Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 2 3 [4] 5 6 ... 14

Author Topic: The Elder Scrolls II: Daggerfall  (Read 39665 times)

Urist McScoopbeard

  • Bay Watcher
  • Damnit Scoopz!
    • View Profile
Re: The Elder Scrolls II: Daggerfall
« Reply #45 on: August 05, 2019, 09:07:10 pm »

So I've actually never played Daggerfall, with all the QoL and graphical improvements, do you think someone who was raised on Morrowind and Oblivion could get into the unity "remake"?
Logged
This conversation is getting disturbing fast, disturbingly erotic.

itisnotlogical

  • Bay Watcher
  • might be dat boi
    • View Profile
Re: The Elder Scrolls II: Daggerfall
« Reply #46 on: August 05, 2019, 09:24:54 pm »

Definitely, although I recommend a build guide and minmaxing if you don't want to spend a while on trial-and-error. It's very easy to create a useless character that's too weak to accomplish anything.
Logged
This game is Curtain Fire Shooting Game.
Girls do their best now and are preparing. Please watch warmly until it is ready.

Robsoie

  • Bay Watcher
  • Urist McAngry
    • View Profile
Re: The Elder Scrolls II: Daggerfall
« Reply #47 on: August 05, 2019, 09:47:40 pm »

For me it's special, i'll always have a special connection with Daggerfall as it was the first game i purchased when i was able to afford my first PC after reading so much articles about how awesome it was.

So to me there will always be a nostalgia factor at play so regardless of modern games and etc... i always come back from time to time to Daggerfall thanks to dosbox, but recently i made the move to Daggerfall Unity finding the modding possibilities to improve vastly the potential Daggerfall never reached (as lots of planned features were cut during development).

For a player that grew with its successors i don't know, maybe watching a video from the D-U dev showcasing the "retro render" feature of D-U by exploring the starting dungeon and a bit of the exterior and town can tell you if this game can be something you would enjoy, as regardless if you use mods to replace models, textures , add shaders and etc... it's still that same daggerfall under the pretty mods hood
https://www.youtube.com/watch?v=xPHnyKXazxc
But i believe it's still a very good game if you can tolerate older visuals, and with modding with time it will certainly reach new levels.

« Last Edit: August 05, 2019, 09:49:22 pm by Robsoie »
Logged

Dark One

  • Bay Watcher
  • 'What do I care for your suffering?'
    • View Profile
Re: The Elder Scrolls II: Daggerfall
« Reply #48 on: August 06, 2019, 03:31:36 am »

I love Morrowind, it's my favorite RPG, but I also love Daggerfall the same as a dungeon crawler. Honestly, if you like Dwarf Fortress, you're going to love Daggerfall - they have a similar feel about them.

I gotta try modding DFU one day, rope climbing and grappling hook mod would be great for all those non-magic and ninja classes.

Privateer's Hold is a bit of a nuisance, but you can get some loot early on. Hell, I found an elven daikatana yesterday - that's a weapon for a half of if not for entirety of my current playthrough. I already know this place by heart, so I can just sprint out with those weakling linguist classes.

Min-maxing is super cool and immersive in Daggerfall. The advantages and disadvantages system gives you lots of role-playing possibilities. You can even have phobias in this game!

Iduno

  • Bay Watcher
    • View Profile
Re: The Elder Scrolls II: Daggerfall
« Reply #49 on: August 06, 2019, 08:41:20 am »

So to me there will always be a nostalgia factor at play so regardless of modern games and etc... i always come back from time to time to Daggerfall thanks to dosbox, but recently i made the move to Daggerfall Unity finding the modding possibilities to improve vastly the potential Daggerfall never reached (as lots of planned features were cut during development).

I remember the banks. You walked in, with a horse-drawn cart, moving at 1 pixel per minute, and deposited more than your weight in gold. Then you could sell the rest of your stuff. Also, despite temperature not being implemented, you could choose a disadvantage that meant heat affected you much more. Maybe it was a lizard person thing?

I need to clear out my backlog so I can add "beat Daggerfall by min-maxing like crazy without being a mage." Short range stun spells that last as long as a fight were hilarious, but probably not intended.
Logged

itisnotlogical

  • Bay Watcher
  • might be dat boi
    • View Profile
Re: The Elder Scrolls II: Daggerfall
« Reply #50 on: August 06, 2019, 09:02:44 am »


"dump personality," they said
Logged
This game is Curtain Fire Shooting Game.
Girls do their best now and are preparing. Please watch warmly until it is ready.

