What is it about Morrowind that makes it more intricate and roleplayish than skyrim?
What is it about Morrowind that makes it more intricate and roleplayish than skyrim?
Its an older game.
stats and no waypoints
It isn't dumbed down and designed to appeal to dudebros like Skyrim.
Waypoints and maps are fine, fast travel is not
>waypoints are fine
no they're not. It eliminates any need to immerse yourself in the world and to explore
>fast travel is not
frast travel is okay when you can only do it in towns and for a fee. I agree with fast travel from any where.
When you don't have to meet the demands for cutting edge graphics, you'll naturally put more effort into fleshing everything else out. Case and point, Gen 7 is the worst thing to happen to gaming.
Giant fleas and mushrooms.
Everything.
Morrowind doesn't shepherd you through every joinable faction into a clusterfuck of a plot
There's nobody unkillable in the game even the plot critical characters you can fucking gank them
towns are decently sized and even for the old shitty graphics they look unique and separate of one another.
The world doesn't scale with you
Voice dialog is not a limit to dialog depth or density
It's way easier to decorate a house
>they look unique and separate of one another.
With the exception of that weird Canton on the south-east part of the map. It looks like a part of Vivec decided to become its own town.
i barely played it. WANTED to, but i totally agree. skyrim is fine but it's not morrowindy enough.
although i sorta hate the combat. but a bajillion weapon choices was wayyy better
that is all
IN THE PRESENCE OF THE GREAT TRIBUNAL
>download that mod that makes morrowind look great
>3 for in some areas
Can morrowind only use one cpu core?
>game was released in 2002
take a wild guess
Why can't westerners code for shit?
The world and characters are really good and the music is incredible. BUT the combat, I don't know how anyone can be immersed in Morrowind with that dreadful combat. Skyrim isn't deep or 'rpgey' but feels far more solid to play.
...
Why the fuck did they make some NPCs invincible? What was wrong with just having the 'you just goofed' text box? Did they really need to pander to DSP level retards who wouldn't realize that the text box telling you you just broke the main quest means you just broke the main quest?
Are you retarded or something
...
>things brainlets say
skyrim's combat is not any better than morrowind's, it's just dressed up and flashier and simplified. Missing should not bother you in an RPG.
Okay thanks for clarifying.
Has anyone tried the openmw online co-op? How fucked up is it?
businesswire.com
>Why didn't they create an engine that would utilize a CPU feature that wouldn't have a consumer release for another two years?
it's great. it's got some bugs since it's early but they've done something really incredible. been playing offline lan with my bud and it's been a blast so far.
Because a random dragon could ruin someone's experience.
I feel like in Skyrim the world is built on the game but in Morrowind the game is built on the world. Every place you visit and every thing you do in Skyrim screams video game, it constantly builds barriers around the player to make the ride through the game convenient and nice. The dungeons are straight tubes which don't even try to look like they could have a real purpose in the world, fast traveling is just teleportation with no explanation, guilds immediately give the player important quests, the main quest too, and so on.
Morrowind on the other hand generally tries to be a coherent world. The guilds start with boring rat killing quests because that's what the new unimportant guys should be doing, fast traveling is actually just using the public transportation or your spells, there's no magically plotlocked doors, there's tons of unremarkable family tombs and mines with very little in them because generally those things are pretty unremarkable, the unique items' stats don't depend of the player's level so they actually feel like a part of the world and so on. The game doesn't limit the player as nearly much as Skyrim, you can do tons of ridiculous stuff if your character is just strong enough, but it also doesn't automatically treat you like a hero and an important person and the world isn't built to be a fun obstacle race for the player.
Now I have to emphasize that Morrowind's approach to game world building isn't necessarily better. From pure gameplay perspective it's arguably worse than in Skyrim because from that perspective Vvardenfell does have a lot of more or less useless content. The game doesn't really have any sensible balance either. But it's mostly because of these things Morrowind feels a lot more real than Skyrim and because it feels real you actually want to play a role in it instead of just grinding for bigger numbers and clearing the game.
It's flawless and I would recommend playing on Mal's server, he has made a ton of improvements that make it work as mmorpg.
They can't design games for shit either.
