Author Topic: Morrowind 2.0  (Read 6648 times)

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Offline Grumbs

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Re: Morrowind 2.0
« Reply #30 on: January 11, 2014, 10:01:09 pm »
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The problem I've been experiencing with TES games is that after a while I want the game to be more challenging so I try to choose mods that make it so, but I invariably end up with something that gives me combats that are so hard I have to rely on potion spam, glitching or other super tedious and seriously not fun tactics in order to win. If there's one complaint I have about all of them, it's that there's very little space between playing it casual and playing it superhardcoreboringasfuck. There's no actually enjoyable challenge, because they don't seem to understand what is mechanic quality.


A game that allows you to pause in combat that has no cooldown on potions will have these problems. Could also do with more timed defensive abilities and better AI. The game doesn't necessarily get harder but more tedious without those types of things
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Offline Clockworkkiller

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Re: Morrowind 2.0
« Reply #31 on: January 11, 2014, 11:23:32 pm »
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You just love Elder Scrolls because of the Khajiits.

I actually prefer the argonians, but the khajiit are just as cool

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Offline TheAppleSauceMan

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Re: Morrowind 2.0
« Reply #32 on: January 12, 2014, 01:47:46 am »
+1
This looks awesome. I don't care what anyone says, Skyrim was shit. It was fun for like a week, if that, before I realized how shallow and terribly simple it was. Sure, playing Skyrim now might be better than playing Morrowind now. But if you compare the games on how good they were when they were both first released, Morrowind shits all over Skyrim. I remember being younger and playing it for months on end. Skyrim didn't even last a month. Truly a disappointment in my eyes.
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Offline Latvian

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Re: Morrowind 2.0
« Reply #33 on: January 12, 2014, 03:05:08 am »
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i am one of those who have never played morrowind, mostly because i started with oblivion and morrowing looked too shit to even try and play it but with this conversion i might give it a try :)
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Offline Ninja_Khorin

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Re: Morrowind 2.0
« Reply #34 on: January 12, 2014, 04:21:18 pm »
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"The player character travels to Fort Dawnguard, accessible through Dayspring Canyon, located near Riften. They meet with the Dawnguard commander, Isran, who reiterates the renewed strength and threat of the Vampires, citing their destruction of the headquarters of the Vigilants of Stendarr as reason to reform the Dawnguard and eradicate the Vampires. The player character is given a crossbow and asked to travel to a ruin the Vampires are known to be investigating.

Upon arrival, the player discovers a Vampire named Serana, trapped inside a statue. She is in possession of an Elder Scroll, and informs the player that her family live in a dwelling off the coast of Skyrim, near Solitude, called Castle Volkihar. She asks the player character to escort her safely back to her home. When she has been returned home, her father, the Vampire Lord Harkon, offers the player the chance to become a Vampire Lord out of apparent gratitude for his daughter's safety, or the chance to leave Castle Volkihar safely and return to the Dawnguard. This choice begins the main storyline of Dawnguard."

This entire DLC is ridiculous from the very start.

Become vampire hunter. Meet vampire with an elder scroll. Do not kill said vampire, instead escort her to her vampire lord and his castle of doom. Stupid stupid stupid.

Offline Xant

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Re: Morrowind 2.0
« Reply #35 on: January 12, 2014, 05:33:26 pm »
+2
TES in general is full of stupid quests that are very limited in how you handle them, because it's "open ended" and "has to account for dozens of different characters." Games with more limited scope tend to have better quests with better outcomes.
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Offline Darkkarma

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Re: Morrowind 2.0
« Reply #36 on: January 12, 2014, 05:50:49 pm »
+2
I played both Morrowind and Skyrim. I don't get why people say it's such a bad game. I enjoyed Morrowind even as a kid, but the fact that all you had to go on for quests were vague, descriptions of the area for certain NPC's(One that could very well be slightly or even totally off.),being fooled into thinking one has the potential to pursue such a wide variety of dialogue choices with npc's only to realize you get the exact same, generic answer 9/10 times. Like Skyrim, it's combat bored me to tears and felt awkward and clunky. The AI was shitty and glitchy in both games, but it's at least static in Skyrim and Oblivion. Despite this, Morrowind was a good game for me in the same way that Skyrim was. It was a fun, immersive world that I enjoyed spending time in. Even then, I could never make it through more than half of the map on Morrowind before my interest faded. With Skyrim it was about right at least. Were it not for mods, I don't think I either game would have made it past three months with me.


This mod sounds awesome though;especially the community volunteer aspect. I'd love to give certain characters voices personally. Maybe it's the nostalgia talking, but i'd love to revisit morrowind with the Skyrim engine.
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Offline Lt_Anders

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Re: Morrowind 2.0
« Reply #37 on: January 12, 2014, 06:18:25 pm »
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The problem I've been experiencing with TES games is that after a while I want the game to be more challenging so I try to choose mods that make it so, but I invariably end up with something that gives me combats that are so hard I have to rely on potion spam, glitching or other super tedious and seriously not fun tactics in order to win. If there's one complaint I have about all of them, it's that there's very little space between playing it casual and playing it superhardcoreboringasfuck. There's no actually enjoyable challenge, because they don't seem to understand what is mechanic quality.

There's lots of ways to challenge yourself and enjoy it. I play on Expert/master(can't remember) with a mod that makes everything have "realistic" stats. IE no 100/100/100 start for your various items and each race had different sets of skills that were passive. Played that with a mindset of no fast travel, Have to sleep, etc(there's a mod for it, but I chose self imposed). Added in mods that made hunting more interesting and changed the wildlife and fauna. So I now had a world that was exactly that...a world that was mine to do with as I pleased and play it like it was me there.