Robsoie

  • Bay Watcher
  • Urist McAngry
    • View Profile
Re: The Elder Scrolls II: Daggerfall
« Reply #51 on: August 06, 2019, 09:13:52 am »

What a pain and probably what led me to enable this experimental "smaller dungeons" feature just now.

Failed 2 "find that guy in that dungeon" type of quest in a row as despite spending lots of time exploring those gigantic random places i simple couldn't find those guys so i gave up both quests (at least got lot of money out of the loots), waiting their time limit to be reached.
Result : the mage guild expelled me. Man that was harsh, first they sent me to Lysandus tomb and now that :D

Ok, "smaller dungeons" here we go :)
Logged

Dark One

  • Bay Watcher
  • 'What do I care for your suffering?'
    • View Profile
Re: The Elder Scrolls II: Daggerfall
« Reply #52 on: August 06, 2019, 09:54:06 am »

Completed one "kill a guy in a random dungeon" quest for The Order of the Hour, this was a pain cause it was swarming with imps and zombies that could literally one-hit-kill me. I'm on a second mission like that and the dungeon is swarming with imps and harpies, with a mage from time to time, and the harpies are immune to elven materials, which means that I'm pretty much harmless against them. Thanks to monster infighting, I could get rid of them by running past imps when they were chasing me - aggroed imps attacked them. But this fails more often than not. I dunno what's worse, imps jumping out from behind corners and one-shotting me or invincible harpies. This is !!FUN!!

Akura

  • Bay Watcher
    • View Profile
Re: The Elder Scrolls II: Daggerfall
« Reply #53 on: August 06, 2019, 10:22:16 am »


"dump personality," they said

Might be using the wrong tone if you're talking to common folk. Polite is for nobles and such. Try blunt instead. Then try blunt weapon.
Logged
Quote
They asked me how well I understood theoretical physics. I told them I had a theoretical degree in physics. They said welcome aboard.
... Yes, the hugs are for everyone.  No stabbing, though.  Just hugs.

Dark One

  • Bay Watcher
  • 'What do I care for your suffering?'
    • View Profile
Re: The Elder Scrolls II: Daggerfall
« Reply #54 on: August 06, 2019, 10:42:50 am »

Gah, my quest target was right in front of my nose! Those damned harpies chased me around in circles so I missed it all the time! Fast forward I got to the exit, when suddenly I got a message that someone wants me dead for storming their keep (I had a warning when entering arriving at the dungeon exterior). Got rid of them with some effort, but their asassin poisoned me. Now I'm running around like crazy looking for cure.

Robsoie

  • Bay Watcher
  • Urist McAngry
    • View Profile
Re: The Elder Scrolls II: Daggerfall
« Reply #55 on: August 06, 2019, 11:01:53 am »

"smaller dungeons" aren't really small so no worry in enabling that experimental option they're still big enough.

Anyways, i ran into a rather complex random dungeon, doing a fetch quest in order to get more reputation with the mage guild so i could rejoin them. This dungeon was full of those red brick walls that are in fact teleporters in the daggerfall world. Then ran into a oddly floating in the middle of the room red brick wall (usually they're on the walls) that i had to activate instead of moving through like the other teleporters.

finally ran into a lever after a lot of teleporting, then after more red brick wall was teleported back near the exit. Went to re-explore again to see what that lever could have done and after activating again the "floating" red wall i noticed what it did : it opened a trapdoor on the ground just below the exact tile i teleported on, making me fall down into  a tunnel filled with water.
Good the character can hold his breath as it's where i noticed i forgot to buy the water breathing spell before being expelled :D

Fortunately that tunnel section was short (probably thanks to smaller dungeon) and behind a locked door (that i had to force open with my sword striking it as i had no unlocking spell), one of those big murder fish was there .
Lucky i managed to kill it fast enough to still have some air in my lungs and behind that now dead murder fish ... the scroll that was the quest target i needed to bring back to the mage guild.
Using the levitate spell i could fly out of the water and up to the trap door area.

It was an oddly more complicated random dungeon than usual to reach this kind of random quest item.
« Last Edit: August 06, 2019, 11:08:09 am by Robsoie »
Logged

Dark One

  • Bay Watcher
  • 'What do I care for your suffering?'
    • View Profile
Re: The Elder Scrolls II: Daggerfall
« Reply #56 on: August 06, 2019, 01:00:37 pm »

I managed to get to the nearest town, get to Mages Guild and buy Cure Poison. Thanks to mana advantage I could cast it, but it was all by a small margin, I think that I could die in the next game minute.

