BlueDev:
Hayt:
Kathode:
- Comparisons with Unreal 3 engine and Interior/exterior cells
- Disabling RAI?
- Quests, and the quest compass #X
- Thrown straight into main quest?
- Blocking with hands
Locklear93:
Pete:
Sentinel:
Slateman:
- Slavery and real eastate/ways to spend your savings
- Merging interior/exterior cells
- Easter egg hint
- Leaning buildings? Camera perspective
- Use any item as a weapon?
- Cutting corners for faster development
MrSmileyFaceDude:
- Quest compass
- Enchanting and applying poison to bows
- Why the TES CS didn't ship with console versions
- Spells affecting the Player
- HDR lighting - tweak
- MSFD's counter-dumbdown rant
- Fast travel, again
- Quote from Gameplay Monthly with Ashley Cheng
- Lore Changes - Where are the jungles
- Does the camera switch to 3rd person in combat?
- Shields and dual wielding
- Why shields when all weapons can block?
- Is having a player move and THEN push the attack button a bad move?
- Power attacks and NPC strategy
- Knockdown
- Disarming
- Spinning attacks - camera movement
- Cast spell button
- Key-mapping - lefties?
- Power attacks
- Combat style (AI)
- About Luck
- Broken Items
- Multithreading
- Potions #1
- Potions #2
- About this screenshot
- Potions #3
- The TES CS
- The TES CS #2
MrSmileyFaceDude (MSFD), Programmer |
---|
Quest compass Beast_Slayer wrote: Was there a compass in Morrowind? Did you spend 20 hours searching for an NPC there? Did NPC's in Morrowind have schedules that sent them all over the game world? *** Enchanting and applying poison to bows If you enchant a bow, the enchantment transfers to arrows fired from the bow. If you apply a poison with a bow equipped, the next arrow you fire from the bow will contain the poison. *** Why the TES CS didn't ship with console verions Why didn't the TESCS come with the Xbox version of Morrowind?
The TESCS is a Windows program. Therefore no TESCS on Xbox. *** Spells affecting the Player Remember though, this is magical fire you're casting. Like all magic, it's not necessarily going to follow rules of the mundane world. In TES games, spells you cast on others do not affect you. That's the way it has always been. If it didn't work that way, then having a Touch spell with an area of effect would never get used because you'd harm yourself. How much sense does THAT make? Oh, it would be very, very easy to make area effects apply to the caster. One minor code change and it's done. But I'm still not enamored with the idea. The problem is that it eliminates touch spells with area effects. Nobody's going to cast them if they can hurt you as well, so they might as well not exist. And I don't like the "cone area" idea either, because a) touch spells require you to be within touch range of the target -- they're like a laying on of hands type of thing, and B) area effects are meant to be omnidirectional. You want EVERYONE (except yourself) within the radius to be affected, not just people behind the target. Besides, like I said before -- it's magical fire, not "real" fire. *** HDR lighting - tweak Oblivion IS using HDR lighting. The amount of the effect is configurable. The screenshots you've seen are not only several months (and several versions of the shader code) old, but also have the effect turned way up. Also, the "bloom" effect isn't always there. The brightness, size and opacity of the effect varies over time and as you look around. Basically though, the game isn't done yet. We'll be tweaking the visuals continuously until release. *** MSFD's counter-dumbdown rant First of all, buying or not buying the game is entirely your prerogative, and I won't stop you if you've made your decision. However, allow me to correct a few misconceptions you have about the game.
Stats don't matter, player skill with rapidly clicking mouse does
Running doesnt drain fatigue
Ability to teleport to places you've been without using magic
Having to aim with a sword in order to "hit" a guy. Your stats should do
it for you
Having the game cater to your class SPECIFICALLY
Turning it into a LOTR Crap Game (White Tree of Gondor anyone?)
No fricken mounted combat
No crossbows, No throwing weapons
Having trees that follow you (Don't ask, Speedtree does it...)
Moving barrels all into one place of a dungeon
Having a more linear story...
