Note: This fourth set of quotes has been added 23rd of November, 2005.
Hayt:
Kathode:
- A few changes made in gameplay from E3 demo
- On death animations
- On the musical theme of Oblivion
- Comment on book with "burnt" appearance, and auto-tidying of items lying around in interior cells
Pete:
- General purpose reminder - demo?
- On platforms - Oblivion on mac?
- PC & XBOX versions to be released simultaneously?
- On platforms - XBOX and PC versions
EmilPags:
- On the hand-to-hand skill
- On scale and landmass
- on the Dark Brotherhood
- On the stealth aspects of gameplay - ye ol' comparison with Thief
VXSS:
- On animation - havok and suggested "character traits"
- On animation - havok and suggested "character traits" #2
- On animation #3 - the animation system
- On animation #4 - comment on E3 demo feedback
- TES evolving
- On "left out" weapon-types
- On lockpicking
- Counter-dumbdown rant
- On specs/performance
- On specs/performance #2
MrSmileyFaceDude:
- Eye movement of NPCs in dialogue
- On archery - arrow trajectory?
- Counter-dumbdown rant - motives, money, platforms
- Blocking magic
- On sneaking - skill perk for negating armour-penalty
- Comment on tabs from screenshot analysis
- On infamy & bounty
- On infamy & bounty #2
- Optimizing and specs - reasons for witholding
- On rats - animations
- On mods - backwards/forward compatible?
- On containers - UI
- On fatigue
- Comment on screenshot feedback - water
- Comment on screenshot feedback - water #2
- Character models
- On skill progression
- On skill progression #2 - magic
- Critical hits?
- What to expect from MSFD
- On essential NPCs
- On sneak attacks
- On poison
- Robes? Hoods? No cloaks?
- On sleeping/camping outdoors - possibilities
- On the musical theme
- On classes
- On cities - loading
- On cities - loading #2
- On cities - loading #3
- On blocking
- On parrying/blocking - clarification
MrSmileyFaceDude, programmer |
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Eye movement of NPCs in dialogue Red Feather wrote: "The most important thing I was going to say though was when you're talking to people I noticed something kind of bad. The NPCs eyes don't react like they should. They kind of just stare straight ahead the hold time and occasionally blink. In HL2 and Vampire bloodlines, npcs eyes look around and add to the expression. From what I can tell in this video from conversations with the emporer, a human bard, and the bookseller, their eyes do absolutely nothing except look straight ahead and blink. Hopefully this will get fixed!" That changed a few weeks ago. They now look around occasionally as they're talking to you.
*** On archery - arrow trajectory? Note: Refers to E3 demo. There is definitely a parabolic trajectory when you fire an arrow. The goblin just isn't all that far away.
*** Counter-dumbdown rant - motives, money, platform A flaw is in the rationale you assume we have for releasing games on the console in the first place. Of course, as a business, Bethesda must make a profit. It'd be stupid to spend time working on a game and not expecting to make a profit -- that's not how companies stay around. And unless you have a fundamental objection to capitalism itself, it's silly to complain about a company attempting to maximize profits. The flaw in your thinking here is that that's all we care about -- money. Let me tell you -- I for one as a programmer with many years of experience could be making significantly more money outside the gaming industry. Those of us in the trenches -- we programmers, artists, designers, producers, etc. -- we are in this industry because we love it. We love games, and we want to make the best games we can. And we want as many people as possible to play the games we make. PC versus console is a pointless debate. We're gamers -- the platform is irrelevant. It's the games that matter, whether we play them on a PC on our desk or a console in our living room. Morrowind proved that a huge game with hundreds of hours of varied gameplay CAN succeed on a console as well as a PC, and Oblivion will support that.
*** Blocking magic? No. For ranged magic, you can try not to get hit by the projectile. Otherwise the only way to avoid being affected by a hostile spell is through resistance (to magicka or elemental attacks), reflect or absorb magicka. A plain, unenchanted shield can't do that for you, whether you're blocking with it or not.
*** On sneaking - skill perk for negating armour-penalty One of the high level Sneak skill perks negates the detrimental effects of sneaking in armor.
*** Comment on tabs from screenshot analysis Melboz99 wrote: "Hey, I think I know what the tabs are: Tab 1: A typical symbol for Magic. This is the all spells tab, just like we have an All Items tab in MW. Tab 2: A target with arrows. This should be the symbol for ranged spells. IE, cast on target. Tab 3: The hand with an eye. Obviously this is cast on touch. Tab 4: The Head with a diamond on the forehead. This obviously represents cast on self. Tab 5: The Skull with a lightning bolt going across it: This is probably reserved for necromancy. I'm not sure why it wouldn't be in the same categories as cast on touch or cast on target." You are very smart. Although tab 5 contains magic that is currently affecting you, the others are correct :-) The L and R only appear on Xbox and indicate that you can switch to different menus using the left & right triggers.
*** On infamy and bounty When you commit a crime, both your bounty and infamy go up. Your bounty can be removed, though, if you go to jail or pay fines -- but your infamy will not go back down. Basically it's a gauge of how much of a criminal you are. It's used in determining an NPC's disposition towards you.
