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The Elder Scrolls V: Skyrim Discussion Thread


sephiroth_king
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I don't any game ever got flowing water, splashes and waterfalls right.

 

Crysis did pretty well iirc.

Hoping to get a new Signature (with matching avatar) soon. :D

 

In the meantime...Steam username: )I'll rewrite it later (add me if you want)

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This seems to apply well here, really you guys are getting way too hyped over a trailer that didn't show anything. Atleast with the oblivion trailer you got an idea of what the story was. So unless the story is "go kill dragons lul" it didn't show much about the game.

 

HOW DARE PEOPLE BE EXCITED ABOUT A GAME THEY'VE BEEN WAITING FOR, I'M GOING TO GO TROLL THEM!

 

If you're not excited about it then whatever, [bleep] off and go post somewhere else/play a different game

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Calm down guys, please. He just simply stated he didn't see anything that new to him. Its still months away, this is the *first* trailer so you can't judge someone on what they saw or something by what you saw in a trailer.

 

We all think its going to be a good game anyways.

"The cry of the poor is not always just, but if you never hear it you'll never know what justice is."

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Keep in mind that this is the 360 version of the game, It won't look much better then the last game on the same piece of 6 year hardware. Expect the PC version to be leaps better in visual quality. It will sure be a hell lot better then the console version. I actually haven't played Oblivion on my PC, but is the quality not higher then the console on that? I expect the PC version to be impressive.

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Keep in mind that this is the 360 version of the game, It won't look much better then the last game on the same piece of 6 year hardware. Expect the PC version to be leaps better in visual quality. It will sure be a hell lot better then the console version. I actually haven't played Oblivion on my PC, but is the quality not higher then the console on that? I expect the PC version to be impressive.

 

It may be running on the X-Box's dated hard ware, however it is running a new engine and I wouldn't doubt Bethesda's ability to include well rounded textures within the console versions of the game. But of course, the PC version will look leaps and bounds above the console variations, plus I have no doubt the modders will create even better textures than those.

 

The console variations of Bethesda's games, from what I can compare to my PC versions and my friends console Bethesda games (i.e. New Vegas, Oblivion), the console versions can compare to the PC's minimum graphics quality, with HDR and some draw distance effects cranked up a bit. With everything cranked up in Bethesda's games on the PC, and with higher resolutions as well, the game looks significantly better.

 

And I'll echo this again, modders will only make the texture and mesh qualities even better.

Hoping to get a new Signature (with matching avatar) soon. :D

 

In the meantime...Steam username: )I'll rewrite it later (add me if you want)

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Aaand now eagerly awaiting a natural environments variant for it. =P~

 

Hell yes.

 

@Zilla: Saw that on the Beth forums, didn't think it was worth posting. Maybe because I thought those two were morons who knew nothing of the lore...so personal hatred...:-w

 

But seriously, that did show me some things I hadn't exactly paid that much attention to, and the two guys are pretty funny to listen to simply because they seem ignorant to some things (whether it be on purpose or not), so I would give it a watch if you wish to see everything possible. Shows lotsa little things. ;)

Hoping to get a new Signature (with matching avatar) soon. :D

 

In the meantime...Steam username: )I'll rewrite it later (add me if you want)

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From the new US OXM.

 

