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Skyrim-tråden: hvor dragefødte møtes for å prate om løst og fast


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Tig så enkelt som antall piler fikser moddere på 5 minutter. Men ganske sikker på at de veit hva de gjør, de er vel ikke dumme? Ville vært rart om pil og bue skal skille seg helt fra de andre spillene. Er vel heller snakk om action tweak.

Endret av Bendit
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Videoannonse
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Hvis det bare er snakk om at det er begrenset tilgang på "high end"-piler, er det jo helt greit, men framstillingen hos GI er nokså tvetydig. Er Daedric Arrows-biten ment som et spesifikt eksempel på en sort piler det ikke finnes mange av, eller brukes de for å illustrere et mer generelt poeng om at ammunisjon til instagib-buen din er behørig sjelden for å balansere den?

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Mer info om TES V: Skyrim

-------------------------------------------------------

Skyrim italian coverage:

 

-Skyrim size is equal to Oblivion's Cyrodiil

 

-There are 5 major cities, 20 minor cities and 100+ dungeons (but we already know that)

 

-the creation engine is totally new, it's not based on the game bryo

 

-graphics look a lot better than the oblivion and fallout 3 one

 

-there are fishes that jump out of the water :p

 

-the hud appears only when you fight. you will see the three status bar and the compass (sigh)

 

-the UI is really user freindly but it's not intended to be mouse-used

 

-every weapon has a damage stat and a block stat

 

-it appears that there are no birthsigns

 

-there is a separate control system for the pc

 

-there is a "local map" for every zone of Skyrim

 

-there are 100+ subquests

 

-it will be possibile to play after the main quest

 

-Steam, not gfwl. they're are disappointed with LIVE!

 

-you can't create spells. WHAT THE HELL??

 

-there are houses which you can buy

 

-there are many puzzles in the dungeons

 

-cities, dungeons etc will be added to the 3d map as soon as you encounter them

 

-water physics

 

-every town has an economic system

 

-minor cities contains 10+ buildings

 

-75% of the quests are dynamic. even the rewards and the quest giver are randomized

 

-snow is not a texture (I don't get it, why a magazine says that is a texture and the other one says the opposite?)

 

-bandits in the dungeons are alive and not puppet-like

 

-soulgems are also used to regain magicka

 

-"turn undead" spell confirmed

 

-you can set oil on fire

 

-there are birds

 

-there is NO multiplayer

 

-the npcs which give us the main quests are immortal

 

that's all

 

---------------------------------------------------------------------

 

Hi everbody,

Just bought the last Playstation Official Mag in France (although I'm a PC player), gonna try to give you all the new elements I could gather from it :

 

-dynamic shadows

-if a weapon and a shield or two weapons are equiped, you cannot cast any spell (quite logical indeed)

-it seems that smithing can only be done in forges (you cannot repair your equipment everywhere like in morrowind or oblivion)

-new screenshot (i think so) with the PC facing the camera in a cave, wearing an elven armor, a sword in his right hand, and a kind of torch or light staff in his left hand.

-incredible level of detail such as : blood vessels on skin, modelling, animations, clothings (not sure what "clothing" means here))

-meteorological effects : clouds are gathering in real time around mountain peaks (sounds pretty cool), snow affects textures (so again pretty much confirmed that this isn't 3d accumulating snow but I'm fine with that anyway).

-a major inspiration for snowy landscapes seems to be artists like Brom and Frazetta.

-Matthew Carofano (artistic director of Skyrim) : Dwemer ruins (we know that already) and a Dunmer city!!! (yeah you heard me : Dunmer :celebration: ) ;

-again from M. Carifano : "after Oblivion where every place looked alike, in Skyrim you'll find once agin the excentricity of Vvardenfell. Here every Nord Clan has its own colors, its own identity."

-For consoles : the "block" action is performed by pressing both trigger buttons at the same time. Each separatly correspond to the action of what you equipped in one hand or the other.

-80 spells among which some are entirely new (the journalist might have picked a rounded off number since I remember GI said 85 or so?)

-spells confirmed : Detect Life, Fury (force ennemies to fight between them), Circle of Protection (hurl ennemies outside a magic circle), Snow trap (triggers only when an ennemy walks on it), Lightnings, Fireballs.

