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What I would like to see changed in the game.
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RPGDot Forums > Morrowind - General

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Hawthorne
Keeper of the Gates
Keeper of the Gates




Joined: 25 Apr 2002
Posts: 124
Location: Michigan, USA
What I would like to see changed in the game.
   

This is not a flame, I like the game a lot but my character is only at the beginning of the game and I'm too tough.

I got to the part where you are told "why don't you go out and do a little exploring and then come back when you are ready to continue" this is after only a few little tasks.

So I did, I walked up the west coast from the starting city, to Gnisis.
By the time I got there my character was level 18; 19 now with an armor level of 59 and I can't find anything that I can't beat.

This isn't so bad now because the Dreug or whatever lords put up a pretty good fight but what happens as I get even tougher, are there really bad guys out there some where?

I would like to be able to make notations on the map so I can find my way back to some place later.

I think that it would be fun to be able to hire a support character that you could arm and whose stats you could monitor so you know when to heal him or her. The support character could have a simple inventory with only room for armor, weapons and clothing that the character wears.

Does anyone know if you can create a character with the editor that will follow your character around and support him?

They should be able to be told to run if they are in danger of being killed, if they die their dead and you have to shell out for a new one.

I used to think I needed to see the stats of the bad guys but since I always beat them I guess it doesn't matter so much.

Well that’s about it for now no matter what they give up we always want more it must be depressing for them.

Anyway I love the game and have spent most of my time so far just exploring.
I guess I’m about to go back to the main quest, and I’m really looking forward to getting into the editor.

Mike
Post Sat Jun 08, 2002 4:34 am
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eep... you just walked up the coast slaying all in your way?

heh, thats one way to playi guess )
Post Mon Jun 10, 2002 2:46 am
 
Guest







   

It's not like the monsters and stuff up the coast are trying to flee or hide from you, and if you plan on exploring some of the ruins and stuff you will see alot of combat fast, apart from those horrid Cliff Racers! hehe, and you have to be able to run rather fast to be able to outrun the monsters you meet all along the coast

Anyway, yes someone already made some npcs to follow you around and help you fight and stuff you could have them with you if not only for the company, don't think you can instruct them on how to behave, but you can set some parameters on them in the editor, mostly that they hould flee at so and so health level.

And the bad news is that if you don't find much resistance at lvl 18 with your character chances are you won't ever, the toughest general monsters that will spawn and hang around in dungeons are about lvl 20, there are a couple f things that are harder but you're not really meant to fight them.

The highest random levelled spawns are abut lvl 20 too, did I mention those cliff racers? hate them

But it's fun going new places I seeing new stuff anyway, for my sake someone could just make a mod to take out 90% of the monsters, I think there's quite a few too many of them and since combat isn't that much fun anyway I think it would add some to the exploring part if there wasn't sme vile creature every 10 feet that try to eat you
Post Mon Jun 10, 2002 2:59 am
 
txiabxyooj
Fox Spirit
Fox Spirit




Joined: 06 Dec 2001
Posts: 971
Location: here, there & everywhere
   

i think the game overall is fine. i just wish it wasn't so laggy. also, it would be nice to have some decent ai behind the npcs. that way i couldn't pull all the bull when talking/haggling/etc.
_________________
"The origin of things, if things have an origin, cannot be revealed to me, if revealed at all, until I have travelled very far from it, and many revolutions of the sun must precede my first dawn. The light as it appears hides the candle." --Santayana
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Post Mon Jun 10, 2002 3:56 pm
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Neolite
Village Dweller
Village Dweller




Joined: 28 Jul 2001
Posts: 11
Location: Denmark
   

Here a list of stuff that would make the game a greater experience for me. Not that the game isn't freat as it is, but still there's always room for improvements.

1. Cloaks and capes:

I haven't seen any in the game so far, so I'm assuming they are not there. It just seems unfair that only the spellcasters have something fancy to wear. My warrior Artemis flat out refused to put on some fancy smancy purple colored robe. I asked him and he made some obscene gestures at me.

