the needful
>clickbaiting sloptuber says TES6 was axed

thanks alot, youtube, for recommending me this shit.
 
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>microshart axes zenimax mmo because they didn't do the needful
>clickbaiting sloptuber says TES6 was axed

thanks alot, youtube, for recommending me this shit.
TES: VI is being canceled so they can work on Skyrim II: Shouty Dragonboogaloo. Then they'll make Starfield II. There will never be another single-player Fallout again, just Fallout 76 until Microsoft shuts down the servers in a few years.
 
I wanted to show people how fast you can get out of Privateer's Hold for those who don't play Daggerfall. Yes this is Unity and no I won't play the Original anymore as the controls are bad.
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This is quite honestly how to do a remaster.
Ironically in all my years of playing daggerfall. I have never once sprinted through the hold I love clearing it.
I love killing every skeleton fucker and bear I find.

E:
I tend to agree with the its feedback issues for morrowind with the missing hits.

I'm trying to remember if in daggerfall it said "miss" or not in yellow when you swung and didn't hit in the original.
But you definitely knew when you hit on an audio and visual level.

Dunno what I'd do. Maybe some kind of warning if you equip a weapon that you suck with like how dark souls gives you a red x if its not up to skill requirement to do damage with.

"Warning your skill with this weapon sucks and you will likely miss until you improve more."
 
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Pure warriors with no magic will have to rely on potions or whatever magic items they find.
Highly recommend this playstyle btw. The most fun I've had in Daggerfall was a magic-illiterate character since every piece of enchanted gear you come across becomes potentially precious and you'll even get excited about random quest rewards.

You don't even really need lycanthropy since all your points will be going into unga bunga anyway, but covens are a great source of magic gear with their rewards while you're buttering them up to summon Hircine.
 
I'm trying to remember if in daggerfall it said "miss" or not in yellow when you swung and didn't hit in the original.
But you definitely knew when you hit on an audio and visual level.

Dunno what I'd do. Maybe some kind of warning if you equip a weapon that you suck with like how dark souls gives you a red x if its not up to skill requirement to do damage with.

"Warning your skill with this weapon sucks and you will likely miss until you improve more."
There are sound cues for missing and clashing (aka still a miss) and hits even in the original. Also the enemy spite flinches and gets knocked back when you hit so anyone should be able to know.

As for warnings the only warnings you get is that the game tells you that your weapon quality is to low to actually harm certain monsters such as trying to use iron on imps or anything below silver on vampires.

I personally don't think there should be a warning for low skill or low weapon quality as the game tells you in the character creator what you're good at if you choose a prebuilt class, and if you built your class you should know what you are already good at. As for the weapon quality warning that should be something you learn in game either by trial and error or quest givers and npcs. They are already there, might as well give the player another reason to talk to them. At most the game should be more flavorful and hint in combat by saying your blade strikes true yet the creature is unfazed instead of just outright telling you that your weapon quality is to low.

Also a lot of indy rpgs now just outright put an encyclopedia in their games that tell you about the world and game mechanics. I am fine with basic lore and controls, however the more advanced stuff should be something you find in game either by interacting with the world and npcs or going to a library/bookstore and reading about the topics you want (of course the dev also has to make the books interesting).

The player should get absolutely destroyed by going into a battle or quest unprepared. I am tired of hours upon hours of tutorials holding my hand sink or swim if you don't want to talk to npcs or learn about what you might face you should have a harder time. Sure you may run into things you don't know about and may have not prepared for though you can always run away and come back.
 
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Highly recommend this playstyle btw. The most fun I've had in Daggerfall was a magic-illiterate character since every piece of enchanted gear you come across becomes potentially precious and you'll even get excited about random quest rewards.

You don't even really need lycanthropy since all your points will be going into unga bunga anyway, but covens are a great source of magic gear with their rewards while you're buttering them up to summon Hircine.
You mean that, but you can restore to full health only shapeshifting.
 
You mean that, but you can restore to full health only shapeshifting.
Resting, potions, magic items work just all well if you are not using magic. Turning into a furry makes an already easy game even less of a challenge plus you are making yourself Hircine's bitch which I just can't approve of.

Hircine is one of if not the worst Daedric Princes on account of him being extremely boring. Even Clavicus Vile is better and he is just dealing with the devil which is pretty much already all Daedric Princes already.
 
I like miss chance, I like spell failure, I like spell and damage reflection, and I like auto-blocking too(as opposed to enemies turtling up for 9 years.) I agree that it could give the player better feedback, but the system itself is fine.
I like spell reflect until I'm fighting a Dremora as nearly pure caster and get one shot with my own spell.
 
Absorb Health spells are great for these cases, if it reflects it’s a net neutral on you.
so how does that work magically? do you suck the health but that gets reflected so you suck health from yourself into your own health pool or it's some other kind of shit?
then again it's magic...
 
so how does that work magically? do you suck the health but that gets reflected so you suck health from yourself into your own health pool or it's some other kind of shit?
then again it's magic...
Exactly that, you absorb your own health so nothing happens. Reflect effectively treats a spell as though it’s a self cast.
 
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