@ the Penny Arcade comic:
Yes. Yes Gabes choices were ridiculous. You do have choice, but it's not a free lunch; you also have a job to do =P
@Dragon
You actually can rebind the Steam screenshot key.
http://lmgtfy.com/?q=steam+screenshot+rebind+key
Dragon wrote:That's silly. You can't go and say it allows only for combat or stealth. There's nothing else than combat you can do in an RPG (except buy/sell which is a support skill not a main skill) so saying you can do only combat and this is bad is quite silly. The problem is "how" you can do combat (and stealth is one possible solution).
Alright, that's fair. Only armorer, acrobatics, athletics, mercantile, speechcraft, enchantment and security are non-combat, non-stealth skills, and security is debateable....and those should not really repressent any particular build. I should have been more clear. What I meant was, as a newbie, the only character that will seem to work is one that focuses on killing things with weapons and staying alive, or alternatively, one that's somehow really good at sneaking. A new player cannot possibly survive as an unarmored brawler, for instance...unless they choose the sign of the lover, of course, in which case I belive they will have in inordinary easy time. Mages will have a real hard time too.
Dragon wrote:That's silly. You can't go and say it allows only for combat or stealth. There's nothing else than combat you can do in an RPG (except buy/sell which is a support skill not a main skill) so saying you can do only combat and this is bad is quite silly. The problem is "how" you can do combat (and stealth is one possible solution).
Alright, that's fair. Only alchemy, armorer, acrobatics, athletics, mercantile, speechcraft, enchantment and security are non-combat, non-stealth skills, and security is arguably a stealth skill too....and those should not really repressent any particular build, taken together. I should have been more clear. What I meant was, as a newbie, the only character that will seem to work is one that focuses on killing things with weapons and staying alive, or alternatively, one that's somehow really good at sneaking. A new player cannot possibly survive as an unarmored brawler, for instance...unless they choose the sign of the lover, of course, in which case I belive they will have in inordinary easy time. The point was, for new players, there's not much choice if they want to have a fighting chance.
Dragon wrote:I don't get your gripe with the XP system. It's a very simple XP system based on improving what you use instead of spending XP points as most other RPGs do. If you ever played JA2 this is more than a familiar system to you. In Morrowind I could go a fucking staff wielding Argonian if I wanted to and be good at it or a bow wielding Kahjit with nimble skill like hell or a mage specializing in any of the schools of magic I like. Morrowind allowed all this with a simple XP system allowing you to improve what you actually use while you use it. Oblivion punishes anything except the builds preferred by the developers as anything else does next to no damage. I really don't call this better.
I'm using it as one example of Morrowind having consistently poor game design by todays standards. For sake of argument, I'll dive into your criticism, and try to elaborate on what I think is wrong.
This is all from memory, but no, it is _not_ a very simple xp system. It might be based on improving what you use, but that's not the result for a player who's trying to beat the game. It's not the result for a player who's _not_ trying to beat the game. It's only the result for a player who has a very clear vision of his character and doesn't mind that it gets gimped by the experience system. Since you don't get the gripe, let me elaborate on how it actually works:
Upon a level up, you get 3 attribute advancement points. You gain a level up when you have gained 10 skill increases in your major or your minor skills, and you rest. If you don't rest till you have gained 20 such skill increases, you gain 2 levels.
But you can gain up to 4 bonus attribute points for each attribute advancement you make, provided you select 3 different attributes of which you have advanced skills governed by the attribute by a total of 10 points, where each misc skill must not contribute more than 4...but if the bonus would give more than necessary to cap the attribute out at 99, the bonus is thrown away.
So if you want to advance strength, speed and agility as much as possible, and you have sneak, unarmored and long blade as major skills (because you're a cloth-armored thief! With a longsword!), you would be careful to sneak just enough, get hit just enough without armor, and kill stuff just enough with a longsword to advance those skills 9 times, insuring that you get, for example, exactly 4 longsword advancements, 3 sneak advancements, and 3 unarmored advancements (YAY mudcrab boxing!).
Then you would switch to fur armor, pull out a short sword, and jump a lot, because those are among your misc skills (acrobatics, light armor, short blade) untill you had advanced each of those 4 times. THEN you would pull your shield out (and better make sure not to be hit on your light armor because once you cap light armor you won't be able to use it for attribute pumping anymore! But it'll be better than being hit on your cloth, because then you might gain a skill up in cloth armor and that will make the next levels trebulations more difficult!), and you would run a lot, and you would use your axe to kill stuff. That's Axe, Block and Athletics, also misc skills!, you would make sure not to kill stuff quite so much though, because you only want 2 skill ups on axe, but you need 3 from athletics and block, so better try to avoid conflicts beyond a certain point.