  • Just because a dragon flies by doesn't mean automatic death to you. When Todd compared them to big daddies, he wasn't kidding. This one quote says:
    "In theory, you can engage a dragon whenever you see one simply by pelting it as it flies past, but make sure you're ready for the fight."
    Basically that states that the dragons (not all of them, anyways) won't attack you immediately on sight. This also comes up again in a later point.
  • Telekinesis spell confirmed. I don't remember if it was just speculated or not, but it's confirmed to be in the spell list. Specifically, OXM said there were 80 spells, but for those of you keeping up with the news, there's certainly a lot more versatility in the spells now.
  • Speaking on dragonshouts: "The first strain of this new magic that we're shown is the ability to slow time. As you approach the carvings, one word in particular begins to glow. Once its been examined and equipped, a tap of RB slows the entire scene down for eight seconds, allowing you to casually plant arrows in the skulls of any surrounding enemies. Learn the rest of the phrase and you'll get even longer to play at being a medieval Max Payne."
  • It also mentions the Unrelenting Force dragonshout, which is of course the 'knockback' shout, and also briefly mentions there's a cooldown period after each shout you do. Then it says:
    "Also, if you think you're the only one wandering around Skyrim with the ability to turn words into magic, think again."
    Now are they referring to dragons, the graybeards, or something else (and by that something worse)? I'm interested.
  • The mag talks about how you actually feel like you're hitting the person with metal to flesh with each hit of the weapon. Nothing otherwise 'new.'
  • You have quick menus for each hand. The example they give is say, you switch your left hand immediately from a shield to a fire spell while retaining the sword in the other. Apparently you can switch from the gritty, up-close melee to magic in almost no time spent.
  • "Bethesda has struck a masterful balance between the straight-forward accessibility of placing items on each trigger, and a system that clearly offers depth and flexibility. Naturally, two-handed weapons do exist, at which point the left trigger may, for example, block with a broadsword or allow you to aim with a bow."
  • There's also new dragon screen. I think it's been mentioned before, but I had yet to see the screen myself. It's basically the dragon sitting on that stone pillar, much like the one at the end of the Official Trailer that it flies off of, the one in the GI mag. Only this time it's from under and from the front, with the dragon's wings partially outstretched and his head looking away, roaring.
  • "Skyrim is going to be a slightly less dangerous landscape to negotiate this time around. Rather than initiating a zany chase every time you wander near the local wildlife, many of the creatures (including giants) will simply ignore you unless you give them a reason to attack. Certain breeds are permanently pissed off, though, so don't go trying to shake hands with a frost spider."
  • The article retouches on the fact that everything is being designed by hand, from the world itself to the dungeons. For the dungeons mainly, they also reiterate what we've heard in that none will be exactly alike. They then mention 'burbling underground rivers, tree roots punching their ways through walls, and odd glimpses of light from the world above' in the 'ancient Nord catacombs.'
  • Supposedly Bethesda has also focused more on pacing and variety to ensure that you don't 'just find a dark corner to curl up in for a snooze.' The dungeon which they explored was Bleak Falls Barrow from the demo, and this time around there are 'far more traps and puzzles' in dungeons, which gave Bleak Falls section 'a distinctively Indiana Jones and the Last Crusade vibe.'
  • *Spoiler here*
    It says instead, as they went to exit a cave, they found themselves to face to face with 'an enormous, dark gray dragon.' They point out that you can't escape these looming baddies. At some point or another, you're going to have to take these bad boys down, and it's not going to be easy.
  • OXM then mentions how unlike in Oblivion, people will actually have proper jobs and schedules now. Like how, in the small town of Riverwood, it will feature such things as chopping wood, cooking, and running a sawmill. You can perform these jobs now too, 'so if you want your hero's story to include eight-hour days cutting up hundreds of logs, the option is there.' Each settlement has its own economy, and apparently you can, for example, 'ruin Riverwood's financial state by choosing to sabotage that sawmill.'
  • That whole 'drop a sword in the middle of a town' deal has more weight to it, too. If the NPC that picks up the sword and likes you, they might offer it back to you in case you dropped it by accident. A neutral-feeling NPC might ask if they can have it, and one who dislikes you 'might simply nab the weapon and take off.'
    Then, if you choose to kill that person, the radiant story will then search for his/her relatives 'and may even send one of them in pursuit of you to avenge the murder.'
  • Also, OXM isn't even mentioning the hints Bethesda kept dropping during the interview. Apparently there's a lot more they want to talk about but can't yet. For example:
    "We're expecting something very special from the faction system, which the team seemed to be itching to talk about."
    And that isn't referring to the Dark Brotherhood as they mention that later. I don't know what stops Bethesda's pulling on the faction system, but I'm eager to find out.

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  • 3 weeks later...

Took from NeoGAF:

 

The Elder Scrolls Evolved: IGN interviews Todd Howard

 

Stuff we haven't heard yet:

 

- Bethesda's using Havok's animation system (Havok Behavior) in their game

- The .nif file extension used for mods is still used in Skyrim

- Alongside the Fast-travel system from Oblivion will be a Carriage-system that takes you to other cities for a certain fee. This includes cities you haven't visited yet.

- There will be areas that are too hard for low-level characters.

- There is no set amount of Dragons in the game, they're placed pretty randomly, like other creatures

- The conversation system, while now in real-time and without the zoomed-in view, still functions similarly to Oblivion's

- The new combat system is also supposed to help players differentiate and develop their characters into a specific form: "You can't be everything at once."

- There's crafting for each archetype (Magic, Combat, Stealth). The magic crafting system, as we know, is Enchanting, and allows you to enchant items and tinker with their effects.