Made some smaller quests from random people in taverns: one delivery to a random house in the same city, one escort to another city cause someone got in trouble with Thieves Guild, another one was to rescue a child from Dark Brotherhood, and the last one - I had to go to a dungeon to find Daedric Lodestone and bring it in exchange for Chrysamere. A dungeon full of humans dropping nice loot was a nice change of pace, but then a daedra seducer attacked. I couldn't hurt her with elven grade weaponry, so I used shock spell, after which I got a message that the quest giver lied to me and is in fact an orc. I accepted to not take the lodestone and got back to the city. After getting to the place where I was about to meet with quest giver, he turned into an orc shaman and yelled that I broke his illusion. Several reloads later, both the shaman and warrior protecting him were dead, and I've got a reputation boost within Mages Guild.

Right now I'm onto another quest - the same old kill a random guy in a random dungeon deal for the Order of the Hour.

TeaAndRum

  • Bay Watcher
    • View Profile
Re: The Elder Scrolls II: Daggerfall
« Reply #57 on: August 06, 2019, 05:36:49 pm »

I'm very excited for Daggerfall Unity! Currently trying this game in vanilla, first.
Logged

Trolldefender99

  • Bay Watcher
    • View Profile
Re: The Elder Scrolls II: Daggerfall
« Reply #58 on: August 07, 2019, 02:53:40 am »

So I went into daggerfall blind, never having played it. okay not 100% blind, I had to look up various character builds. Saw a lot of easy ones, but I went with partly my own build and a mix of two builds and went with a semi-diplomat style build. No idea if its any good, but its fun.

And then I literally spent 3 hours and 58 minutes running off into nowhere land. I didn't know how to fast travel, actually thought it was bugged. So figured I'd hit the end of the map or find something. And...then I finally just now, saw its "V" (I missed it) to open the travel map. I think found a graveyard, so at least found something. There wasnt any undead though, just a graveyard.

I then saw the size of the starting region is massive...like almost 4 hours and I didn't make much progress...

Then I had to look, because its the whole world not just daggerfall.

World is 161,600 square kilometers (62,394 square miles) — roughly half the size of Great Britain — with over 15,000 towns, cities, villages, and dungeons for the player's character to explore

And...then its gonna be the first game I actually make use of fast travel rofl. But I hate fast travel in how they did it in fallout and most games...click button and auto teleport there. Unless it makes sense, like a ship going to another port (though I'd rather watch the ship actually travel there in real time), or a literal portal in the game world, or an actual teleport spell works too. Not stupid button to click on and go there. Worst immersion ever. At least skyrim had wagons and there was the immersive wagon addon, even if it was buggy. But I wouldn't like teleporting in real life either and would never teleport in real life ever. It be like star trek you die and make a 100% clone of you in the other spot lol. So if it works like that where you click non-immersive button and teleport there for no immersive reason at all, I'm gonna get this https://forums.dfworkshop.net/viewtopic.php?f=27&t=1293 the only gameplay mod I'd want to get without having played daggerfall before.

But anyway rant about teleporting aside, so 5 hours with finding one single interesting thing that was empty and made very little progress rofl. Never seen such a big game map, though I guess ES arena is bigger since daggerfall is #2. Or I guess minecraft is actually bigger since it autogenerates forever.
« Last Edit: August 07, 2019, 02:56:32 am by Trolldefender99 »
Logged

Dark One

  • Bay Watcher
  • 'What do I care for your suffering?'
    • View Profile
Re: The Elder Scrolls II: Daggerfall
« Reply #59 on: August 07, 2019, 03:22:51 am »

Well, that's how Daggerfall does it. With the frequency of going around different places and the size of the world and towns, you'd be glad that you have that fast travel button and don't have to search for that one NPC who can take you to another place.

Some frustrating Daggerfall facts:

1. A pack of skeletons is called a rattle.
2. 95% of skeletal warrior attacks connect.
3. Undead pick quite a lot of punch.
4. Imps are low level 1 hit kill cannons.

5. The quest objective is either in front of your nose or hidden behind a flooded section swarming with slaughterfish that is behind a secret door that is down a deep drop and you can access that only through a one way red brick portal.

6. If there is nothing, absolutely nothing of worth of interest behind some door, there's a fair chance that it'd be locked with high level lock, and if you'd try to bash it open, it'd take forever.

7. Vampire Ancients appear out of nowhere and murder you just because they can. No, you can't defend yourself against them because you need a weapon out of high grade material or loads of spell points.

8. The majority of services you can get out of guilds are reserved for high level character.
9. Poisoning is a death sentence that can end your character if you can't buy a potion or can't cast the spell.
Pages: 1 2 3 [4] 5 6 ... 14