2. Dual-wielding:

One of the features I miss the most. How cool would it not be to wield a short blade and a long blade weapon at the same time. Of course they would have to make the creatures tougher, something that they should regardless (Artemis is Level 10 and is already beginning to feel superior to most of the beasts he encounters).

3. Tougher Level system:

I think it's far to easy to gain levels and it only seems to be getting easier as you go along. What I suggest is that they make it so that you need a rise in 10 Skills from Level 1 to 5. Then 12 Skills from Level 6 to 10 and so forth. Or perhaps make it so that you need to have gained at least on point in all 10 of your major and minor skills.

4. Better A.I. overall:

I think most of you will agree with me that the enemy A.I. is a joke. They seem to have scripted the A.I. so the enemies attack in a Line of Sight sort of way, meaning that they will shoot their fireballs at you even though there are one or several obstacles in the way. Rarely will the adjust their position so that they are actually able to hit you and even if they do get a clear shot, it's way to easy to just side-step it.

I had an incident with a Dremora Lord , which at the time was a little tough for Artemis. So I jumped onto a platform and the Dremora Lord could not reach me, apparently it didn't occur to it, that maybe it could jump too. In time the Dremora Lord got tired of just walking into the platform and started walking around to the other side, which ended in him walking into a pool of lava because he was trying to get closer to me at the same time.

So my plea to the programmers...PLEASE fix the A.I. it is as broken as it can be. And while you are at it, please fix the NPC pathfinding A.I., Artemis still have nightmares of the last Escort Mission he was on.

5. Gold and the lack of it:

Shopkeepers have way to little gold to buy your more fancy equipment and it's annoying when you have the gear to sell and not the money to buy the spells you so desperately need. Either give the shopkeepers more gold, or make it so that the spell sellersand others will accept the value of an item for payment instead of gold.


Did I mention that Artemis really really wants Dual-Wielding? and perhaps a wampiric dagger?
Post Mon Jun 10, 2002 4:24 pm
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GhanBuriGhan
Noble Knight
Noble Knight




Joined: 03 May 2002
Posts: 208
   

Neolite, you should definitely check out some of the mods that are Allready out there:

Unfortunately there are no cloaks, but some pretty fancy robes. Also Leiawen made a cool wizards hat, find it here:
http://www.dragonsight.com/~leiawen/wizhat.html

Leiawen also made a Dual wield plugin. One weapon functions as a shield (this is hardcoded and cnat be changed) but it still looks so damn cool.
http://www.dragonsight.com/~leiawen/dualwield.html

Tougher levelling: again there are tweaks around to make the game more difficult, also including plugins that slow levelling down.
Check at Morrowind summit and browse for "tweaks".
http://www.rpgplanet.com/morrowind/mods/mods.asp

A.I. While I dont agree that its "as broken as can be" there are definitely pathfinding issues, I am also hoping for a patch here. Another AI aspect though, NPC schedules and smarter dialogue is also worked on by modders.
Look for the less generic NPC project and others.

Gold: again, several mods address this, e.g. the momoney mod by Threesixty, again available at Morrowind summit
http://www.rpgplanet.com/morrowind/mods/mods.asp

I hope this helps you to enjoy Morrowind a little more...
Post Mon Jun 10, 2002 10:28 pm
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Hawthorne
Keeper of the Gates
Keeper of the Gates




Joined: 25 Apr 2002
Posts: 124
Location: Michigan, USA
   

Well my character is level 21 now with an armor level of 64.

I did run into some stiff fighting in the abandoned shrine SE of Gnissis.
I got in ok and was working my way down when I started getting hit by flame poison and lightning all at the same time.

My protection against poison is still pretty poor. So I decided to retreat.
When I started back up there were a lot of new bad guys behind me now too.

I finally had to teleport back to Balmora to get out.
I'll go back again when I get a little tougher. I was surprised because I have been all the way through 3 or 4 of these places without too much Trouble that was how I got my Dreuge or whatever armor. This one has a much higher population then the others so I was not able to keep it down to a one on one situation all the time.

