The Elder Scrolls

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Sload are weird, and because of how they act, you can't really base one's character after a deathfat, because deathfats are always really emotional and unstable, whereas sload are incapable of feeling emotions or sentimentality. They also have eidetic memories and have no appreciation for aesthetics beyond what it makes people feel (typically terror as the intended emotion). So a name is all you can really keep.
Take a cue from the TR people doing the Marukhati ruins for floating heads of a glaring Null.
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Take a cue from the TR people doing the Marukhati ruins for floating heads of a glaring Null.
View attachment 8725000
Well, that is entirely dependent on whether a contributor wants to make assets, because I sure as hell won't. I have no interest in 3d modeling or texture work. I know how to work the construction kit and use assets that other people make.
 
If you're serious about this, I'm in. I'd also recommend either creating a separate thread for it now or as soon as for lack of a better term a "design document" is penned, but that goes without saying.

I've got a couple of ideas, one basically being a redux of the Paranoia quest with a Terry-esque npc and "Blades Niggers" that jump you, another being a town full of notorious lolcow domiciles such as the Barbie Dream Mansion, 14 Branchland, the Balldo Bunker, sh0e's cuck shed, etc.
 
"Blades Niggers" that jump you
Glow in the Dark Nibenese, making them imperials dressed in black common clothes with a strong permanent light effect should suffice. That said I'll get on it later today, I'll probably make a world pitch to set the stage for the setting itself, thr isle of Qi-ui.
 
Worse than Oblivion's treatment of blunts is the treatment of 2 handed weapons, with Shadowrend beign the only 2 handed weapon worth of note.
bro you're supposed to learn all that from wikis before you play the game
it's called "learning the system"
it's what good players do
trap options that don't fuck you until 60 hours in are good actually
 
I have a brother that is exactly the kind of bethesda consoomer you're thinking of, when I showed him the same post, he looked at me in complete hopelessness.

How about replacing all quests written by human hands with radial quest?

As I pointed out yesterday, bethesda never gave a shit about maces and axes, but really, this didn't start in skyrim, Oblivion was guilty of this too, base game gave you Goldbrand and Chillrend, insanely broken swords with incredibly good base damage, enchantment and dps, this is without counting stuff with actual utility like Ebony blade or even Blackwater blade.
For good blunt weapons, the only 2 unique iteme like are either weak (volendrung) or have worthless/non-functional enchantment (mace of molag balls), Rockshatter and Hatred heart are the best thing you can get your hand on, one is a much worse version of Chillrend, the other few people even know it exists.
For DLCs? Well, the sword of the crusader is great while the mace is dogshit, Nerveshatter has a non-functional enchantment and Shadowrend has a sword variant.
Worse than Oblivion's treatment of blunts is the treatment of 2 handed weapons, with Shadowrend beign the only 2 handed weapon worth of note.
Atleast in both Oblivion and Morrowind you didn't have the Two/One hand skill split and in Morrowind there is a good benefit to 2 handers since their high damage range means they knockdown lower agility enemies more often than 1 handers, with you only losing out on the shield blocking that depending on character can be pretty negligible, unless you invest a couple levels on a trainer.
I believe Long Blade in Morrowind still wins out on the unique and artifact department but you can still just get Skullcrusher or enchant a deadric mace. Axes also kinda get fucked on the artifact department but again, self enchanted stuff is good enough.
I think Oblivion condensing it into just blade wasn't too bad of a change. There is some nuance to weapons in Morrowind that was tried, the damage range is the main thing that tries to differentiate weapons but it does just boil down to "every weapon besides daggers or clubs (nobody uses clubs) just needs a lil charge up" Oblivion too with weapon speed but I think the worst offender was Skyrim where everything besides swords was slow on an already stiff animation, the specific perks were also pretty awful axes had a bleed, maces ignored some armor and iirc the base crit for the sword was pretty mediocre, but the fact that the swords weren't slow at all (besides greatswords because of a bug ay Lmao) offset the perk difference and you could just not specialize and focus on the generic ones.
 
bro you're supposed to learn all that from wikis before you play the game
it's called "learning the system"
it's what good players do
trap options that don't fuck you until 60 hours in are good actually
The only weapon I learnt about from the wiki was Hatred's heart, played Oblivion long enough to know almost every unique weapon and location and before I even had access to the internet and wikis.