Destroying the concept of "payed for by looking" with shiny dots on your
map By all means, if you don't want to, don't buy the game. Like I said, that's your prerogative. But don't make your decision based upon your own assumptions about things that you know very, very little about. *** Fast travel, again You can't fast travel if you're in combat. You can't fast travel if you're in an interior (or a dungeon). You can only fast travel to places you've already been to. Time passes when you fast travel, so if you're poisoned for example, you may die before travel is completed. And finally, you don't need to use it. At all. *** About a Quote from Gameplay Monthly with Ashley Cheng Knight777 wrote: Most people want to get to the end of the game? I want the game to be as long as possible! What he MEANT was that people want to get to the end of the main quest. And so there are always ways to quickly find out what you're supposed to do next on the main quest. Doesn't have anything to do with any of the faction quest lines, side quests, etc. You've selectively left out another part of the same interview, where he says that we measure game time in hundreds of hours, not tens of hours. Your concern is misplaced. *** Lore Changes - Where are the jungles? What's more important -- staying true to history, characters, peoples, and major events, or staying true to a blurb about flora written many years before a particular game began development? Besides, whole cities were moved around for Morrowind. Heck, the whole island of Vvardenfell isn't supposed to be surrounded by endless ocean, and yet that's how the game was shipped. *** Does the camera switch to 3rd person in combat? Nope, that's still under your control. *** Shields and dual wielding Nah, the shield is always in your left hand, and one-handed weapons are always in your right, just like in Morrowind. No dual wielding. But remember, you can cast spells even if one or both of your hands is full. If you have a shield equipped, that's what you block with, otherwise you block with whatever weapon you have equipped (or your hands if you're weaponless). *** Why shields when all weapons can block? Oh that's easy. Shields are far more durable and effective at absorbing damage. You don't want to spend too much time blocking with a more fragile weapon, because it will break and become useless if it gets damaged too much. *** Is having a player move and THEN push the attack button a bad move? Oh it's very quick -- if you do a power attack (by holding the attack button down briefly, around a second) while a movement key is being pressed, a power attack for that direction is performed. You can do it fast enough so that your character doesn't even start moving in the direction you're pushing before the attack starts. Besides, you're likely to be moving around a lot anyway. *** Power attacks and NPC strategy Power attacks burn a lot of fatigue, and the lower your fatigue the less effective your attacks are. In addition, power attacks can take longer to perform than standard attacks, possibly leaving the attacker vulnerable. NPC's are aware of this and so will use them wisely. *** Knockdown You can't cause yourself to fall over. Only enemies can do that, by damaging your fatigue BELOW zero. Actions you perform will only bring it down as low as zero, but not below it. If your fatigue meter's too low, you simply won't be as effective. In combat, that means you won't do as much damage as if your fatigue was full. *** Disarming Oh yeah, I forgot to mention that. If you have a high enough blocking skill, there will be a chance you can disarm your opponent when you block. :) *** Spinning attacks - camera movement The camera DOES move when you perform spinning attacks in first person, it just doesn't spin. So it's not like the camera is completely stationary. *** Cast spell button Right now we're using the C button to cast the current spell. Very convenient to WASD for movement. *** Key-mapping - lefties? You'll be able to re-map the controls to other keys. I'm not sure what more could be done to accomodate lefties than that... *** Power attacks All the power attacks can do the same amount of damage -- doing a power attack applies a multiplier to the damage you'd normally be doing. You have 5 power attacks at a time. There's one for each of the cardinal directions, and one for if you're not pressing any direction button. The power attack animations are different for each weapon type -- so a two handed sword's power attacks are different from a blunt weapon's which are different from a dagger's, etc. As your skills improve, you get new power attacks that replace the old ones. *** Combat style (AI) Combat Styles apply to creatures as well as NPC's. *** About Luck As mentioned, Luck is an attribute. It's used to modify your skill level whenever a skill is included in a formula such as calculating attack damage, calculating how effective your armor is in absorbing damage, etc. There are cases where the skill level is not modified by Luck, such as determining when you get skill perks like new power attacks. Anyway, that's how Luck is used. *** Broken Items Shields, weapons and armor all take damage until they're unusable, at which point they can be considered "broken". But they don't fall to pieces, and you can still repair them. *** Multithreading Oblivion uses multiple threads even more extensively than Morrowind did. *** Potions #1 Drinking of potions is instant. However, for Oblivion, You can only have a specific number of potions affecting you at once. That number is determined by your alchemy skill. So no more drinking hundreds of potions at once. *** Potions #2 It's not just a start, it's the way it works. Drinking potions is instantaneous with no animation. The effect or effects in a potion will start right away. Potion effects will still stack, but the fact that you can only have a certain number of potions affecting you at once will limit your ability to buff up to ridiculous amounts. Plus, if you fill up on buffs, you won't be able to drink any health potions until they wear off. So the solution:
Instantaneous drinking of potions worked just fine for Morrowind -- it was the ability to exploit unlimited stacking that was the real issue. *** About this screenshot That's Elven armor. *** Potions #3 The limit is *ONLY* for potions. Spells, enchantments, scrolls, etc. that are affecting you are not counted. And how is popping up a message saying you can't drink any more potions immersion breaking if you've got the menus up anyway? And remember -- the limit increases as your alchemy skill improves. It's a skill perk, just like learning new power attacks are skill perks for combat skills. We've got to communicate skill perk info for all the other skills -- it won't be any different for Alchemy. If you want a roleplaying rationale for it, the analogy made earlier to The Princess Bride (i.e. having spent years building up an immunity to iocane powder) is apt. As you become a better alchemist, you are better able to tolerate the effects of magical potions, and so can "stomach" more of them at once. The novice simply can't do it. If you think about it, it's really not all that different from in Morrowind, where you could only "see" a certain number of an ingredient's effects, depending on your Alchemy skill. It's all about making the skills more meaningful. *** The TES CS All I can say is, it's "The Elder Scrolls Construction Kit", not the "Generic RPG Construction Kit". There's a tremendous amount you can customize and modify, but when it comes right down to it the intent of the tool is to build Elder Scrolls games, and so the ability to use the TESCS to make a completely different game is going to have its limits. *** The TES CS #2 Another thing to remember is that the Half-Life engine (and the Unreal engine and the Doom III engine) are commercial game engines that are licensed as products to other companies who make games based on them. Thus, the tools to make content for those engines have to be fairly generic, because they have to support a wide variety of titles in a wide variety of genres. This isn't the case with The Elder Scrolls. As Sentinel said, we use the TESCS to make Elder Scrolls games. As such, the TESCS doesn't include any features we don't use. It doesn't need to be generic, because we're not selling an engine like Valve and the other companies do. Since that is the case, making the TESCS more generic, adding features we don't use, etc. would be a waste of money that we could otherwise spend on making sure the GAME is as good as possible. Go ahead and keep making suggestions, though -- there's nothing wrong with that! :) And as far as longevity goes, in a couple months it will have been THREE YEARS since Morrowind was released, and not only does it still have a thriving mod community, people are still buying the game. |