Now you can finally take an extended rest, and reap the rewards of _5 times as many_ attribute points as you might have gotten if you'd just haphazardly advanced 5 major or minor skills twice and not had any synnergies with any misc skills.
Do you _see_ why it's fucked up? Because I certainly do.
Heh, as an aside on my gripes, don't even get me started on how they gradually limit movement speed based on weight carried, or how you can only sell for up to 5k gold at even the most renowned shop, so you make sure he has an item of approximately 10k value, some of approximately 15k value, some of approximately 20k value. Then, when you sell something expensive, he can pay out his side of the bargain with items you know and love, and which you have already agreed are worth an exact amount of money (though it's weirdly always worth slightly more when he has it). Then you wait for 24 hours, and then you can get 5k more gold and another well known "change" item in return for the one you bought yesterday! You have to imagine that blacksmith owners would also be hotel owners, since these waiting "guests" must be a fairly frequent occurence.
Also, don't you ever dare store anything at cassius cosades house, even though he's your friend and will let you use his bed, because that guy has a real mess around his place and he'll think it's his and if you try to take it he will fight you till death and then you can't complete the game!
Morrowind is not a piece of good game design. I like the underlying philosophy, but it's like the people who designed it have no understanding of the interplay between complicated systems and rewarding strategies. It's designed to simulate the complicated interplay between humans, challenges and learning, but the problem is, it doesn't simulate that. It does something else, I can't really describe what, but it is certainly not that. I can tell you that it seems to have been designed with a complete disregard for how the simulation runs. It's as though they haven't even done the simplest possible calculus, an incentive analysis. But I digress.
Here's the point. If Oblivion punishes players for using anything but a very specific build that the developers used, then Morrowind punishes players for playing the game in any way that _isn't batshit crazy_. Incidentally, Oblivion isn't much different here, but the larger issue is, Morrowind wasn't something any game should try to copy. The number one goal for a new TES game should be simplifying the game mechanics and making them behave such that you are actually rewarded for playing the way the underlying philosophy intends.
But this isn't about artificial grinding...that's just a much, much easier way to do it in Morrowind because it's really hard to rig your adventures in a fashion that gives you even a chance of getting good bonuses. In oblivion, everything is a lot easier, so the punishment is, ultimately, far lower. The system is still fucked up, of course, but you can't really screw yourself over if you pay attention, even if you're a new player. And there's always the difficulty slider to bail you out.
Also, oblivion really didn't provide more ways to artificially grind yourself up. It's almost exactly the same, though morrowind does have trainers and I don't recall if oblivion has those.
Dragon wrote:Which is the main point. Morrowind introduces "new" enemies which are stronger to match your level. Oblivion on the other hand upgraded the "same" enemies in a way you got no foot on the ground since your damage output dropped tremendously with higher level. In Morrowind with new enemies you had something to do. You had to learn a new enemy and to figure out how to attack them to beat them without getting damaged too much. Nevertheless a rat stayed a rat and had not suddenly 100 times more damage output just because you have a bunch of levels more on your virtual back. In Oblivion killing a rat at lv10 is more difficult than the same rat on lv1 no matter where in the world you meet it. That's the big difference between a level-with-you system and spawning different enemies depending on your level. One is a challenge, the other bad design.
If you're saying the problem is ludo-narrative dissonance, then I'll counter that both systems have it. Why the hell are there bonelords under vivec? Why are there suddenly alligator-like daedra? I know there's unrest, I know Dagoth Ur is doing his thing beneath the mountain, but you'd think the guards could at least keep the bloody sewers free of monstroud demonic entities. The rats might get weirdly stronger, but at least they're actually supposed to be there. In one systems its just far more visible, and far easier to point out as being ridiculous. But alright; I'll give you that one is easier to ignore, and that makes Morrowinds design better in this regard.
It's still not good though. Stronger monsters shouldn't appear in old areas without a reason, as a rule...so here they simply transitioned from a bad design choice into a worse one.
Dragon wrote:Morrowind has design bugs, nobody denied that. But this is a design bug which the player has to exploit on purpose to ruin the game not like Oblivion which forces the design mistakes upon the player no matter if he wants to or not. That's like using god-mode in an FPS game. Saying Morrowind sucks due to this design bug is as stupid as saying an FPS game sucks because you play it with god-mode enabled
Yes, you got me there..except, what I was actually saying was, it's _also_ just as stupid as saying that the smart players in oblivion went straight to the end boss while remaining level 1. I was drawing a parallel; trying to illustrate why the dichotomy you outlines was false.
Obviously, a player who actually did _either of those_ wouldn't be having much fun with the game. Both are exploits, concequences of the developers making certain subsystems simply too general and too broad.