My long blade skills are up to 100 now.

The funny thing is that the best sword that I have is still my Storm Blade (I have two and alternate them so that the charge will build up) that I have had since the start of the game.

I have tried much more voluble ones but they don't seem to be as effective.
I have a Fiend Tanto as a backup but it doesn't put them away like my old Storm blade.

Mike
Post Tue Jun 11, 2002 5:31 pm
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Tiercel
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I agree that the game does become too easy when you are at a fairly high level. I'm at level 36 now. Most times when I'm attacked I swing the blade once and it's all over. I find myself saying "One call does it all."

Bethsoft did a great job with this game. The ninja monkey concept is very cool. I think that just should've been ramped up to include stronger monsters. Or maybe there need to be stronger monsters in the game. Instead of rats and nix hounds, at level 36 my random encounters ought to be daedroth and golden saints. Or packs of creatures instead of just one.

Another thing I wish were different is what happens when you max out a skill. In particular, I'm thinking of enchantment. I worked a lot and paid a lot to finally raise my Enchant skill to 100. Theoretically, that should give me a 100% success rate no matter what enchantment I attempt (so long as it's a strong enough soul and appropriate amulet, etc.). But that's not what happens.

Oh, sure, I can enchant the low-level stuff at a pretty high rate of success (though not 100%). But I have yet to successfully enchant an item with constant effect. Don't read me wrong: I've got a Golden Saint or Ascended Sleeper soul and I'm using an exquisite item and I'm not exceeding the charge level and I've got constant effect turned on AND I'm at 100 enchant skill. But still, no dice.

Am I a grandmaster at this or not? Can anyone in the game increase my skill beyond what it is? Do I have a 100% chance of success or not?

The thing that galls me even more is that I can go to any Joe Enchanter on the block, whom I'm quite sure has a lower Enchant skill than I do, and get the thing done at 100% success rate (and a high fee, of course). How do they do it, with an enchant skill somewhere around 50, while I fail at 100%?

Tiercel
Post Wed Jun 12, 2002 4:20 pm
 
sauron38
Rara Avis
Rara Avis




Joined: 14 Jan 2002
Posts: 4396
Location: Winnipeg's Sanctum Sanctorum
   

What's your intelligence at? What is your luck at?
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Make good choices.
Post Wed Jun 12, 2002 4:47 pm
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Tiercel
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My intelligence is 100. My luck is somewhere around 50.

Tiercel
Post Wed Jun 12, 2002 4:49 pm
 
sauron38
Rara Avis
Rara Avis




Joined: 14 Jan 2002
Posts: 4396
Location: Winnipeg's Sanctum Sanctorum
   

Go pick up the Mentor's Ring, (+10 INT, +10 WIL) the robe of Drake's Pride (+ INT), Necromancer's Amulet, and any other +INT or +LCK items that you come across. I do not think that most realise the importance of luck.
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Post Wed Jun 12, 2002 4:53 pm
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Garon
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quote:
Originally posted by sauron38
Go pick up the Mentor's Ring, (+10 INT, +10 WIL) the robe of Drake's Pride (+ INT), Necromancer's Amulet, and any other +INT or +LCK items that you come across. I do not think that most realise the importance of luck.


I've been raising my luck one point at almost every level. It's up to 70 or so now. . . Hopefully it'll pay off one day.

Garon
Post Wed Jun 12, 2002 5:04 pm
 
GhanBuriGhan
Noble Knight
Noble Knight




Joined: 03 May 2002
Posts: 208
   

I wrote a loong reply to another now locked thread, and I dont want to waste it all, so i hope it might fit here

quote:
Originally posted by Joey Nipps

I joined this thread because I had hopes that the people here (being mostly fans of CRPGs) might be willing and able to discuss how the game MIGHT be better - the only way to do that is to rationally discuss the shortcomings (if any exist). I am sorry to note that many people here prefer to blindly proclaim the game to have no faults. The few who admit there are faults then proceed to make excuses for the designers of the game. Go for it as this is just what they want.