- There are more unique armor sets than in Oblivion

- For those still hoping, no multiplayer, brah.

 

And the one a lot of PC users are waiting for:

 

And Screenshots not posted yet.

 

http://i.imgur.com/Z82dp.jpg

http://i.imgur.com/418iQ.jpg

http://i.imgur.com/2TSGY.jpg

http://i.imgur.com/Vb7fh.jpg

http://i.imgur.com/VLXTu.jpg

http://i.imgur.com/PGCxT.jpg

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  • 2 weeks later...

New screenshots, the more they release the more I want the game.

 

http://i.imgur.com/tu7LN.jpg

 

http://i.imgur.com/fP98c.jpg

 

http://i.imgur.com/kGkrZ.jpg

 

http://i.imgur.com/lhVfa.jpg

 

http://i.imgur.com/jCGzN.jpg

 

http://i.imgur.com/MI4wr.jpg

 

http://i.imgur.com/e6Xhv.jpg

 

http://i.imgur.com/XK7dD.jpg

 

I love the look of the Orc and Khajit. For those with a fuzzy memory:

 

[hide]

 

f1Sji.jpg

 

mdj9Z.jpg

[/hide]

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Wow... I might make an actual Khajit account this time around.

 

But images like that makes me wonder - how are the modders going to make everything adorable and sexy, like Ren's Beauty Model, in a game like Skyrim?

WorldOfAVR_Part1_Avacyn_ajg5pfqs0fs.png

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This came off IGN just today.

The Elder Scrolls V: Skyrim is Enormous

[hide=The text from the site]

It takes a lot to bring down a thick-skinned, fire-breathing winged monster. Dragons appear at random in Skyrim and, if they spot you running across the snow-crusted face of a mountain, will veer from their course in the sky, drop to the ground, and proceed to do their best to melt you with flame. They'll swipe at you, take off mid-fight and launch fireballs from the sky, and dive back down at you with high speed. Even if you're in a town you won't be safe from dragons.

 

Many times the best idea is to run and take shelter in houses or crash through the nearest dungeon door. Other times it's best to go for the kill, since slaying a dragon allows you to absorb its soul for beneficial effects. It seems like this could be a fairly common occurrence in Skyrim, because there isn't a set cap on the number Bethesda is including. The encounters aren't supposed to be easy, either, but function in many cases like optional bosses you can choose to tangle with or flee from. If you want to have a chance against these things, you'll need to be smart about building your character, embarking on quests to gain rewards, clearing dungeons, and more in Bethesda Game Studios' upcoming role-playing epic.

 

It all starts with creating your character, a process that's been trimmed down in Skyrim as compared to previous Elder Scrolls games. You'll still get to pick from one of 10 fantasy races, customize your physical appearance, and select a gender, but after that it's right into the game you go. The eight attribute categories from the previous Elder Scrolls game, Oblivion, have been cut out. Now you only have to worry about your Magicka to cast spells, Health for your hit points, and Stamina, which serves as a limiting factor when pulling off axe slashes and mace bashes in combat.

 

Much of the leveling system you might be used to has been reworked. In Skyrim, all skill increases fill an overall leveling gauge, just as experience points tend to do in most role-playing games. So if you use one-handed swords all the time, your one-handed swords skill will continue to increase and gradually fill the level gauge. When the gauge is full, you level up, which nets you a point to unlock additional abilities -- Fallout-like perks -- within each skill tree.

 

If you read that and immediately started daydreaming about taking advantage of the leveling system by bunny-hopping all over Skyrim to boost Acrobatics, then you're going to be disappointed. Athletics and Acrobatics have been removed from the game, along with a few other skills. Instead, there's a button to sprint, and the perks you unlock serve to alter the functionality of existing skills. For example, perks can add a slow-motion effect and a zoom ability when lining up a bow shot at an unsuspecting bandit's head.

 

Much of the interface has been redesigned for Skyrim to feel more interactive. All items, including weapons, shields, plot items, and plants can be zoomed in on and inspected within the inventory screen. This can be taken advantage of for superficial reasons to marvel at the level of detail on each piece of armor, but also for practical reasons like opening and reading the various books you'll find in Skyrim or inspecting plot items adventure game-style to reveal information useful in solving dungeon puzzles. Meanwhile, the skill readout isn't a list but a bright, polychromatic display of star constellations, where each star serves as an unlock node for perks. The overwold map has been given an upgrade too, as it's a three-dimensional representation of Skyrim presented in a way that's similar to strategy games like Civilization V and Total War: Shogun 2.