>morrowing is good meme
xdd
>engaging world and premise
>actual quest progression
>actual guild rank progression
>actual RPG elements though not as numerous as Daggerfall's
>proper map design wasn't sacrificed in exchange for making it easy for players to jump from one quest giver to another or to clear dungeons
>settlements actually follow a certain logic which explains why they are there
>hand-placed treasure making treasure hunting actually feel rewarding
>more freedom with spellmaking
>more memorable side characters than major Skyrim characters
>more prominent major characters compared to Skyrim's major characters all due to the way they presentation and built-up
>abusing the mechanics didn't feel like cheating the first time because the player was actually shit within the first hours of the game
Alright that's fair, at least it's not as bad as Deus Ex.
>Mal's Server
>Beefed up Guards for no reason
>Banned items
>Your shit disappears all the time
>Mod sucking his own dick on global chat constantly
>Doing ANYTHING will get you autobanned by the anticheat
>Taking away Fyr's Daedric suit
It's an okay experience overall. I'd rather play one of the other prominent vanilla servers. There are way less players but I can play normal Morrowind there.
Just make story-relevant characters invincible to random NPCs, then.
it was not about "BEING EPIC & KILLING DRAGONS BRAH" but about immersing yourself in a credible fantasy world
>not using OpenMW
play game without waypoints: Have to pay attention to the story. Make choices on where to go next. Explore the world to find what you are looking for
play game with waypoints: cruise control
It's actually the greatest game of all time according to Sup Forums.
>being this salty because you're a cheater
Just play MW singleplayer if you don't want to complain about anti cheats.
>that list
They did, they're 'protected' instead of 'essential'.
Protected means that only the player character can kill them.
>this obsession with trump
well you start off and a mudcrab or scrib can easily get the best of you, once you fill out your build you actually notice your character git gud and quests actually matter and the atmosphere is one of the best in vidya period
the diceroll combat
Wait there are servers? I thought it was like p2p co-op. It's more like an MMO?
You can immerse yourself in Skyrim too. The only reason you think it's just about killing dragons is because that's all you did.
Heck they released an entire dlc of just immersing yourself and building a house.
better design
Morrowind looks and feels like a magical unknown world whereas Skyrim look and feels like pretty but absolutely generic snowy fantasy region with mostly generic uninspired character designs and without any interesting stories.
Skyrim's world is a canvas for your roleplay/mods while Morrowind's is a magical place with well executed intriguing environmental storytelling.
I did enjoy it more then Oblivion and Skyrim, but the whole kill anyone thing was ok, but killing a plot person broke the game so its meh at best.
Morrowind for me was playing dungeons and dragons with no friends.
>according to Sup Forums
>distinctive cultural styles for everything, everything Hlaalu looks like Hlaalu, everything Redoran looks like it's from Redoran, etc.
>guilds are in the most important cities depending on faction
>disposition towards basically everyone changes based on your guild rep or world rep
>fleshed out non-joinable factions
>alien landscape with alien flora and fauna
>no free fast-travel, instead teleportation and transportation nodes which cost money based on disposition and standing with factions
>alchemy is not just a stand where the quality is just dependent on skill, but also on the quality of the equipment you use
>spellcrafting
>enchanting fuckery
>nothing but daedra level with you, go into a daedra shrine and get a daedric warhammer at level one if you're up for the challenge
>every piece of food can be used in alchemy
>armor slots, you can combine undergarments with pieces of full plate armor with belts and earrings
>quests and quest locations are actually handplaced and not randomly generated, sometimes have to ask for directions
That's basically a pilgrimage rest point built by the Temple in Vivec. Molag Amur is a very inhospitable place, so they built Molag Mar to ease pilgrimages to Mt. Assarnibibi and Mt. Kand. That's what makes Morrowind better than Skyrim and Oblivion; it actually feels lived in.
>no free fast-travel
What? Learning an Almsivi or Divine Intervention spell is a one time payment for free fast travel from nearly the entire map (There are also ways to get enchanted items with these spells for free), Mark and Recall which let you set a TP spot to your home/questgiver (again with items that have those effects, the Propylon chambers (they're official free DLC but that still counts) that can teleport you across the ashlands, and lastly there's the teleporting equipment (Mazed Band for getting to Vivec+Mournhold, and the one amulet you get from your vampire clan of choice to go to their place)
I agree with every other point you made and how that makes it better than Oblivion but Morrowind does have free fast travel, it's just not given to you right away.
>morrowind doesn't shepherd you through every joinable faction into a clusterfuck of a plot
you know, I hadn't even considered this. after you meet skooma gramps and get the dwemer puzzle box he basically tells you "alright do whatever the fuck" and that is the beginning of the beginning of the game
But Morrowind did have cutting age graphics. It was the most graphically impressive RPG ever. It's not like Skyrim was Crysis.
