A fair point. Morrowind compared to newer RPGs and especially the newer installations in TES can be a massive leap from very clear and less rng tactical elements to the confusing mess which is Morrowind. That being said, early game is the only time where the rng and confusing management of fatigue, magicka, and health as well as potions are such a hindrance that it would cause you to give up the game entirely.
A fair point. Morrowind compared to newer RPGs and especially the newer installations in TES can be a massive leap from very clear and less rng tactical elements to the confusing mess which is Morrowind. That being said, early game is the only time where the rng and confusing management of fatigue, magicka, and health as well as potions are such a hindrance that it would cause you to give up the game entirely.
A fair point. Morrowind compared to newer RPGs and especially the newer installations in TES can be a massive leap from very clear and less rng tactical elements to the confusing mess which is Morrowind. That being said, early game is the only time where the rng and confusing management of fatigue, magicka, and health as well as potions are such a hindrance that it would cause you to give up the game entirely.
It felt like a leap forward at the time even if now it can be a bit odd why things are the way they are. Looking back you can tell it's in that weird place a lot of trend-defining games are where they're still holding on to some parts of a genre while breaking ground into a new area.
A fair point. Morrowind compared to newer RPGs and especially the newer installations in TES can be a massive leap from very clear and less rng tactical elements to the confusing mess which is Morrowind. That being said, early game is the only time where the rng and confusing management of fatigue, magicka, and health as well as potions are such a hindrance that it would cause you to give up the game entirely.
It's more along the lines of how clunky the game is and how Morrowind was made in that awkward time of 3D gameplay, when the graphics were not quite there yet. It doesn't look as good as previous sprite-based games, and among the 3D games, it looks like shit. And of course, they had the bright idea to mix RNG gameplay with real-time, which is bullshit. RNG relies on dice-rolls which is usually meant for turn-based combat, not a real-time, first-person game.
A real-time first person system implies that hit chance should be dictated by your skill as a human with a controller/keyboard & mouse. With this system, you are the character, and your accuracy is based upon your skill in moving the controller or mouse. A stats and dice-roll based combat system is designed primarily to compensate for limited control and a total lack of visual cues. It's a layer of abstraction between you and the player character. Mixing them both is what makes the design of the Morrowind combat system objectively bad as they are two diametrically opposing systems. It's like mixing oil and water, and it doesn't work as a combat system.
Either have turn-based combat with dice-rolls determining how accurate the player's attacks were, or have full-on, real-time combat that relies on the player's accuracy to score hits.
Fallout 3 and NV managed to work its way around this by having real time combat as well as the VATS system, where you stop time and roll the dice to see how well you can place a hit. And it works, because it's not regular combat. It's a gamble made to give you a few bonus hits on the enemy, and you can choose to forgo it completely and just go with real-time combat.
God, can you imagine if someone managed to make Open Fallout and got a working version on phones?
Taking the wasteland wherever you go in your pocket. Now that would be glorious.
I don't know if it came to anything but there was talk on the OpenMW forums a while back about laying groundwork for supporting other TES games and maybe Fallout.
I don't know if it came to anything but there was talk on the OpenMW forums a while back about laying groundwork for supporting other TES games and maybe Fallout.
Which again, shows that fully voice-acted RPGs do not lack for options. FO3 and NV are fully voice-acted. It's just the lack of options in FO4 due to lack of imagination on the part of the devs.
And let's not fool ourselves. Many times in older games like Morrowind, the "extra options" for dialogue just gets you canned speeches concerning their opinions on certain matters, much like Oblivion dialogue, but without any voice acting.
the other options are for role playing purposes, they are well-written to a point you'll see that you get canned but you can still pick incase you are roleplaying as a walking bag of dicks, something fallout 4 tried and failed miserably as fuck by forcing you to pick only 4 options of dialogue, don't even get me started on the shaun part, why can't i pick a option where i don't give a fuk or one where the parent doesn't sound like a total overly-emotional retard and more cautious because of the unknown place they are when meeting shaun? bad writing and awful game designer decisioning that's why. it seem godd todd learned his lesson and will try something different on FO5 because people kept incessantly shitting on the FO4 VA.
It's more along the lines of how clunky the game is and how Morrowind was made in that awkward time of 3D gameplay, when the graphics were not quite there yet. It doesn't look as good as previous sprite-based games, and among the 3D games, it looks like shit. And of course, they had the bright idea to mix RNG gameplay with real-time, which is bullshit. RNG relies on dice-rolls which is usually meant for turn-based combat, not a real-time, first-person game.
