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Level 305 Comments: Lord Of Laughs
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- Hence why Skyrim is kinda a crap RPG
Because of resistant stats?
I was thinking apparent lack of.
Don't feed the frost trolls.
I guess it's an alright RPG if you like your RPGs to be vast as an ocean but about as deep as a puddle.
Well by and far the worst part is the combat. For one, there is practically zero difference between all the weapon types save for the speed and appearance of the attack animation
I mean for fuck's sakes, you can even decapitate people using a mace/warhammer
. You just throw on whatever weapon you feel like using, then flail with it like a madman till either you or the thing you're fighting is dead. Pretty much the only interesting part of Skyrim's combat is shouting, but even that has its issues. The biggest disappointment there for me are the fire/frost breath shouts. Like why is it that dragons are able to do a proper fire breath attack, but when I try to do so using the
exact same words
, I just cough up a single fireball
that doesn't do nearly enough damage to be worth the 100 second cooldown
How about the fact that Skyrim is supposed to be in the middle of a crazy Civil War, but there is literally no signs that a war is even happening other than a few parties camping in the woods around the map doing nothing?
Or maybe we could touch upon how you can join the Legion, win the war, then go into the Dark Brotherhood and kill the Emperor and suffer no consequence? Or go through the College questline and become the Archmage without ever having cast a single spell from the time your character was created? Because it definitely seems fitting that the leader of the only magical institution in the province wouldn't even know how to cast more than 2 spells. Similarly you can become leader of the Thieves Guild having only stolen something on two occasions.
Someone else talking about how bland Skyrim is mechanically:
I'll give Skyrim points for backstories and all the books everywhere, but that's pretty much where the depth starts and ends.
Have you tried mods? Mods can fix all of these problems....
I think mods should add on to an already good experience, not be what the game should have already been.
Plus, you're using mods as an excuse to sweep all these major problems under the carpet. Not everyone can solve their problems with mods. People on consoles don't get them.
Except not really.
I've tried magic mods, but most of the spells end up being too weak for end-game or just ridiculously OP. Also they're generally all functionally the same as vanilla spells anyway, just with slight edits. While a valiant effort, they still can't fully save Skyrim's lame magic side.
For melee combat, similar story. All the mods can do is just make slight, brute-force changes to values, overall the sword fighting still ends up coming down to flailing like a madman until you or your enemy dies, only now there are little quirks to make the conclusion come faster.
The lack of evidence for the civil war is one of the only things I've talked about that is fully fixable via mods, but the thing is it never should have needed to be fixed in the first place.
Same thing with becoming Archmage as a warrior, or Companion Harbinger as a level 10. Can be fixed by mods, shouldn't have needed to be fixed in the first place.
For the bit about killing the emperor then joining the legion, no mods I have encountered even try to fix that. Shame, too, since the Dark Brotherhood is one of the few quest lines that actually feels like you're doing something of impact, but in the end apparently the only impact that killing the emperor has is a few extra lines of random guard dialogue.
1. That's exactly how combat in Oblivion was too, except shields are useful in skyrim
2. Would you rather super OP shouts?
3. Magic DID blow chunks in skyrim
4. There are random encounters where imperials will be laying an ambush for stormcloaks, and vice-versa, but that's about it.
5. That's because you're supposed to leave no witnesses, or not be seen doing such shenanigans
6. You literally cannot get past the one point without casting a ward, nor the other part without throwing a spell at the wall
7. The Thieves Guild is pretty much the Illuminati, they're all about controlling the local politics and business
But yeah, it needed some more depth.
1. Never played any other TES, so all my criticisms are specific to how Skyrim is on its own. Not making any claims comparing Skyrim to Oblivion / Morrowind.
2. Well, it could be argued that Unrelenting Force is already OP compared to the rest, and it's the most balanced out. I'm just saying when I use fire breath I want fire
3. Yea, that's why I never used it.
4. Never encountered that without mods, but I guess I was just unlucky.
5. And yea, that makes sense but it's not consistent with the game (I'm referring to how the guards apparently know you're part of the Dark Brotherhood from the moment you first join the club).