My bad, the master propylon index was free DLC and it also let you go to&from Caldera from any of the propylon chambers
nothing
This is one of the reasons why I loved this game as a teenager
>stumble through Molag Amur for the first time with my underleveled barbarian
>don't even know how I stumbled upon this area, am completely lost
>ashstorms makes me lose orientation on every turn
>low on potions and equipment is pretty worn out
>shitty mysticism skill so AlmSiVi Intervention fails constantly
>down on mana, only one chance left
>it connects, Iand in Molag Mar
>try to buy a few rations for my travels, everything is expensive because nobody likes me
>see some slaves on the highest level, feel pity for them
>try to free them, there's no key anywhere
>try picking some locks in the hopes of finding a key
>have no luck, still feel bad for abandoning them since my barbarian values nothing more than freedom
>get some potions and repair my armor, then walked over to the Silt Strider
>pay a fee just to get out of there
Did you go back for them later?
Compare that to Oblivion and Skyrim where you can travel to and from any previously visited location in an instant without any effort.
In Morrowind transportation is easy enough but you can't transport yourself instantly to any location or POI at any time. If you wanted to be somewhere you actually had to put the least amount of effort into organizing your travels. Should I use a Silt Strider? Or go to the Mage's Guild? Or combine it with Divine Intervention?
Fuck I remember buying a potion of recall just to use it on your silent pilgrimage. Such a smart quest isn't even possible in Skyrim.
IIRC, those slaves are one of the few who can't be freed. I did come back later to kill the slaver though.
I'm glad you went back, at the very least.
I know that, I was just refuting what the person I replied to said about no free fast travel in Morrowind. Hell, just its free fast travel is one of my favourites in any game.
It's just a joke in expense of his funny writing style. Chill.
That's like saying my Jump spell which lasts 2 seconds and levitation pendent which levitates for 1 point for 1 seconds (to break the fall) is fast travel.
Not him, but could you explain why you would do this?
I've never screwed around with magic in Morrowind.
Not him but basically the jump spell would let him launch himself into the air like the incredible hulk and propel himself extremely far, and cost very little since its only 2 seconds. However, the fall damage would kill him. Which is why he'd put on the levitation amulet before impact to negate any fall damage. Combined this allows you to basically travel anywhere very quickly.
not him (I'm the guy who he replied to)
If you've ever used the scroll of Icarian Flight then you'll know that with a super boosted acrobatics you can jump really high. If you're running forwards at the time then you will jump super far in the direction that you're moving, you can also move around and change your direction in the air because gamebryo. The reason why you apply levitation at the end is because it stops your fall and negates fall damage.
Most speedruns of morrowind use well placed jumps in order to get to where they're going faster.
If you move in a direction fast enough then you can outrun the game's loading and get frozen until it loads up the areas infront of you. Fun the first few times but it gets annoying as fuck if you don't learn to control your speed properly
Not him, but Morrowind pretty much lets you do anything when it comes to Magic. With a powerful enough spell, he could boost acrobatics enough to jump from Sadrith Mora to Vivec. The resulting fall damage would of course be lethal, which is what the levitation spell is for.
Jump let's you jump large distances (up to very large distances). Spellcrafting increases the mana usage with lenght and magnitude. Since you need a high magnitude and a very low duration you can practically jump around the whole map (granted your Alteration skill allows it). The only downside is that fall damage exists, like the Scrolls of Ikarus in the beginning, it practically has no upper limit from great heights. An enchantment of 1pt in Levitation completely negates fall damage but I think one point in Slow Fall is cheaper plus 1pt in Levitation makes you slow like a snail.
Thanks for the same minute information, anons.
I've actually seen this in speedruns, but got frustrated with enchanting because I don't like save-scumming, so I've never done anything of the sort.
I'll have to give it a proper go eventually.
I find jumping around as the best way to get around places. So you create a spell/enchantment which fortify's jump 100 points for 2 secs, since thats all you really need to press Jump and before you land, you cast the levitate so you don't injure yourself before the fall. Adding a fortify speed also helps but its a good idea to make 2 different spells, one for long distance and one for shorter. Since enchantments don't have a spell animation it's better but they can get expensive. The 2 second duration are so you don't have to stand around and wait for the spells to run out/worry about them running out at the wrong time. Good idea to hotkey them too since you'll be switching around a lot.