Its not a matter of learning the system or trap option not fucking you up until 60 hours later, its a matter of one category of weapons being noticeably better than the rest, for no reason other than "ooh but long swords are cool", so if you wanna play with a different weapon type for once, you find yourself with worse dps, a lack of decent sidearms and the only 2-3 strong weapons being disgusting to look.
axes had a bleed,
Ah yes, I forgot they gave DOTs on a weapon class with slow speed. Bravo, todd, peak game design!
maces ignored some armor
Do you wanna know how many enemies had armor rating in skyrim?
Here, let me list them all for you:
- NPCs wearng armor.
-
swords weren't slow at all (besides greatswords because of a bug ay Lmao)
If you wanna know dps, i'm gonna list the weapon spd, base damage (dragonbone) and the resulting damage x spd, as well as range.let's see how balanced this shit is.
  • Sword: 1 speed | 15 damage | 15 dps | 1 range
  • Dagger: 1,3 speed | 13 damage | 15,6 dps | 0,7 range
  • Waraxe: 0,9 speed | 16 damage | 14,4 dps | 1 range
  • Mace: 0,8 speed | 17 damage | 13,6 dps | 1 range
  • Claymore: 0,7 speed | 25 damage | 17,5 dps | 1,3 range *
  • Waraxe: 0,7 speed | 26 damage | 18,2 dps | 1,3 range
  • Warhammer: 0,6 speed | 28 damage | 16,8 dps | 1,3 range
* Unofficial patch changed this to 0,75, absolute

You may think higher damage on 2-handed swords is worth, but in reality you are sacrifying the utility of a shield, spell or even a second weapon for just a little of extra range and raw damage.
Its a pretty dogshit trade.
The moral is that elder scrolls has a long sword fetish, and it doesn't help that gameplay wise longshowrds are always the best option.
 
The only weapon I learnt about from the wiki was Hatred's heart, played Oblivion long enough to know almost every unique weapon and location and before I even had access to the internet and wikis.

Its not a matter of learning the system or trap option not fucking you up until 60 hours later, its a matter of one category of weapons being noticeably better than the rest, for no reason other than "ooh but long swords are cool", so if you wanna play with a different weapon type for once, you find yourself with worse dps, a lack of decent sidearms and the only 2-3 strong weapons being disgusting to look.
My nigga, that was a joke post.

Bethesda stans love to claim that if you choose a bad option that has no obvious reason to be bad (like there's no obvious reason "mace" should be a crippled melee option compared to "sword"), you're just a bad gamer who should do more research. Because boy oh boy do I love doing homework before playing a game.
 
Bethesda stans love to claim that if you choose a bad option that has no obvious reason to be bad (like there's no obvious reason "mace" should be a crippled melee option compared to "sword"), you're just a bad gamer who should do more research. Because boy oh boy do I love doing homework before playing a game.
I don't even think it's restricted to Bethesda fans. So many games nowadays feels unbearable without having a wiki to explain everything about how they works, it's almost a normal part of a game now.
 
The moral is that elder scrolls has a long sword fetish, and it doesn't help that gameplay wise longshowrds are always the best option.
I think that is more a result of Western society having a particular cultural view of the one-handed sword that is so ingrained that it is difficult to recognize it in action. It is THE archetypal heroic weapon that basically no one would even think twice about it.
 
I think that is more a result of Western society having a particular cultural view of the one-handed sword that is so ingrained that it is difficult to recognize it in action.
Funnily enough, swords were pretty shitty and underused compared to spear and lances, which were the most commonly used weapons by soldiers, epsecially in ancient greece/rome, it makes it quite ironic that was removed from Oblivion, set in the land of the (roman inspired) imperials.
It is THE archetypal heroic weapon that basically no one would even think twice about it.
Isn't skyrim inspired by vikings? If I think of a viking warrior, I think of a guy with a big axe, not exactly a sword.
 
