The thalmor themselves don't seem to have as many forces as they lead you to believe. Rising Threat describes their modus operandi as collect intel, keep your force as large as possible to intimidate the enemy, and stay mobile to obscure how many armies they had.
Skyrim isn't the only place they're operating. While peacekeeping forces are tied down there, they've been stirring unrest in cyrodiil and trying to ingratiate themselves with the nobles of the remaining nations.
It'd be nice if TESVI took a more direct route and followed up directly after Skyrim, like a 10-20 year timeframe taking into account any one of the victory endings and having you go all Pelinal on these elf fucks right in their fancy glass bug house turf.
I'm still 99% Stormcloak since it's infinitely more interesting, dramatic and complicated, but Imperials are less risky in that regard and would be easier to write and play with as far as Bethesda goes.
The only game where you can do absolutely anything that's very stupid and no one criticize you for doing it (Probably because they're scared of you about getting Fus Ro Dah'd off to Oblivion.)
Wish list for TES VI: No city walls so we can have levitation back
Or, if you wanted to have it be so there is a lore reason, you could have magical barriers protecting towns so you can't just waltz in using magic.
Something to do with the threat of this game and mages putting up barriers that dispel most magic to protect towns blah blah.
Tribunal had this anti-levitation zone if I recall correctly. Can't remember if it stopped super jump and the like. But you could probably just take that into a modern game, put it around a city, and call it a normal city.
That said, of course I want open cities.
Big cities too.
Like, I don't think dagerfall-like scale is really needed for the world, but we should get something many times the size of morrowind/skyrim/oblivion. Like somewhere between 4X and 8x would be a good start.
and then put more emphasis on means to get around. Like horses, carriages, boots of blinding speed, mage teleportation services, Dwemer bygones that nobody trusts. Transportive Daedra you can summon that are still somewhat more trustworthy that dwemer shit.
quadropedal Khajiit (CatLand), Stilt striders (morrowind), underwater currents (black marsh), somefuckingSwordTechnique (hammerfell) Litters carried by your goblin slaves (Summerset Isles) Probably some kind of giant bird or bat (Valenwood) or an ape (valenwood) or something I've missed out on that's really plain and uninteresting (High rock. But I wanna say Wyverns) or giant seahorses (Mermer)
There are so many options that can make bigger better.
Dragon's Dogma but first person and with more to do off the beaten path.
I don't think Bethesda has to assume any one game's identity to make a good game. They're already good but this might be because I don't really care about scale that much, atleast not when I think back to Morrowind.
Morrowind's scale was scaley, but you had a thousand and one --seemingly randomly generated for what they were worth-- NPCs with the exact same dialogues, the exact same responses to those dialogues and so on and so forth. There were very few entirely unique NPCs.
Dummy NPCs that do nothing and just exist to give the illusion of scale are fine and I do agree that Bethesda should've thrown a few more of those in there, but the big city filled with essentially faceless people trick in Morrowind didn't really do it for me.
The way they're going about things is fine, taking into account what they're working with. They're just limited because they're either too lazy to go all the way on a big city with not 100% unique but still standalone individuals or they can't deal with the tech limitations in place because of their engine and how it all has to work not only for PCs but consoles too.
Maybe I haven't noticed because every time I see one my instinct is to run up to them, immediately go to the trade menu, sell all my misc shit or extra weapons, and leave
Now I wish Skyrim's combat system could be more moddable to do more than rolls/dodges, hitbox sizes, turning on attacks, and AI/damage variables, because having something more refined and skillful would be fun. Or at least turning its combat into something resembling of games with better combat.
Then again this kind of topic crops up every week or two.
Might and magic, Mount and blade mixed with Dark souls and we all good.
This topic comes up every week because we don't do stuff like /vg/esg/
We don't have namefags who commit to posting their waifu every morning asking what's happening.
So most comments revolve around they same things we've been discussing since 11.11.11
Guys, some of the lines were a bit low in volume, so my VA will increase them, and also re-do some of the lines, so look forward to the next update of Lady Miraak
Thus far Skyrim with Wildcat, TK Dodge and Mortal Enemies has been pretty best. It's still very Skyrimy, which is something that most combat overhaul mods lacked. It's way more visceral, getting a combo chain on someone that staggers them and wounds their arm so the next time they do a forward power attack they just flop, or TK dodging into an enemies back while they're power attacking for a 75% damage boost that just instagibs them is very fun.
There is no TK dodge on SE though therefore SE is bad
I'm trying out Ordinator soon after I'm done with this playthrough. I wanted to just use it, but the way swords make your enemies do less damage??? and maces buff your friends??? and weird shit like that turned me off big time, while things like the dagger and shieldless onehander perks turn me on big time.
Wish there was just a perk mod that added extra playstyles or specialization bonuses without making shit too strange.
still waiting for a game to properly pick up a sword fighting system like in chivalry
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as it stands right now anything is better than the click and kill that skyrim is
Blame 7th Gen consoles.
Actually honestly when I think about it I'd rather just blame Bethesda. Morrowind and Oblivion had decent size towns compared to Skyrim's, and the former was on weaker hardware.
there's no easy way to migrate from NMM to MO is there?
the NMM importer crashes MO when i use it
I've started making female chars(waifus) in Skyrim and I got this one that I'm pretty happy with;
but like not entirely. I had fun though, it was a nice change from just angry big beard man.
Is there any way to steal a NPC's face? I saw one that looks like would be a decent template to start from and edit for another playthrough.
I know usually they're just in \meshes\actors\character\facegendata\facegeom\ and then it's Skyrim.esm or whatever, but this one isn't there, nor does it have a .bsa.
Not really. As an engine, it can do whatever you want it to do. Especially with how modular it is, you can easily extend the applications of it if you know how to code it.
Better combat is the addition of more animations for a wider variety of swings, hit detection of weapon clash vs flesh hit, animations for recoil, parry, whatever, and a damage / blood model for various situations.
It can be done, but I don't think Bethesda knows 100% what they're doing with it.
It might just be a matter of not wanting to overcomplicate the experience. Saying they're dumbing down is something I think is 100% stupid when I see those videos on YT and shit, but each installment has gotten simpler and the overall scale of things has also gone down a bit.
I do want deeper combat but Skyrim's combat was actually pretty decent. You had light attacks, strong attacks, blocking and parrying/bashes. That alone is enough to provide a fun combat experience, it's just a matter of how you handle it from there. Dark Souls for example has all 4 of those plus dodging and it's an insanely fun game.
Mods like Wildcat that deepen these four features alone are enough to make Skyrim really fun to play, and I hope Beth's looking into making what they have better than just simplifying stuff again or trying to get complex, neither of which are likely to end well when you take everything they have now into account.
Skyrim's combat is better than Oblivion's. Oblivion didn't have shield-bashing. Morrowind's was dice-rolling with the illusion of realtime, which isn't to my tastes, sorry to say. So we're on an upward trend. TES 6 is going to really set the tone for the company, I feel. Whether it's a big improvement, a retread, or a mix of improvements and downgrades like Fallout 4 was. What they bring next is going to show how they react to the fanbase's discussion and how they react to their relatively recent mainstream exposure.
Bought Morrowind during the sale, gonna try it out tonight.