A real-time first person system implies that hit chance should be dictated by your skill as a human with a controller/keyboard & mouse. With this system, you are the character, and your accuracy is based upon your skill in moving the controller or mouse. A stats and dice-roll based combat system is designed primarily to compensate for limited control and a total lack of visual cues. It's a layer of abstraction between you and the player character. Mixing them both is what makes the design of the Morrowind combat system objectively bad as they are two diametrically opposing systems. It's like mixing oil and water, and it doesn't work as a combat system.
BuT yU KAn MOD yIT, still the blocky designs for it seem to be a turn off for you and that's somewhat fine, seems a bit dickish of moi but: Deus Ex 1 has better blocky models than Morrowind. probably because of the engines and animation stinginess, MO tried to do that overly-animated thing for gamebyro which for some people might seem odd/fugly while DX has a different application of animations to curb the blockyness. course both are different games but morrowind came up 2 years later than DX, the early 3D eras were a newish/amazing thing because of the lack of certainty in the future but when looking in retrospect DX's fuglyness holds better than Morrowind, textures also play a part where things on morrowind look like they were shat on while on DX they are clean, even the bums look mildly dirty... throw in the RNG dice-roll and you have a recipe for disaster that not even nostalgia glasses can help others, especially if you consider that they might have previous background on the most recent works of the studio that does not has such systems, also Fallout 3 and NV does have hidden dice-rolls on the 1st person camera which is ascused to be the sway/spread of the gun, i had a awful xperience of picking a sniper on a unmodded FO3/NV and went for headshot a nijja medium-range near camp forlorn hope, missed but managed to hit after vats.
The issue comes down to how far you perceive the distance between you and the objective is. When you have to go to some ruin on the other side of the map, it looks like it will be a slog to get there. It might actually take 10 minutes, but within that time you have plenty of fights, npc encounters, and other areas to explore that you don't really notice the size.
That and the map shows the areas you haven't explored as completely greyed out. You can't tell what the topography is and those areas are often off the roads so you aren't automatically going to go in that direction. Could that unexplored region be a bunch of mountains or a small pond? You don't know, so it's all a vast nothing that makes the world larger than it is.
The issue comes down to how far you perceive the distance between you and the objective is. When you have to go to some ruin on the other side of the map, it looks like it will be a slog to get there. It might actually take 10 minutes, but within that time you have plenty of fights, npc encounters, and other areas to explore that you don't really notice the size.
That and the map shows the areas you haven't explored as completely greyed out. You can't tell what the topography is and those areas are often off the roads so you aren't automatically going to go in that direction. Could that unexplored region be a bunch of mountains or a small pond? You don't know, so it's all a vast nothing that makes the world larger than it is.
It sort of helps that they used fog as a clever way to hide draw distance, much in the same way that Silent Hill did. It gave you this feeling that you really were on some mysterious isle out in the ocean.
Not just fog either, those sandstorms in the mountains went a long way too.
It sort of helps that they used fog as a clever way to hide draw distance, much in the same way that Silent Hill did. It gave you this feeling that you really were on some mysterious isle out in the ocean.
Not just fog either, those sandstorms in the mountains went a long way too.
I've seen Morrowind without any fog and an unlimited draw distance. That's also pretty neat but the size of the map becomes very apparent in that situation. But it is cool to see everything as if it were a clear day on Flat Earth.
The method of fast travel that Morrowind uses is the perfect type. That was my biggest gripe about BOTW. You should have only been able to travel to those towers and none of the individual shrines. Same with any other fast travel-y game. Newer Fallout is a fucking joke. FO4 was downright obnoxious.
These 2 retards have been shitting up the nexus for a while with very bizzare "mods" that just devolve to lore sperging or adding in "sex positive" drivel to fallout
this sums it up pretty well, its a magnum opus of very dubious patches that try to make all sorts of shitty and outdated mods work together by doing pretty much nothing, including shit like New California and TTW
they're a great read and dig into because i cant quite tell if its a big autistic troll op or if they're honestly retarded
they had a big black list of meanie fascists at some point that included people who just told them to fuck off or that their mods didnt work, that got them banned until they cooled their tism and removed everything
Might make a small write up, their autism is very entertaining
EDIT:
Very basic attempt at one, if its autistic or bad, feel free to call me a faggot
So, these two retards' fallout autism doesnt just begin and end with patches that dont do shit, they have an obsession with sexual encounters or experiences, positive or negative, to the point where they have several mods where you can fuck companions or random NPCs in both vanilla and regular mods
From Intimacy Overhaul
This alone sounds stupidly complex and meaningless for a game whose main goals are usually just violent murder or going through its plot but they seemingly add in entire autistic justifications for having sex with literally everything, however, id like to draw attention towards a couple lines in particular
They included some bizzare conditions for "assault" which, they end up entirely using for situations of rape, which happens in pretty much ***half or most mods they ported to use their features or created themselves***
The rest of their mods that dont involve copious amount of sex and rape are just fairly autistic and "innocent" patches that are very pointless like the ones for new california, or explaining lore for pointless reasons like so
These mods are mostly just more or less empty or useless scripts that do nothing besides awkardly bridge together mods that most of the time end up breaking, or adding very small and autistic explanations for every single minute detail of quests and sidequests, like dogmeat's name or support for very old, niche and terrible weaboo/gameplay mods
i for some reason cant get the fucking google doc manifesto they did to justify their playthrough, but it exists out there and i need to find it
Removes the Frontier's loading wheel and restores New Vegas's loading wheel.