6. Fair enough, I exaggerated a tiny bit with that, but it's still pretty immersion breaking how regardless you can become the Archmage without really being a mage at all.
7. Fair enough, I guess at least the Thieves Guild made more of a point of being stealthy than the Dark Brotherhood.
People like the Fallout and Elder Scrolls games because they're simple and straightforward with lots of opportunity to deviate from the main quest and do new things. Breadth and not depth is exactly why they
good RPGs and deserve their spot. To judge them like a game series that is all about combat
mechanics is unfair.
**tripleskit used "*roll picture*"**
All that effort, and you didn't define depth.
I'm gonna defend hydraetis on this one, imo Skyrim's the basic bitch of the sandbox RPGs. Sure, there's all of this nice, implied lore, but about 80-90 percent of it comes from the earlier games. N'wahs are N'wahs, Argonians are Lizards, I really did enjoy the idea of the religious persecution in Skyrim, it brings forth out the different flavors of different characters, the high elvel Aldmeris, the ignorant nords, the far and few learned people, Jarl Balgruuf 4 president, and people in different factions. I enjoyed the different and unique parts of the story in the game, as with Parthurnaax's brooding solidarity and reflections, how reading certain books in the game really change your light on major events (The Bear of Markarth), the active controlling, or even abuse of local customs for consolidation of power(The Jagged Crown). What I did
like was how all those different and subtly important points of the story and game weren't consistent throughout my playthrough. While, sure, from a business standpoint, you can't mess with the content for the money you got paid by some guy, the Civil War Questline was parallel, quest for quest, to the point of the only real two differences being A: What the color armor on the soldiers you're gonna be fighting with will be, and B: the characters that play as the Jarls. That's it. They get away with that by saying their forces are spread thin, and by implying that the Stormcloaks are the insurgency against a larger force. So, wait, what, now both of them are the underdogs, whoever is the bigger one depends on who you choose to fight with. Their
fighting is too far & too few, the biggest interaction was either the predetermined fights that were advertised, or mods. Everything else was guard patrols, it's just that the guards sometimes were named stormcloak or imperial guards. Sure, there are some nice and unique points, but for most (85%+) of my multiple play through experiences
i really fucking milked my money out of that game
, that was it. It missed quite a good few potential subtleties that give an RPG a really immersive feel, the unique items were only unique in the sense that their enchantments made them slightly less crappy than their non-unique counterparts. Half of them didn't even have a
model. Why half of them when you can change
Don't get me started on the voice actor recycling.
70 voice actors were used for about 600 named NPCs. Not all of them were good.
Farengar, Ass-Fire, and Lydia the Carrier of Burdens. The small talk between NPCs in the game was less noticeable than in Oblivion.
Skyrim also had a lot of iffy technical/mechanical points. I see you don't want to hear about those, since you don't believe those can lessen the impact and depth of a game.
Depth in combat = having some kind of variation to mix it up, whether that be having different effects for hitting someone in the head vs. the legs, or having the weapons behave in a different manner in regards to damage or unique effects, etc.
Depth in quests = not having your hand held throughout the whole thing whilst being told what to do, facing punishment of 100% quest failure if you decide fuck the system. Some questlines were good on their own for this in Skyrim (eg: Dark Brotherhood), but their downfall comes in how pretty much nothing is different in the world after completing them.
To be honest, I feel Skyrim was more streamlined, more focused on "casual players". More simple. Removal of many level branches, and core stats. But hey, people enjoy it, an there will always be mods. Personally I like Oblivion. Not as many walls of text as Morrowind, quest markers, easy custom spells, more variety in scenery than Skyrim, and memorable characters ( My favorite was Sheogorath. ) Plus you fight fucking demons.
Streamlined != for casuls
The more streamlined it is the more casuals it's gonna attract because it's actually fun to play because you play the game and not around shit mechanics.
Dumbed down on the other hand.... yeah. They often are very close together but still are totally different things.
I'll admit that I enjoyed Skyrim, I'm just saying that it still has many glaring faults, at least for those who want something more than Baby's First RPG.
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