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The elder scrolls discussion! ***Skyrim Info will be posted by me***

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Naikado is not online. Naikado
Joined: 16 Feb 2008
Total Posts: 9622
12 Jul 2011 02:44 PM
'Argonians will likely be removed for obvious reasons and replaced by Dwarves or Snow elves in Skyrim. This is a good thing, as few of the races have proven to be as useless in the past as the Argonians.'
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I think I will go and cry now.

I have never been so disappointed with their silly Mac-loving director in all my days.
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jack3345 is not online. jack3345
Joined: 19 Mar 2008
Total Posts: 18447
12 Jul 2011 02:51 PM
not the argos there so cool D:
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Shinnon is not online. Shinnon
Joined: 27 Oct 2009
Total Posts: 1002
12 Jul 2011 06:01 PM
I don't like Argonians.
I like Dark Elves. :3
Bretons are k0l too
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Zum0Ninja is not online. Zum0Ninja
Joined: 24 Jan 2009
Total Posts: 880
13 Jul 2011 06:06 AM
I just woke up and more Skyrim info on the way!
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Zum0Ninja is not online. Zum0Ninja
Joined: 24 Jan 2009
Total Posts: 880
13 Jul 2011 06:08 AM
Elder Scrolls V: Skyrim is going to benefit from an all-new engine, and Bethesda has detailed some of the improvements we can expect from the much-anticipated fantasy RPG.

Dubbed the Creation Engine, Skyrim's new powerhouse brings with it a suite of new tools and tricks that'll ensure this will be Bethesda's most technically impressive game to date.

"The big things for us were to draw a lot of stuff in the distance so we have a really sophisticated level of detail, more so than what we've had in the past for how things stream in and how detail gets added to them as they get closer to the camera," Bethesda Studio's creative director Todd Howard told Game Informer.

"Because our worlds are so big all of the lighting has to be dynamic," he said. "That's something we had a little bit of in the past with shadowing, but not on everything. Now we have it on everything. It just makes the whole thing a lot more believable when you're there."

The visual pass carries on to the minutiae of Skyrim's world; as it's set in a more Northern region that Oblivion's Cyrodiil, there'll be a more severe climate and the Creation Engine is well-equipped to deal with snow and rock-faces, while the foliage benefits from a bespoke engine for Skyrim's trees.

The improvements stretch beyond the visuals, and Skyrim's AI also promises to be a step up. The overhauled Radiant AI will deliver more believable NPC behaviour , with distinctive personalities being played out in the actions of Skyrim's inhabitants.

There'll also look more believable than before thanks to the implementation of Havok Behavior. "I think we're the first real big game to use it," boasted Howard, before explaining what the tech brings to the game. New animations make the characters much more lifelike, and that has various repercussions. "We definitely have made a significant jump in how it plays [in third person perspective]," said Howard, before cryptically declining to comment whether the technology could possibly be applied to player mounts in the game.

Finally, Skyrim's new technologies will also have an impact on the way the game plays out, having a bearing on player quests. "Traditionally in an assassination quest, we would pick someone of interest and have you assassinate them," Howard explained. "Now there is a template for an assassination mission and the game can conditionalize all the roles – where it happens, under what conditions does it take place, who wants someone assassinated, and who they want assassinated. All this can be generated based on where the character is, who he's met. They can conditionalize that someone who you've done a quest for before wants someone assassinated, and the target could be someone with whom you've spent a lot of time before."

Skyrim is down for release on November 11 on Xbox 360, PlayStation 3 and PC, and we'll have much more on the game for you over the coming months.
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Zum0Ninja is not online. Zum0Ninja
Joined: 24 Jan 2009
Total Posts: 880
13 Jul 2011 06:13 AM
The re-thought Elder Scrolls levelling, skill, attribute and perk system in Skyrim is already proving divisive (as witnessed in comments on the last post), but I fear at least part of the reason for that is it’s not been explained terribly well as yet. And, to be honest, that’s partially because there’s only so much of it I can explain until I’ve had proper hands-on time and experienced it rather than been told ‘it’s better this way’. I like the sound of it, because I always thought Oblivion’s system was fussier and more opaque than it needed be (in terms of what it actually achieved), but I certainly don’t want a reduction in depth any more than the next Morrowind nut. For now though, here’s all the quotes on the subject I’ve got from Bethesda’s Todd Howard, which hopefully clear things up a little more – plus offer some extra detail on how the stealth and persuasion mechanics work.

“Every skill affects your levelling. Every time I get a skill raise there’s a level bar that moves. The higher the skill the more it pushes you to levelling, so you want to use your higher skills.”