*** On infamy and bounty #2 Infamy works the same way as bounty does -- except that it never goes away. Because it doesn't go away, it doesn't have as much of an impact on others' disposition towards you as your bounty does, but it still does have an effect.
*** Optimizing and specs - reasons for witholding Actually in this case it simply means that we're not finished optimizing the game yet (that means making the game run faster.) Until we've reached the point where we decide we can't make it run any faster, we won't really know what the minimum system spec is. Once we know that for sure, we'll announce it.
*** On rats - animations Monophonic wrote: "No no, I think it's just the fact that rats are jumping! It's just so silly, rats were not designed to move around via jumping. They've got stout little legs and pudgy elongated bodies." Actually, rats hop along as they run. They can walk & trot, but when they really want to get moving, they hop just like in the video. Being much smaller than Oblivion's ROUSes, they do so very quickly. But they definitely do hop when they run. I should know -- my wife and I have had rats as pets for many years ;-) Now you know -- and knowing is half the battle.
*** On mods - backwards/forward compatible? No. Morrowind mods will not work with Oblivion, and Oblivion mods won't work with Morrowind. There have been too many changes to the data for even the most basic mods to be compatible.
*** On containers - UI A screen not too dissimilar to the inventory menu appears. You can switch between viewing the contents of the container and the contents of your inventory, and move stuff back & forth from the container to inventory as you want to.
*** On fatigue Basically your fatigue is always being restored. Running makes it restore more slowly (most of the time so that it's not coming back at all.) Certain actions drain fatigue -- doing power attacks drain a lot, for example. And everything you do is modified by your current fatigue -- so if it's low, you're not going to do as much damage in your attacks, for example. It makes a BIG difference. In Morrowind, we originally had it so that you couldn't run if your fatigue reached 0. And it SUCKED. Folks complained that movement was too slow in Morrowind anyway -- imagine if you could only run for short periods of time.
*** Comment on screenshot feedback - water Gee, when the sun's low in the sky, you generally can't see into the water much in real life. And when you are close to the water, a low angle generally prevents you from seeing reflections. Also, willows tend to have brighter green leaves than many other kinds of trees. Perhaps some of you need to get out more. Then you'll learn that water looks different depending on the angle you're looking at it, the position of the sun and other light sources, and the relative positions of things near the water. And maybe then you'll make the connection that since the lighting, locations, weather and flora in the other screenshots are all different, then maybe other views of the water will be different as well.
*** Comment on screenshot feed back - water #2 Of course the water has reflections. The picture some people are complaining about is a nice, atmospheric shot, and that's why it was released. It wasn't specifically released to say "HAY LOOK AT R L337 WATORZ!!1", it was released because it's a pretty scene.
*** Character models There's only one female mesh (and only one male mesh.) It has to represent all ages. The skin gets tinted according to the face's skin tone, and the mesh is scaled according to race & gender (and obviously the beast race textures are completely different.) We're not doing body morphs. You can adjust the faces to pretty much anything you want, but not the bodies. The people who made the character meshes are experienced character artists who know what they are doing, and know anatomy. The company is looking for more character artists, so if you feel you're good at this sort of thing and want to help out for future games, click here and apply.
*** On skill progression The skill usage values are fixed regardless of your skill level. What changes is the number of uses required to advance from level to level. Thus it takes much longer to advance from 50 to 51 than it does to advance from 1 to 2.
*** On skill progression #2 - magic
Sydek wrote: "What I remember from Morrowind is that your magic skill would raise soley when used. When it came to leveling up destruction for instance, it didn't matter if a magic bolt killed/hit an enemy/npc/monster or if it hit the wall.
There's a small skill usage for casting, a larger one for a successful hit. The exact values of these skill usages depends on the magic school.
*** Critical hits? Yes. Successful sneak attacks result in significant bonus damage.
*** What to expect from MSFD What To Expect From MSFD: - I will answer questions about features that we have already announced are in the game, to the best of my knowledge, and to the extent at which I am at liberty to discuss them. - I will IGNORE questions about features that we have not already announced. That means not responding to forum posts or PMs. At all. I'm not allowed to talk about these things, so please don't expect me to. - I will RARELY attempt to justify, defend, or explain the omission, inclusion, or implementation of a particular feature. Mostly because most of the time I was not involved in the decision to leave out or add or modify a feature and I don't want to speak for those who were, but also partially because it's usually a waste of time. People will complain about things no matter what you do, and it's a waste of time, energy and bandwidth to get drawn into long, drawn out discussions about it. It is what it is. The question "why is XYZ not in the game" will rarely get ANY response from me, let alone an answer. Now, if I know a lot about a particular feature, I might get into discussing how it's implemented & why, but I won't get into a back & forth battle of should have/would have/could have. That's not to say that complaints aren't necessarily valid -- just don't expect me to get drawn into explaining or justifying every decision made in the development of the game. - I will correct mistaken impressions or erroneous information when I see it, but I can't be everywhere - I tend to lose interest in discussions where the technical, artistic and creative abilities of my co-workers (or mine, for that matter) are questioned. Don't expect me to participate actively in these threads. I doubt any of you would if the positions were reversed. - I think that Oblivion is really, really amazingly good, and better than Morrowind in every way. I think that the team has done an incredible job with the art, quests & dialogue, and technology. The game is a heck of a lot of fun, and I think that even doubters are going to be pleasantly surprised. And I'm not just saying that because I'm working here. Oblivion's turning out to be something very, very special. So. Keep posting, keep complaining, keep hoping, keep speculating, keep asking questions. I'll chime in where I can, where I feel it's warranted, and where I feel I can contribute.