Also, time in that game passes RIDICULOUSLY fast. Which is a tad bit of a down side. I wonder if there's a mod to change the day speed from it's hyperactive child state that it is in to something more reasonable without being a drag.
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Offline SixThumbs

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Re: Morrowind 2.0
« Reply #38 on: January 12, 2014, 07:15:09 pm »
+1
Console command: "set timescale to <#>"

20 is default and 1 is real time.
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Offline pingpong

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Re: Morrowind 2.0
« Reply #39 on: January 13, 2014, 08:42:53 pm »
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The amount of written dialog in morrowind :lol:, they sure got their work cut out for them.

The #1 reason morrowind beats skyrim is that you could murder ANYONE you wanted, dont wanna do the mainquest anymore after 1 playthru? Fine just play a cold blooded murdering skooma addicted khajiit bandit and go kill caius cosades, all you got was a message that you killed a VIP nothing more.
Skyrim doesnt allow that shit no, THIS ESSENTIAL NPC UNCONCIUS FOR 5 secs then back to fight you is just bullshit, it restricts  you and doesnt allow you to play the game differently.
Morrowind also had way better mainquest, kinda like some rags to riches story, and it took time and effort to complete, skyrim felt like playing some fucking demigod superhero with the shouts and shit, quite boring in the long run.



Offline Leesin

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Re: Morrowind 2.0
« Reply #40 on: January 13, 2014, 08:51:42 pm »
+2
The amount of written dialog in morrowind :lol:, they sure got their work cut out for them.

The #1 reason morrowind beats skyrim is that you could murder ANYONE you wanted, dont wanna do the mainquest anymore after 1 playthru? Fine just play a cold blooded murdering skooma addicted khajiit bandit and go kill caius cosades, all you got was a message that you killed a VIP nothing more.
Skyrim doesnt allow that shit no, THIS ESSENTIAL NPC UNCONCIUS FOR 5 secs then back to fight you is just bullshit, it restricts  you and doesnt allow you to play the game differently.

Morrowind also had way better mainquest, kinda like some rags to riches story, and it took time and effort to complete, skyrim felt like playing some fucking demigod superhero with the shouts and shit, quite boring in the long run.

Pretty sure there was a mod to make all NPCs non-essential in Skyrim a long long time ago.

But yeah, the general story, quests and feel of Morrowind was a lot better than Skyrim, which will hopefully transfer in this mod, meaning that I get to play Morrowind with better graphics and hopefully combat mod authors will have compatible versions available for this. I think Skyrims main issue is that whilst they did try to retain the features that the long time fans play the games for, they were trying to reach out to a wider audience, namely console my old friends and also pussies who can't handle difficulty in a game beyond a slider bar that makes enemies tougher.

Offline Darkkarma

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Re: Morrowind 2.0
« Reply #41 on: January 14, 2014, 07:51:46 am »
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The amount of written dialog in morrowind :lol:, they sure got their work cut out for them.

The #1 reason morrowind beats skyrim is that you could murder ANYONE you wanted, dont wanna do the mainquest anymore after 1 playthru? Fine just play a cold blooded murdering skooma addicted khajiit bandit and go kill caius cosades, all you got was a message that you killed a VIP nothing more.
Skyrim doesnt allow that shit no, THIS ESSENTIAL NPC UNCONCIUS FOR 5 secs then back to fight you is just bullshit, it restricts  you and doesnt allow you to play the game differently.
Morrowind also had way better mainquest, kinda like some rags to riches story, and it took time and effort to complete, skyrim felt like playing some fucking demigod superhero with the shouts and shit, quite boring in the long run.

What you got was a message stating that you could no longer continue with the main quest; which was great in my opinion. That in itself  was pretty cool, I agree. Still, it only really works in a situation where the npc in question doesn't really move or put itself in any kind of position that could compromise it's life when it's outside of the player's control. With the implementation of static AI's you start to get a whole slew of problems involving the deaths of essential npcs in quests or even just random events. I actually saw a bit of it in Oblivion. Don't get me wrong, I love that npc's actually try to move around and do independent tasks now. It's much easier to immerse yourself in a game that seems to be actively moving, but it could totally fuck up a game save. The AI just as stupid in Skyrim as Oblivion, but at least in that game, you don't have to worry about essential NPC's like Farkas getting curb stomped by mobs and or dying from a poorly timed shout the way other followers in the game so easily can. If it's a yolo save, that's all well and good. But if you're actually trying to complete the quest line, it can be a game breaker at worst or at least a previous save load. I can understand why they did it.
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Offline Angantyr

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Re: Morrowind 2.0
« Reply #42 on: January 14, 2014, 02:00:50 pm »
+2
Looks excellent, Morrowind is one of my favourite rpgs and I'm looking forward to playing it with a decent combat system. This will also enable me to get some of my friends to finally play it. Hopefully they'll convert the expansions too, eventually (remember finding Sotha-Sil?). I've always disliked elves before playing Morrowind.

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« Last Edit: January 14, 2014, 07:54:36 pm by Angantyr »

Offline CrazyCracka420

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Re: Morrowind 2.0
« Reply #43 on: January 14, 2014, 06:48:45 pm »
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I think the Morrowind mod for Skyrim is very ambitious and looks very cool.  Hope they have some level of success with this and I'll gladly install and give it a try.
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Offline Angantyr

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Re: Morrowind 2.0
« Reply #44 on: February 07, 2014, 01:05:34 pm »
+3