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Further Elder Scrolls Discussion (Cont. from DXL OT)

 
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GreggD
Gamorrean

Joined: 05 May 2008

PostPosted: Jul 11, 2009 22:20    Post subject: Further Elder Scrolls Discussion (Cont. from DXL OT) View user's profile Send private message Reply with quote

So, yeah. here we can continue our conversation about the Elder Scrolls games, as suggested. I'll be posting the last related comment shortly, so we have a frame of reference.

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"If they were created by man, then we can solve them by man." -Tim Sabien

GreggD
Gamorrean

Joined: 05 May 2008

PostPosted: Jul 11, 2009 22:21    Post subject: View user's profile Send private message Reply with quote

klasodeth wrote:
sheepandshepherd wrote:
GreggD wrote:
I was using a short sword at first, and hitting nothing. I then looked at my stats, and my major skill was longsword. So I equipped a longsword, and wouldn't you know it. Just about every other swing was a hit.


Still kinda inaccurate, don't you think? Smile
In Oblivion, you pretty much hit with every swing, since the AI doesn't know how to dodge realistically. At least Oblivion's shields worked to balance that out a little.


One has to consider the intent of the game. As an RPG, The earlier Elder Scrolls games used a roll-to-hit game mechanic much like pencil-an-paper RPG's and isometric-view computer RPG's. The problem is that with the 1st-person perspective and the real-time nature of the game, a combat system based on generating random numbers to determine success or failure feels very odd to people used to 1st-person shooters. Since Morrowind was the first Elder Scrolls game to achieve major success, that's probably the point when Bethesda started hearing enough complaints about it to change the combat system.

^The previous discussion^

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"If they were created by man, then we can solve them by man." -Tim Sabien

Ryuichi91
Ree-Yees

Joined: 06 Aug 2007

PostPosted: Jul 12, 2009 00:21    Post subject: View user's profile Send private message Reply with quote

Well there is some good news for the development of for Lucius' DaggerfallXL project. Apparently Bethesda released Daggerfall for free on their site. So judging that people maybe looking for a modern engine since some people might not like DosBox or want a new look for the game. This could really help with the development due to the possible amount feedback (Unfortunately unlike for Dark Forces... I hope LucasArts sees what Bethesda is doing and rereleases Dark Forces for free)

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GreggD
Gamorrean

Joined: 05 May 2008

PostPosted: Jul 12, 2009 01:35    Post subject: View user's profile Send private message Reply with quote

Ryuichi91 wrote:
(Unfortunately unlike for Dark Forces... I hope LucasArts sees what Bethesda is doing and rereleases Dark Forces for free)

You know, I was thinking about that today. I'd really like it, that when Dark Forces is re-released on Steam (which will happen, if all goes well), that someone purchase it, and test out DarkXL to see if it will work. I'd do it, but I'm strapped for cash (unless it's only 4.99, in which case I'll do it). Anyway, if someone does this, and it works, I'll post a thread in the game's forum playing up DarkXL with a link to the site.

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"If they were created by man, then we can solve them by man." -Tim Sabien

Gez
Gamorrean

Joined: 05 May 2008

PostPosted: Jul 12, 2009 09:19    Post subject: View user's profile Send private message Reply with quote

For any problem with Arena or Daggerfall, I suggest browsing the UESP Wiki or the official "Past Elder Scrolls games" forum:
http://www.uesp.net/wiki/Main_Page
http://www.bethsoft.com/bgsforums/index.php_showforum=15

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