 

Amidst dragon fights it seems like it won't be too difficult to get lost in the world and simply enjoy the sights. Compared to Oblivion, Skyrim is a vast improvement on Xbox 360, which is the only version that's been shown off so far by Bethesda. You can see the detail of the snowpack on mountain ranges far off in the distance as you run along dirt paths flanked by craggy outcroppings of rock and flowing rivers. In a way this is how Skyrim encourages exploration, by presenting these sweeping vistas you know have to be honeycombed with dungeons and treasure chests.

 

Dragons roam these hills as well, sometimes perched alone atop stone peaks amidst a snowstorm. Sometimes they float over villages like Riverwood, a quiet, hillside town filled with people going about their daytime routines nestled between misty mountain ranges. Some villagers chop wood in grassy clearings, some work in blacksmith shops and saw logs in half, some tend dusty item shops lit by flickering candles set in hollowed horns, while others wander the streets and talk. When you engage in conversation the game no longer pauses time continues normally, there's no more persuasion mini-game to worry about, and the overlay of conversation options takes up only minimal space onscreen. By hovering around NPCs while they're engaged in chatter you'll pick up bits of information that can lead to new quests that may differ depending on which NPCs are still alive as well as a host of other variables tracked by the game, including whether or not it's been a while since you've fought a dragon.

f it has, the dynamic quest line may bring you face to face with one of the creatures. At this point it's likely best to take advantage of your strongest armor, magic, and whatever weapons you're most skilled with, be it a dwarven axe or glass sword, as well as the dragon shouts. These are magical abilities that are not tied to your pool of Magicka. Instead, they're on a separate cool down timer, and each dragon shout comes in three tiers. Using a tier one version of a shout will result in a short cool down period, but using a tier three version of a more powerful shout will mean you'll be locked out of shouting again for a much longer span of time.

 

Bethesda is hinting that the late game dragon shouts will have dramatic effects, though even the more modest versions shown off so far seem powerful. One, called Unrelenting Force, blasts a shock wave forward from your character, and another is capable of slowing time all around you to make attacking and evading a lot easier useful for when a dragon rears up to breathe out a jet of flame. These attacks are triggered by holding down a button, and the length of time you hold the button determines the strength of the attack.

 

The number of dragon shouts you learn and the tiers you unlock isn't a pre-set thing. It's dependent on how willing you are to explore all of Skyrim's 120 or so dungeons. In some you'll find word walls, giant slabs of stone upon which are etched symbols written in the dragons' language that can be interpreted and added to your dragon shout collection. You've got to be careful in these areas though because, as tends to be the case when you combine subterranean valuables and fantasy settings, powerful creatures will try to stop you. You'll face off against frost trolls, spell-slinging skeleton priests that can summon frost atronachs, as well as Draugr, basically zombified Nord (the original residents of Skyrim) and giant spiders.

 

Dragons and the more formidable Draugr need to be closely watched since they both can utilize dragon shouts just like you. When unleashed in battle, you'll actually be able to hear dragons gruffly calling out words in their own language before initiating an attack, and you may even hear some dragons speak English. In these situations it's usually a good idea to take advantage of the new spell system that allows you to have two combat abilities at the ready at all time. You can mix and match weapons, have one weapon out and one spell, or equip two spells on right and left hands. You'll see the effects. too, as the magical energies of whatever's equipped ripple through your hands onscreen like BioShock's plasmids.

 

If you're getting hammered by a particularly tough dragon and want to ensure you won't run out of health, you can equip dual healing spells and use them one after the other. Or, if you're in dire need, you can trigger both spells simultaneously to achieve a greater effect. You'll see the healing energy from both hands pool in the center of the screen into a ball and then set off to trigger a more powerful heal. This applies to attack spells, too, like combining two lighting spells together to launch a ball of bristling electricity capable of knocking an unsuspecting Draugr from a cavern floor clear to the ceiling.

 

To make managing all these active powers easy, Bethesda's implemented a system where you can bring up a small quick-select menu to cycle between abilities. Initiating this mode pauses the game momentarily and pulls up a list of anything you've labeled as a "favorite" in the main menu. So if you want to switch from Detect Life and fireballs to Chain Lightning, it can be done with minimal time spent fussing with the interface.