Isn't skyrim inspired by vikings? If I think of a viking warrior, I think of a guy with a big axe, not exactly a sword.
You're misinformed then, because the Norse did not value the axe as a cultural object as much as the sword, and the sword maintained a prominence as a symbol of status and the weapon of a hero, which is what I am talking about. Yeah, no shit, the spear, an exceptionally cheap weapon, was more common. (besides the axes in Skyrim don't resemble dane axes anyway)
Recent disaster has struck the Shivering Isles, and the island of Ki-ui has been pulled from its home in the realm of Oblivion to the waters of Nirn, leaving the resident daedric ruler, Lord Nuhl, quite peturbed. Journey to the rogue Shivering Isle to explore a land of the mad, insane, delusional and cowish. Or least when we finish the mod.
Anyway made a thread for the Community Morrowind Mod. @Asian tech support. Anyone interested should post in the thread.
 
Funnily enough, swords were pretty shitty and underused compared to spear and lances, which were the most commonly used weapons by soldiers, epsecially in ancient greece/rome, it makes it quite ironic that was removed from Oblivion, set in the land of the (roman inspired) imperials.

Isn't skyrim inspired by vikings? If I think of a viking warrior, I think of a guy with a big axe, not exactly a sword.
I'm hardly a weapon autist but I think as @LovisXVI says, swords are always going to be overrepresented in fantasy. They're underused irl because they're much more expensive to make and unlike axes, spears, bows, or knives, have no real use outside of killing other humans, but conversely that makes them the symbol of a powerful warrior or noble.
I mean if I was going into a crypt or dungeon of shambling corpses I'd probably take a club or a long stick but for an all-rounder fantasy hero type, fighting enemies at all ranges and getting into frantic brawls, the sword probably does make the most sense.

Not to distract from the original point, though; maces and axes didn't really need to be made slower to account for higher damage when a few points of damage barely factors into a health paddle game. If I had to pick a way, I'd say that weapons could have parity among damage/speed (if anything, an axe could be faster than a sword) and instead have much bigger differences in their special qualities. Basically what mods like Ordinator try to do.

As far as all the best artifacts being swords, artifacts are just weird all round. I remember hearing that Todd expected players to be using custom enchanted gear for their endgame, which I never liked because I don't want to be an enchanter, dammit, I want to be a wandering badass. I don't think crafting skills should be a necessary part of the build in a game where crafting and gathering isn't part of the fantasy.
There's a mod called Honed Metal which adds custom crafting/tempering/enchanting services to weapon and spell vendors across the game, so you can spend gold and wait a few days for a custom-made weapon rather than building it yourself. I think a system like that, where you could potentially trade in quests or favours with a local crafter to get an item of your specifications, would be my ideal as it offers the same reward as being a crafter but is more in line with being a warrior, it gives NPCs more significance and also makes minor quests relevant throughout the game instead of pointless gold rewards.
 
I'm hardly a weapon autist but I think as @LovisXVI says, swords are always going to be overrepresented in fantasy.

It's not that hard to make sure you make the same number of uniques for each weapon type, let alone to make sure their enchantments actually work. Bethesda just fucks up so many basic things that prevent their games from being truly great. Every game they've ever released feels like the alpha test of a great game where the management quit halfway through. Except Skyrim, that one feels more like a public beta, making it the greatest game they ever did.
 
As far as all the best artifacts being swords, artifacts are just weird all round. I remember hearing that Todd expected players to be using custom enchanted gear for their endgame, which I never liked because I don't want to be an enchanter, dammit, I want to be a wandering badass. I don't think crafting skills should be a necessary part of the build in a game where crafting and gathering isn't part of the fantasy.

I can see the point he's trying to make; that having a skill at 100 should make you basically a demi-god in that area, like how Divath Fyr was with medicine and was several thousand years old and could make a harem of clones to bang. If crafting/enchanting is part of the mechanics, so should the best gear end up being what you make yourself.
 
If crafting/enchanting is part of the mechanics, so should the best gear end up being what you make yourself.
Why, because nobody with 100 crafting ever existed before you? Because no god ever blessed a mortal's axe with a greater blessing than any mere mage-smith could create?
 
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