>the resulting fall damage would of course be lethal
Grab the scrolls of Icarian Flight, learn a levitation spell and try it out next time you start a new game. It's quite a useful mode of transportation
>he doesn't know about the secret route to beat the game even if you kill plot people
Man that was great. You can kill literally everyone and still beat the game. Does any other game even give you the option?
Yagrum Bagram needs to live until you receive his gauntlet.
>game requires you to hit a thing with two unique weapons
>you can still beat the game without ever attacking anything
youtube.com
Fallout New Vegas does.
Everyone is killable but children and the retard-proof ending character.
Even then, he, a robot, moves into another body to ensure that you can finish the game.
And then you can stab the fat cunt as a thank you. It's great
here's a hint, any list from Sup Forums that has items in order is a trollbait. You know why? The very nature of having numbers in a list is to incite a disagreement from it. Congratulations, (You) got one from me, yadda yadda. I'll still reply so that some newfriend doesn't take take that shit seriously.
>frast travel is okay when you can only do it in towns and for a fee. I agree with fast travel from any where.
Tbqh famalam fast travel is only acceptable if it's one of the two:
1. Ability to teleport to fixed (and not too many/close to each other, not to remove the need to move around the world altogether) places obtained through gameplay that your character knows of (so teleport stones he has in inventory or portals in the world). Gothic did it perfectly.
2. It's a regular means of transportation that you pay for but gather the advantage of not having to control it and of course it's faster than regular travelling (but still you travel all the way, just faster). For example, a horse-drawn vehicle could do it, like in Skyrim, only you don't get teleported to destination, but sit in a kart and ride there. You could add the risk of getting raided by bandits or some shit to make it funner.
People REALLY love to complain about some quest NPCs being unkillable and forget Skyrim has s far more robust AI system in Morrowind. In Morrowind NPCs never budged from their places, they didn't do anything. In Skyrim NPCs do all sorts of shit and get put in potential danger. Are you actually willing to put up with being locked out of content because of a random act of God?
I don't think unkillable NPCs was the greatest solution, and they could have handled it better. But I understand why there are invincible NPCs.
the best solution would be to make all npcs involved in quests protected, so player can kill them but they wont die to random vampire attacks
see
It's also possible if you have 250+ health and comprehend infinity enough to make health potions which restore more than 200 points at once for long periods of time.
They should have done it so no character is irreplaceable. For example, if you have a quest with city mayor, said city mayor should be able to get killed by random dragon, but then a new mayor would get elected.
They could just make it so they can only be killed by the player. They did it for some quest bosses so there's no excuse.
The game autosaves every like 5 minutes anyways, worst case you reload
And if an entire city gets wiped out?
>watch beggars shrug off dragon's fire
>they die in one hit to my iron dagger
Have the Thalmor invade until either an endless respawning "army" of 6 imperial soldiers kill them all or the PC comes over and does it. After that new civilians are generated based on which faction the Jarl is and, quests the PC has done in the region and how many times it has been "invaded" before (the more times people are lost then more, higher levelled, guards will appear).
Just say that they're refugees or some shit with a guard regiment.
That's awful.
>all those grammar problems
I'm done for the night, no more posting for me.
Here's a shitty CHIM pic to keep this post on topic.
That could be further fixed by properly placing important NPCs. By Bethesda's (shitty) game design anyone that is in another instance (behind a door, like in a dungeon or house) cannot be attacked by random NPC, why not use that? It would actually be an example of using a garbage game design for the game's advantage.
I was talking about essential NPCs, although town attacks should have been handled better. Nothing like having a dragon or vampires kill off half the town's NPCs and leave only the nameless guards alive.
I like to think that this was the result of a novice designer placing an NPC in the construction set and being surprised that they're placed at camera height by default instead of ground level, which caused them to instantly fall to their death when they first tested it. Then he thought it was awesome and just rolled with it and built an encounter around it.
I find that solution odd because it would mean all quest related NPCs are just static and never move, so they're more like Morrowind NPCs and that sounds like a step back.
>fast travel is not
Why walk when you can ride? But no seriously I'm playing a realitively lightly modded morrowind, have the Silt Riders mod when you can ride them and they actually move, watching the vast landscape go by and the mainland in the distance because of Tamreil rebuilt is great.
Town attacks should have honestly never been implemented. They aren't fun, they're a fucking headache and the game is much more enjoyable without having to worry about random dragons or vampires wiping out half a town.