“I find most people, no matter what character they want to make, they use the best thing that you give them. I find when I play you’re best off focusing on something, particularly when it comes to the perk tree, but it’s so easy to mix styles up [he also references the dual-wielding as adding to this].”

On character creation: “The only option you are given is what you look like” and your race. Each race has certain powers, so this decision is not purely cosmetic. There are 10 races in all. “After that it’s all what you play. we want to minimise the initial decision point when you start the game.”

“There’s no level cap. there’s no mathematical level cap, But it’s however it works out, we don’t set it… Levelling is faster. if oblivion was a level 25 game this is level 50. we wanted to get it faster going because there are so many perks.”

“The levelling system is very much like Fallout 3. There were definitely moments in Oblivion were it was a rollercoaster of pain because the world levelled faster than you.”

An example of perks, for the bow and arrow: “one to zoom in, one that also slows down time when you zoom in. Perks also have ranks; maybe there’s two levels of the zoom.” Other perks on-show included being able to bypass armour with maces, and causing heavy bleeding with one-handed weapons.

On constellation-based perk-picking system: ” I was designing the interface and I wanted it to make it very visual rather than like Excel. I look to the stars to see who I am.” The star patterns are based on “birth signs from previous games.”

The speech skill: “There is not a Persuasion wheel. It’s much more simplified. There’s not a mini-game for it.” He declined to describe it until later, however.

Lockpicking: “There is a minigame, but I hate the word ‘minigame’. There’s also a combat ‘minigame!’” [That latter is irony, don't explode.] “You’ve got to have some interaction, not just a die roll.”

Alchemy: “not talking about that yet.”

Stealth.”The main thing is like Fallout 3, [enemies have] states of alert and danger, but they don’t jump in and out of them right away. the Eye [an changeable on-screen icon] shows you they are moving from one state to another, and your sneak skill affects how fast that happens. “

“There are three main stats: magicka, health, stamina. In Oblivion you have 8 attributes and 21 skills. Now it’s 18 skills and 3 attributes. What we found was those attributes actually did something else. e.g. intelligence affected magicka. They all trickled down to some other stat.

The stamina/fatigue dilemma: “in the other games the stamina is called fatigue. It’s backwards.”

Perks “come from levelling up character rather than skills. Pick a perk when you level. It’s like a standard skill tree but they have requirements, not just the one below it. You see a perk you like and say I’m going to start using my sword more because I want that perk.”

On the more grindy skill-levelling: “we’ve solved most of that” and “got rid of some skills like Athletics and Acrobatics. Who makes a character that is like “I am someone who doesn’t run?”

On dynamic world levelling: “the gameplay changes as you get higher level [because of the perks. Rather than just doing more damage… it’s dramatic… mixing and matching really is different.”
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Tell me some skyrim subjects you want me to post. I will find the info for you ;)
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Zum0Ninja is not online. Zum0Ninja
Joined: 24 Jan 2009
Total Posts: 880
13 Jul 2011 06:18 AM
Expect more info on skyrim coming later on ;), for the mean time, I discovered on oblivion there is an inn just north of the imperial city that, once your character is lvl 20, has 2 people with glass armour and one person with daedric in there inventory, just kill everyone and loot it.
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Zum0Ninja is not online. Zum0Ninja
Joined: 24 Jan 2009
Total Posts: 880
13 Jul 2011 06:22 AM
Skyrim bump ftw.
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Noobmandrink is not online. Noobmandrink
Joined: 10 Apr 2009
Total Posts: 2575
13 Jul 2011 06:30 AM
Did you play Morrowind?
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Zum0Ninja is not online. Zum0Ninja
Joined: 24 Jan 2009
Total Posts: 880
13 Jul 2011 06:31 AM
Why yes, yes I did.
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Noobmandrink is not online. Noobmandrink
Joined: 10 Apr 2009
Total Posts: 2575
13 Jul 2011 06:32 AM
OGMOGMOGMOMGOMGOGMG finally someone who played!
You still play it? Level, race, class? Do you have Tribunal and Bloodmoon?Did you comeplete the main quest/s?
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narutouzimakibarrage is not online. narutouzimakibarrage
Joined: 23 Aug 2009
Total Posts: 6459
13 Jul 2011 06:36 AM
MOO.
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Shinnon is not online. Shinnon
Joined: 27 Oct 2009
Total Posts: 1002
19 Jul 2011 09:53 PM
bump
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Shinnon is not online. Shinnon
Joined: 27 Oct 2009
Total Posts: 1002
21 Jul 2011 12:08 PM
bawmp
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