-Concerning finishing moves we'll see stuffs like : Axe blade planted in the neck, dagger in the chest.

-Concerning skills : Athletics (they surely meant Acrobatics) doesn't exist anymore (to prevent the player boosting this only by jumping on stand)

-AI : NPCs have day and night activities like cooking and brushing the ground in front of their houses.

-dialogues : most "inimportant" NPC like simple villagers won't have any dialogue tree (instead they'll directly comment on rumors or on what they're doing) ; only important NPCs will actually exchange dialogue with you, you can cut short the dialogue only by walking away.

-Every city and town is bound to some particular resources meaning if you burn their mill or mine, you affect their economy and they'll be forced to buy flour or mineral somewhere else and when you'll want to buy these resources here again it will be more expensive. (good thing for evil characters :) and maybe desctructible environnement?)

-the Dragon Shout key on PS3 is R3 (don't ask me more since I'm a PC player)

-archery : when aiming at something, you can hold your breath (consuming stamina) and the action is slowed.

-Dark Brotherhood mentionned as might be in (the reason beeing that the devs had a lot of fun developping it in Oblivion)

-Dragons can be unpredictible in their behaviour, they will fly in the air, crawl on the land, they can crash when wounded.

-On the favorite menu: "Cliking on a key, the screen freeze and a list of weapons or 'favorite' spells is shown next to each hand".

-Todd Howard Interview :

-"a cause-consequence tree for each mission",

-each mission will be a bit different from the same mission played by another player who has done other quests. Also can be different depending on which mission you did before.

-If you meet a Giant on the road he might totally not attack you unless you attack him.

-it seems he says that when most NPCs give you a quest, they'll give you precise directions or accompany you to the road showing you which direction to take to go on on you quest.

-the player should be excited when discovering a new place, or overhearing rumors spoken by NPCs between them.

-the testers mark the most beautiful landscape, so they should have things like temples, stuff that will entice the player to go and check by himself.

-in Oblivion there was only 1 guy working on the dungeons, this time for Skyrim, 8 devs are working on them.

-120 dungeons (again might be another round off number, cause we already heard 130+)

-Speaking of jobs : woodcutting, weaponsmithing, sells stuffs you made to the forge or to the mill...

-he insists on the importance of activities they thought apparently useless before Skyrim, but they found that was surprinsingly important for immersion after implementing them into Skyrim.

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Flotte greier, en det var èn ting jeg stusset på.

 

-it seems he says that when most NPCs give you a quest, they'll give you precise directions or accompany you to the road showing you which direction to take to go on on you quest.

Betyr dette at quest markers fra Oblivion ikke er med eller at de har gjort det enda enklere.

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Det har jeg også bitt meg merke i, men jeg har veldig sjeldent noe behov for å bruke det så det kommer ikke til å påvirke meg either way. Med det sagt så er jeg selvfølgelig like bekymret som alle andre. Spellmaking har vært en enorm del av spillene og om de faktisk tar det bort og erstatter det med "we has 85 spells effects" skjønner jeg hvorfor folk blir skuffet.

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Flotte greier, en det var èn ting jeg stusset på.

 

-it seems he says that when most NPCs give you a quest, they'll give you precise directions or accompany you to the road showing you which direction to take to go on on you quest.

Betyr dette at quest markers fra Oblivion ikke er med eller at de har gjort det enda enklere.

 

Kan det være at de har gått ilbake til slik det var i gamle titler litt?

 

Der var det nemlig sånn at man måtte spørre seg frem til hvor folk var etc.

 

Feks at man fikk quest fiks et rotteproblem i huset til handelsmannen i byen Sentinel.

Så når du kom dit måtte du spørre folk hvor det var mer og mer til du fant det. Litt som i RL (før gps'ens tid).

 

At questgiver peker deg i riktig retning kan være noe lignende.

Endret av maanemann
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Tipper det er snakk om 100+ utenfor MQ og factions/guilds. Altså quests uten noen tilknytning eller særlig oppfølging. "Hjelp meg å finne sønnen min." Du finner han - quest slutt.

 

Edit: Sidequests ja. Og man anser ikke Dark Brotherhood eller Fighters guild som side.

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