Re: Elder Scrolls SKYRIM
Daedric quests are ones where you interact with the various Daedric Princes in various ways and (might) get a powerful artifact at the end.
Icemage
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Elder Scrolls SKYRIM
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Re: Elder Scrolls SKYRIM
came across some amusing miffed comments, mew.
*spoilers*
"I agree. You become Archmage after going through like 3 dungeons over experienced wizards who have been there for years and for what? Because you found a ****ing stick? The DB also pales compared to Oblivions. Lucien Lachance? That insane Bellamont guy? The whodunnit mansion quest? Also all the guild members were likable. Cicero is cool but otherwise they were irritating (not that it matters much as you only need to do like 4 quests and its over)."
"The dark brotherhood in oblivion was a masterpiece, there was not one boring quest. The only time it wasn't super exciting was doing those dead drops for lachance, but then when you learned who you were killing it became super exciting again. It was way darker and more evil then skyrims version. Imagine if the Astrid and the rest of those idiots tried to stand up to the DB from oblivion? what a joke."
"The quality of the non guild side quests and daedric quests is amazing, it's weird that they dropped the ball so hard on the actual guilds themselves"
I keep hearing about these Daedric quests, are they like a guild or something, mew?
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Re: Elder Scrolls SKYRIM
You could easily create a spell at the temple in the first major city to reverse the ill effects of the Boots of Blinding speed and could do it as any race with rudimentary magic skill. All you needed was for the spell to last a second or two long enough to equip the shoes and that was all it took to undo the effect of blind.
I murdered the poor blind woman for them. Problem?
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Re: Elder Scrolls SKYRIM
BBS did require you to either have high level Enchantment skills, play a Breton or go well out of your way to get the Cuirass of the Saviour's Hide to be able to use them though. Plus you either had to commit murder or provoke someone into attacking you so attempting to get them did ruin immersion somewhat.
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Re: Elder Scrolls SKYRIM
Guard underpopulation is no laughing matter. Think of the arrows, how many does the city need to get enough people with bad knees?
Originally posted by Yygdrasil View PostMy favorite glitch to exploit was in Oblivion.
I don't seem to remember those boots, but knowing myself I'm pretty sure I TGM'd the fall to keep the boots as well.
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Re: Elder Scrolls SKYRIM
I've found another way to reduce framerate stutter on the PS3 version, but it consists of going about each of the nine holds and offing as many guards as I can unnoticed.
Temporary fix, though, as they always make more of them.
Windhelm guards are easy to get. Everyone just thinks its "The Butcher" anyway.
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Re: Elder Scrolls SKYRIM
My favorite glitch to exploit was in Oblivion. While progressing through the Thief Guild storyline there comes a point where you have these boots (of jacksomethingsomething) which you wear in order to survive a fall down a huge drop. Upon landing they're supposed to break. While researching the quest (after a few failed attempts) I came across a useful bit of info about falling. If you find yourself falling from a height that would normally kill you upon impact... and have the reaction speed to quickly enter the menu and save your game JUST BEFORE hitting the ground... your momentum is not calculated into the save file for when you load it back up. In other words... save the game just before you hit the ground (or within survivable falling distance), exit the game, load the save file, survive the landing. Broken as hell... but incredibly amusing. If you're quick, you can even unequip the boots of jacksomethingsomething just before you land... and avoid breaking them. I found better boots to replace them at one point... but they're still a trophy that I keep at my house to remind me of that trick.
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Re: Elder Scrolls SKYRIM
Originally posted by Omgwtfbbqkitten View PostThey're still a PC developer at heart, however, so their biggest fault remains that they rely on the internet to fix everything after release.
So PC players will forgive a lot of Bethesda's misses because in the end we will end up changing the game as we see fit. Unless they do silly things like killing the 4GB capabilities (which Bethesda said will be fixed on the next patch) that may hamper modding, then and only then will PC players really poke on Bethesda until they fix it proper. Other than that, nah, probably most PC gamers are playing very different versions of Skyrim to mind the non-huge bugs.
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Re: Elder Scrolls SKYRIM
I've yet to come across a "mega-broken" quest. I've mostly been avoiding the main story and raiding each dungeon for Words as the Greybeards direct me to them or I just happen upon them, only occasionally going back to my quest log to attend to anything there. I'm finally joining the civil war just now.
At any rate, what's been seen here isn't nearly as damaging as the shit I had to put up with in Morrowind all those years ago (Hover CE + Boots of Blinding Speed = Crash). Backing away from the excessive ambition of spells and enchantments the engine can't handle and doing some things more practical than even Oblivion did has proven to be a move in Skyrim's favor, though I'm sure purists are still complaining about a lack of Hover and Chameleon. Hover was good in theory, awful in execution. Chameleon was just too perfect, stealth in Skyrim is much better and gives reason to consider your actions as you go sneaking about.
You can never expect games like this to be perfect in every way and we all should know that coming from an MMO background anyway. What you should expect is for their gameplay systems to make good on their promises and that seems to be something Bethesda has come a long way on. They're still a PC developer at heart, however, so their biggest fault remains that they rely on the internet to fix everything after release.
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Re: Elder Scrolls SKYRIM
I was thinking more on the lines of better models and animations for Dragons so the shout actually worked as intended.
But the battle itself it all comes down to the engine's capabilities though. So while you can take better detailed meshes and animation for granted (because modders have done them before for Oblivion and the Fallout games) you can't really tell if the engine would be able to support a dynamic model.
Worse come to worst you can just add many more scripted landing zones through mods with the enhanced animations to make the scripted-ness less apparent. Which would be a nice compromise to me.
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Re: Elder Scrolls SKYRIM
Originally posted by Omgwtfbbqkitten View PostEldersblood peak doesn't seem to be a reasonable location. There's something keeping that dragon from landing anywhere period and I more or less have to run a reasonable way toward Markath, Solitude or Whiterun if I have any hope of getting to fast travel again. And naturally a dozen bears and bandits will show up as I try.
Icemage
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Re: Elder Scrolls SKYRIM
Eldersblood peak doesn't seem to be a reasonable location. There's something keeping that dragon from landing anywhere period and I more or less have to run a reasonable way toward Markath, Solitude or Whiterun if I have any hope of getting to fast travel again. And naturally a dozen bears and bandits will show up as I try.
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Re: Elder Scrolls SKYRIM
Originally posted by Raydeus View PostThe pathing and collision for that would probably be a nightmare (on box and PS3) on PC we can probably expect a mod or two once the (GE)CK is out.
But anyway, having a Dragon simply falling from the sky outside the predetermined routes (which are usually glitched anyway) would be so worth the wait. XD
Thus, it makes no sense for a dragon to ever land on the side of a mountain that the player is climbing, because there isn't any way to get a reasonable animation for the dragon that wouldn't make it look like it was floating in mid-air.
To accomplish something like this would require an engine-level change that not only modifies AI behavior, but changes the animation hueristics to accommodate bizarre terrain.
Skyrim avoids this problem by only having dragons attack at specific locations with predetermined landing zones where the animations make reasonable sense.
Icemage
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Re: Elder Scrolls SKYRIM
The pathing and collision for that would probably be a nightmare (on box and PS3) on PC we can probably expect a mod or two once the (GE)CK is out.
But anyway, having a Dragon simply falling from the sky outside the predetermined routes (which are usually glitched anyway) would be so worth the wait. XD
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