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Author Topic: Elder scrolls V: Skyrim  (Read 265809 times)

Karnewarrior

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Re: Elder scrolls V: Skyrim
« Reply #2475 on: August 01, 2011, 05:16:01 pm »

The main reason im excited about Skyrim (Besides you know, Skyrim itself.) is that Bethesda will be using a new engine. If I have to play another game with that shitty engine, im going to rage.
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Re: Elder scrolls V: Skyrim
« Reply #2476 on: August 01, 2011, 05:22:52 pm »

It's not the same engine. Even if it's built on the same bones, they've definitely rebuilt so much of it it's basically gone.
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CoughDrop

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Re: Elder scrolls V: Skyrim
« Reply #2477 on: August 01, 2011, 10:20:58 pm »

The reason there are no diseased or maimed people is that everybody in the world has access to "Restore Minor Wounds". And also, because diseases last a maximum of 30 seconds unless it is Poryphoric Hemophilia (Actually, there are a few long-term diseases in Oblivion).

Bull, there were blind people in Morrowind, and I doubt that a mill worker is good enough to put all his pasty ground fingers back one right. I just want to see a few people missing limbs, fingers, and or extremities.

A nord berserker who got his nose chopped off in some battle would fit perfectly with the setting.

...What about the blind monks in Oblivion?

:P
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Bdthemag

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Re: Elder scrolls V: Skyrim
« Reply #2478 on: August 01, 2011, 10:27:29 pm »

Just think of any new fallout games using the Skyrim engine, that would be epic.
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Sensei

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Re: Elder scrolls V: Skyrim
« Reply #2479 on: August 01, 2011, 11:52:09 pm »

Did they say anything about whether there would be loading walls in outdoor environments (like the cities in Oblivion) again?
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Re: Elder scrolls V: Skyrim
« Reply #2480 on: August 02, 2011, 01:43:21 am »

Did they say anything about whether there would be loading walls in outdoor environments (like the cities in Oblivion) again?

No, which leads me to think there will be. If they'd made such a significant improvement, I think they'd have shown it off. You can kinda see in their promo materials how they try to hide stuff they know isn't up to snuff. Like if there's a shot of a Khajiit, it's only from the waist up to hide the fact he doesn't have digitigrade legs. If there's a shot of a guy in a robe walking down a street, it's only from the waist up to hide the fact there's no dynamic cloth simulation. There's no footage of entering or exiting dungeons to hide the fact caves have doors on them again.
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Sensei

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Re: Elder scrolls V: Skyrim
« Reply #2481 on: August 02, 2011, 01:45:20 am »

I wonder if you're being a little too paranoid (although I can see why, given radiant AI and what all).

Also, did Khajiit EVER have digitigrade legs?
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Grakelin

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Re: Elder scrolls V: Skyrim
« Reply #2482 on: August 02, 2011, 01:55:29 am »

It was already indicated (in this thread, I believe) that there is still a loading screen between cities and outdoor environments.
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Re: Elder scrolls V: Skyrim
« Reply #2483 on: August 02, 2011, 02:23:37 am »

I wonder if you're being a little too paranoid (although I can see why, given radiant AI and what all).

Also, did Khajiit EVER have digitigrade legs?

Well I consciously try to set my expectations as low as possible, ie. I assume everything that isn't confirmed to be good to be crap. Not (just) because I'm a bitter asshole, but because that way I can be pleasantly surprised. If, on the other hand, I uncritically listen to the hype and let my expectations go through the roof, I will inevitably end up disappointed.

Spoiler: And yes, they did. (click to show/hide)
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Scaraban

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Re: Elder scrolls V: Skyrim
« Reply #2484 on: August 02, 2011, 02:31:31 am »

I think they changed it because as implemented at the time, it looks more like a compound fracture than an a god-given trait.
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Leatra

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Re: Elder scrolls V: Skyrim
« Reply #2485 on: August 02, 2011, 03:42:33 am »

Did they say anything about whether there would be loading walls in outdoor environments (like the cities in Oblivion) again?

No, which leads me to think there will be. If they'd made such a significant improvement, I think they'd have shown it off. You can kinda see in their promo materials how they try to hide stuff they know isn't up to snuff. Like if there's a shot of a Khajiit, it's only from the waist up to hide the fact he doesn't have digitigrade legs. If there's a shot of a guy in a robe walking down a street, it's only from the waist up to hide the fact there's no dynamic cloth simulation. There's no footage of entering or exiting dungeons to hide the fact caves have doors on them again.

This is true. They do that a lot.
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Vibhor

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Re: Elder scrolls V: Skyrim
« Reply #2486 on: August 02, 2011, 03:56:22 am »

Did they say anything about whether there would be loading walls in outdoor environments (like the cities in Oblivion) again?

Its not possible given the limitation of current console generation.
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Rose

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Re: Elder scrolls V: Skyrim
« Reply #2487 on: August 02, 2011, 04:02:24 am »

Did they say anything about whether there would be loading walls in outdoor environments (like the cities in Oblivion) again?

Its not possible given the limitation of current console generation.

That said, I expect a mod real fast.
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scriver

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Re: Elder scrolls V: Skyrim
« Reply #2488 on: August 02, 2011, 06:32:44 am »

Yeah, I haven't read much about Skyrim, but I clearly remember one of the interviews/articles stating that cities will have their own worldspaces.

I'm kinda ambivalent on the issue, actually. Separate worldspaced does mean they can make the cities larger on the inside without taking up too much space on the "true" world map. Towns in games are always so pitifully small. A smithy, two inns and one general store in the whole capital? Quite the metropole indeed.

So yeah, that's a break from "realism" I would willingly make to have cities that actually look something like large settlements, if not quite town-like.
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Virtz

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Re: Elder scrolls V: Skyrim
« Reply #2489 on: August 02, 2011, 06:42:22 am »

Did they say anything about whether there would be loading walls in outdoor environments (like the cities in Oblivion) again?

Its not possible given the limitation of current console generation.
It is possible as long as your engine is suitable for it. And Skyrim ain't The Witcher 2 in terms of graphics, so I'd expect better from them.

Oblivion even had trouble loading exterior cells on the fly, making horse-riding a total chore (as if it wasn't already useless enough). And to look at something that handled this better, there's Two Worlds 2. Or even Gothic 3 (although that was plagued with problems everywhere else).

If they really still have all the cities walled in, then I'm starting to think they don't actually have a new engine. Zenimax bought out Gamebryo after its developer went under, they updated it a little and renamed it to something else. And even if that ain't true, what's the point of a new engine if you're going to do all the same fuck ups as before?

Yeah, I haven't read much about Skyrim, but I clearly remember one of the interviews/articles stating that cities will have their own worldspaces.

I'm kinda ambivalent on the issue, actually. Separate worldspaced does mean they can make the cities larger on the inside without taking up too much space on the "true" world map. Towns in games are always so pitifully small. A smithy, two inns and one general store in the whole capital? Quite the metropole indeed.

So yeah, that's a break from "realism" I would willingly make to have cities that actually look something like large settlements, if not quite town-like.
That ain't the reason for seperate maps at all. Oblivion's cities were the same size on the inside as they were on the outside. They do this for performance reasons.
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