You know, I am always happy to discuss how a game might be made better, but I also find that most people who find fault with the game and post about it concentrate just on the fact that they dont like it and go on and on to bash the game and its producers. But I cant resist an invitation to constructive criticism. So, what would I, the fanboy, like to see improved with Morrowind? Realistically speaking, in terms of what Bethesda might be able to do with patches for this game:
- Improve stability so it runs for everyone even on not-so-clean installs
- Improve fps performance.
- introduce difficulty slider
- fix buggy quests (I found one so far that was probably broken and heard of others)
- improve the pathfinding algorithms, especially for wilderness animal AI
- supply better documentation fot the TESCS
- Continue to supply us with plugins that add gameplay value. The official
plugs were going in the right direction, but I would like to see bigger and better. Even more stuff like that will come as plugs from the modders, whether we feel they should not have to do this or not. The most hopes for better dialogue and more scheduled behavior I have rest with the comunity and I have seen some good beginnings.

For a future game in the series, I would hope they take the lessons that can be learned from Gothic and find a way to incorporate this level of NPC action without sacrificing the size and scope of the TES series. Introduce a physics engine. Add chatterbots for NPCs. Include next generation voice synthesizing to allow the amount and variability of TEXT now in TES plus flexibility of chatterbot conversation to be enjoyed as "full audio". Try to make the world even more dynamic (real wars that change the political landscape, etc). Continue the great work with the weather and environment (bring back the seasons, Trees and grass that sway in the wind, flowing water). Make it all work and make it balanced and even more graphically beautiful.
That (and I am sure I can think of more ) would be my dream-game.

[fanboy mode]
Which does still not change the fact that I enjoy MW as is
[/fanboy mode]
Post Wed Jun 12, 2002 5:13 pm
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Neolite
Village Dweller
Village Dweller




Joined: 28 Jul 2001
Posts: 11
Location: Denmark
   

I'm confident that the patch they are working on will fix the instability issues and balance the game a bit. I'm curious as to how they will incorporate the difficulty setting, maybe it will just be tougher monsters.
Post Wed Jun 12, 2002 7:00 pm
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Garon
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A few improvements on my wish list (my favorite character is a thief, so if the list seems stealth heavy, that's why):

Tougher crime system--Is the value of sentient life really so low that 1000 cash will get you off on a murder charge? Theft of items in an abode after killing the inhabitant should be considered stolen items in terms of bounty. Certain npcs (such as guards) should be able to recognize stolen items if they are equipped, and the chance of the character to disguise these items to avoid recognition should be tied to the security or sneak skill. All merchants should get a chance of recognizing stolen items with a value greater than, say, 5,000 drakes. Maybe some "fencer" merchants could be included that will buy stolen items at a greatly reduced price.

Locks and Traps--It should be harder to pick a 100 level lock. Trap recognition should be based on security skill, and traps should be impossible to disarm unless they are recognized.

Stealth--Invisibility and telekinesis should not be the powerful thievery tools that they are. Invisibility should break before you pick up an item, not after. Telekinesis should fail an awareness check unless you are currently sneaking and undetected or under a chameleon enchantment so that you can't just stand behind a bookshelf and float something away in front of the merchant's nose.

Enchanted items--Enchanted items and potions like health restoration should not have stacked effects. You should not be able to stack 5 20% chameleon items to get 100% (I have not personally tried this, but I have heard of people who have done it, so I include it assuming that those people are correct).

AI--Pathing could use some improvement, as could npc spell selection and equipment. The Archmage battlemage guy in Vivec should be wearing Daedric armor or something and have some pretty serious magicks to blast you with instead of being the wimp that he is.

Monsters--Places that are very dangerous for any character other than one of high level would be very nice.

Epic-style quests--Large quests for different guild leader characters that only a thief, or only a fighter, or only a mage can solve and that *must*
be solved using the primary skills of that class.

I have more wishes for improvements, but these are a few. I also agree with many of those already mentioned. I still think MW is a great game, though, all in all.

Garon
Post Wed Jun 12, 2002 7:39 pm
 


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