 

It's clear Bethesda's spent time working on the animations with its new Creation engine, as the sword swings and mace slams of combat have a more natural look. Bandits stagger and sway and your screen and equipped gear shake as slashes are exchanged. Notifications of skill gains from combat are also displayed with a flashier presentation, as you'll get a visual notification of each skill up and how that affects your leveling progress, paired with audio cues to make it feel more rewarding. But perhaps the best effect of all is, after you manage to bring down a dragon, how its corpse erupts into flame and slowly disintegrates while wisps of magical energy flow into your character to underline how your skill in battle was enough to silence something seemingly invincible.

 

Clearly there's a lot going on in The Elder Scrolls V: Skyrim, which like all Elder Scrolls games is absolutely enormous. From what's been shown off so far, it looks like a role-playing game fan's dream come true, and one of the most beautiful virtual fantasy worlds in existence.[/hide]

 

Looks good :thumbup:

35bvvh1.png

[hide=Quotes]

Albel/Justin

Albel doesn't say anything anymore, just comes in, leaves an arrow and vanishes into the night :(Probably
practising some euphonium

You nearly had me fooled, you fooler you

Euphonium/10.

9/10. To me, always associate Albel with musical stuff in OT.

Everyone with a goatee and glasses is Albel now.

lmfao albel m8 wat r u doin, hi though.

 

[/hide]

[hide=Runescape Achievements]99 firemaking(2007), 99 woodcutting(2008), 99 fletching(2009), 99 magic(2010), 99 cooking(2010), 99 farming(2011), 99 construction(2011), 99 runecrafting(2012), 99 Hunter (2014),  99 ranged (2015), 99 HP (2015), 99 Slayer (2015), 99 attack (2015) 99 Defense (2015) 99 Prayer (2015) 99 Summoning (2015) 99 Strength(2015) 99 Herblore (2015) 99 Dungeoneering (2017)  99 Mining (2017) 99 Crafting (2017) 99 Smithing (2017) 99 Thieving (2017)  99 invention (2017) 99 Fishing (2018), 99 Divination (2018), 99 Agility (2018), MAXED (05/17/2018)[/hide]

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Wow... I might make an actual Khajit account this time around.

 

But images like that makes me wonder - how are the modders going to make everything adorable and sexy, like Ren's Beauty Model, in a game like Skyrim?

 

Let's hope they don't. There was a surplus of that crap for the last game and not enough of the actual medieval modder's content. Not to mention Ren's hairstyles were created for Morrowind and look terrible in more modern games.

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My heart is broken by the terrible loss I have sustained in my old friends and companions and my poor soldiers. Believe me, nothing except a battle lost can be half so melancholy as a battle won. -Sir Arthur Wellesley

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Wow... I might make an actual Khajit account this time around.

 

But images like that makes me wonder - how are the modders going to make everything adorable and sexy, like Ren's Beauty Model, in a game like Skyrim?

 

Let's hope they don't. There was a surplus of that crap for the last game and not enough of the actual medieval modder's content. Not to mention Ren's hairstyles were created for Morrowind and look terrible in more modern games.

A lot of it pushed everything even further into uncanny valley. Especially the longer bits of Ren's styles.

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*Some* of it was okay, like for totally [developmentally delayed]ed weaboos (like myself) who wanted OTT sexy, agile characters who could basically do anything (maybe that's why I liked Bayonetta so much) but I admit, it did go a bit too far. There were some nice mods, though, that really made the game better. I'm thinking Deadly Reflex, All Natural, Elswyr - those kinds of things.

WorldOfAVR_Part1_Avacyn_ajg5pfqs0fs.png

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*Some* of it was okay, like for totally [developmentally delayed]ed weaboos (like myself) who wanted OTT sexy, agile characters who could basically do anything (maybe that's why I liked Bayonetta so much) but I admit, it did go a bit too far. There were some nice mods, though, that really made the game better. I'm thinking Deadly Reflex, All Natural, Elswyr - those kinds of things.

I really only had the chance to use simpler mods. The ones that add actually balanced, well-made weapon sets were good too. Was one that did rapiers, and pretty much all of Adonnay's stuff...

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Addonay is great. Loved her stuff in Mount and Blade, too. Waalx isn't bad in terms of taste, although he's an egotistical [puncture] who won't work with others.

Untitled.png

My heart is broken by the terrible loss I have sustained in my old friends and companions and my poor soldiers. Believe me, nothing except a battle lost can be half so melancholy as a battle won. -Sir Arthur Wellesley

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