The decision to alter the loading wheel in the way they did was baffling. It's literally the barrel of a gun firing at the player. It genuinely made us uncomfortable, and it was obviously made by someone who had never actually had a gun pointed at them. At least Benny just shoots you the one time.
Something has occured to me.
Ron Popeil. Ronco.
Robert House. RobCo.
I wonder if RobCo ever made a product called Repair in a Can. (It doesn't actually repair your robots, it just makes them look repaired from a distance if you squint.)
Fallout 3 and NV managed to work its way around this by having real time combat as well as the VATS system, where you stop time and roll the dice to see how well you can place a hit. And it works, because it's not regular combat. It's a gamble made to give you a few bonus hits on the enemy, and you can choose to forgo it completely and just go with real-time combat.
I want to add on this by saying they went in the wrong direction with vat's entirely, rather than adding to the gameplay it subtracted from it due to the fact Bethesda felt it necessary to make people feel like they had to frequently use the damn thing to fight certain enemies. Good examples of what im referring to are sting wings, bloat flies and the erratic sudden quick bursts of movement from feral ghouls. Further indication they did this to force people to use their shitty bullet time was the fact Fallout 76 largely toned down or removed those elements from the enemies by slowing the erraticism/sudden jolts of movement down signicantly. For all of 76's flaws i'll give it that.
EDIT: Forgot to mention the fact I was referring to VATS in Fallout 4, my bad.
I want to add on this by saying they went in the wrong direction with vat's entirely, rather than adding to the gameplay it subtracted from it due to the fact Bethesda felt it necessary to make people feel like they had to frequently use the damn thing to fight certain enemies. Good examples of what im referring to are sting wings, bloat flies and the erratic sudden quick bursts of movement from feral ghouls. Further indication they did this to force people to use their shitty bullet time was the fact Fallout 76 largely toned down or removed those elements from the enemies by slowing the erraticism/sudden jolts of movement down signicantly. For all of 76's flaws i'll give it that.
EDIT: Forgot to mention the fact I was referring to VATS in Fallout 4, my bad.
I'm gonna call cazadores sting wings from now on. I'm with you on the VATS thing. The spread property combined with my shitty aim made shooting things a chore. Also feral ghouls cover several countries with their melée attacks which means the games just decides that you lose some health and that's that.
I want to add on this by saying they went in the wrong direction with vat's entirely, rather than adding to the gameplay it subtracted from it due to the fact Bethesda felt it necessary to make people feel like they had to frequently use the damn thing to fight certain enemies. Good examples of what im referring to are sting wings, bloat flies and the erratic sudden quick bursts of movement from feral ghouls. Further indication they did this to force people to use their shitty bullet time was the fact Fallout 76 largely toned down or removed those elements from the enemies by slowing the erraticism/sudden jolts of movement down signicantly. For all of 76's flaws i'll give it that.
EDIT: Forgot to mention the fact I was referring to VATS in Fallout 4, my bad.
VATS in 76 can be middling, or great, depending on your build. Automatic weapons dont tend to have a lot of payoff because they use AP every shot, whereas something like a lever action rifle or sniper rifle get you more crit meter and better damage per crit.
You also need a specific perk to target limbs, but said perk comes with increased crit meter gain. (And you can switch out the perk card if you dont need it anyway.)
Combine that with any number of perk cards that give you a chance to cripple and its all good.
You could argue that removing some systems was a bad thing, but with the pvp nature that can come with the territory, i can at least agree with the concept.
Its a bit weird, but it really does prioritize perk card builds, which can either enhance or worsen your rpg experience.
I think its a step in the right direction, personally. At least, it is from Fallout 4.
A shame, really. Were 76 not always online, it'd be a good fallout game, especially after Wastelanders and Steel Dawn part 1.
Been sitting on this for awhile but I actually made my own version of Bad Motherfucker. Even created a second throwaway Nexus account to post it for anyone who wanted it. You can find it here if you want it.
Here's a GECK preview of what he looks like after my renovations.