*** On essental NPCs We briefly thought about having essential NPCs just taking no damage at all -- but that would have led to them becoming unstoppable juggernauts, mowing down everything in their paths. Not a good situation. I think we went through about 4 different variations on this before settling on the scheme we have now.
*** On sneak attacks If you perform a sneak attack and are undetected, you'll get a bonus amount of damage depending on your sneak skill and whether it's a melee or marksman attack. Once someone's in combat with you, you are very unlikely to be undetected in a subsequent sneak attack, meaning the chance of getting another sneak attack bonus is slim.
*** On poison A poison is simply a potion with all negative effects. You poison a weapon by "equipping" the poison, and it asks if you want to poison the current weapon (if you have a bow equipped, the next arrow you fire will be poisoned.) It's a one-shot deal -- once the weapon hits an opponent, the poison is applied. Since a poison is a potion with ALL negative effects, if you make a potion with any positive effects, it's not considered a poison. So when you equip it, you'll drink it.
*** Robes? Hoods? No cloaks? Robes are in the game. Some have hoods. Cloaks never were -- and weren't in Morrowind, either.
*** On sleeping/camping - possibilities There are camps and settlements scattered all over the place, and some dungeons have areas where the bad guys slept. After you clear out the dungeon, there's nothing stopping you from sleeping on that bandit's bedroll. Not like he's going to be using it anymore.
*** On the musical theme It's not the Morrowind theme, it's the Elder Scrolls theme. Morrowind had the first arrangement of it, Oblivion has the second.
*** On classes There are a number of pre-defined classes, but you can modify them by picking whichever 7 out of the 21 skills you want to define your own custom class.
*** On cities - loading One game I know of that did something like that was Star Fox Adventures. There was always a winding tunnel you had to travel through to go between zones. It was never straight, because they didn't want you to be able to stop in the middle & see both sides loaded or in partial states of loading. We're not doing it that way. The tunnel would have to be too long (and unnaturally so), it'd have to be long enough so that the fastest possible character wouldn't move faster than it took to load the other side, etc etc etc. It's just cleaner, faster, and works better for Oblivion to do it the way we're doing it. It's only the large cities that are like this, anyway -- the smaller settlements and villages are as open as they were in Morrowind. It was a choice of performance over the realism of having the city gates be open, or having to artificially constrain the entrances to cities with a weird tunnel or wide moat or whatever else. We chose performance, and I think that when you start seeing "Chorrol Opened" mods show up, you'll realize why we did it this way. And agree with it.
*** On cities - loading #2 Well, the difference is that he doesn't want to have to activate the gate, he just wants to walk in there. You'll still see a loading screen. The reason we tend not to do these things is that you might accidentally walk through -- say you're fighting someone and you back up through the load door. A nuisance. We prefer having you perform an action -- activating the load door -- to reduce the chance of accidentally going through.
*** On cities - loading #3 Just because you can't see them doesn't mean they don't need to be pre-loaded for when you CAN. If you get close to a city, you could suddenly turn towards it -- and if the city is wide open and wall-less, then that stuff had better be loaded. It's not a rendering issue. It's an issue of a large amount of data that needs to be loaded. Walling off the cities allows us to make them have more "stuff" going on in them -- in terms of artwork and activity. If you're just walking by with no intent of going in, the last thing you want is for the game to slow down while all that info is being loaded on the off-chance you might decide to stop in.
*** On blocking
You can block with a shield. Blocking with shields or weapons absorbs damage from the attack (preventing some of it from getting through to you), and the shield or sword will take damage. Shields generally have higher durability than swords. Blocking with your hands does NOT absorb weapon damage (only hand to hand damage), but it can cause the opponent's blow to recoil. Some of the higher-end skill perks for the Block skill only apply to blocking with a shield -- you gain a chance to do a "block attack," where the shield is used to bash at your opponent after their blow recoils off your shield, and if you hit them you can get a chance to stagger them or even disarm them. You also get a block attack ability as a perk for your Hand to Hand skill. If you're blocking with your hands, and your Hand to Hand skill is high enough your character can throw a punch after the opponent's blow recoils off your blocking hands, and if the punch lands you have a chance to stagger or disarm your opponent. But regardless of whether you're blocking with a weapon, shield, or your hands, the effectiveness of the block is based on your Block skill.
*** On parrying/blocking - clarification Technically there is no parrying -- you can block with your weapon if you have no shield. Parrying implies deflecting blows, not just blocking them. The effectiveness of blocking with your weapon is governed by your character's Block skill. |