@@myb8955 on the contrary Starfield basically had (a very toned down version) of the Daggerfall character creation that TOK is talking about. I think it's a good sign that they're going in that direction. TES is their flagship series and I still have high hopes for it. I don't think Starfield and Fallout are a big indication of what's to come, but they show sign of going in the right direction imo.
"In Morrowind Argonians could not wear shoes nor helmets" Not only Argonias but Khajiit as well. Also the restriction was only from closed helmets, open helmets were accessible.
The cool thing about advantages/disadvantages system is that it's the only way to get access to serious spellcasting. In Daggerfall 100 Intelligence gives you only 50 magicka. You need Increased Magery advantage to raise Intelligence multiplier, if you want to cast more than mark and recall. But if you still want to level at reasonable speed, you need to give up something. That's why premade classes that focus on spellcasting like Mage are unable to use armour. Yes, Daggerfall have an actual in-game explanation why Mages don't wear armour! I think this is cool that Magic in Daggerfall require so much commitment. I always had a feeling that Morrowind and especially Oblivion allow you to get into Magic way too easy, you don't even get a penalty for casting spells in heavy armour, there is no reason to stick with robes.
Oblivion did in fact have penalties for wearing armor as a mage. Your Spell Effectiveness percentage would go down, meaning your spells cost more and do less. Skyrim had a different approach, where many mage robes had Magicka enchantments far higher than anything you could craft onto other items. Also, an Alteration mage can boost their armor rating with Magic far higher when wearing no armor. Morrowind though, had nothing. You pretty much just had to wear heavy armor.
About the weaknesses/advantages a lot of people basically get free advantage points by taking a race like high elves that are immune to paralysis and getting the free points just from critical weakness to paralysis which won't work unless playing in Daggerfall Unity. The best part about this is that it's basically optional unless the player wants to go the extra mile to increase/decrease how fast they level. It took me maybe 5 playthroughs to get a very powerful breton vampire at the obvious downside of needing regen spells in the daytime but with another slightly less obvious but with hindsight way bigger downside that shops only open at like 6-8AM meaning that I have to be out on the scorching sun to buy/sell stuff, residents also get indoors in the evening so asking for directions for some residence becomes way harder whenever the player character is done fast traveling with the only safe option (arriving at around 6pm at the earliest when shops start to close) on top of needing to kill things every day to rest so some strategies like breaking soul traps became an option which frees whatever monster was trapped or, if I don't feel like using gamey options, breaking into the city's palace and killing the guards because those count as a dungeon rather than the usual interior somehow. Had a character that blazed through dungeons very fast but struggled with the simplest task of going into somoene's residence and delivering some item... Another thing about speed is that weapon swings are ultra fast when maxed out which made it pretty fun just to run up and keep fighting through a group of enemies and the enchanted items that would give the same effect of boots of blinding speed in Morrowind can run out of charge and just disappear so it's still about playing the game and not ignoring the systems because of a +200 attribute item, getting loot that feels powerful but not something that solves the need to ever level a skill up and it's pretty fun to see what tools the player is given. They used to do attributes a fair bit different like they actually start to matter and getting diseased really starts to make that difference apparent. Shame that UESP doesn't have the most detailed pages for Daggerfall but apparently there's a project going on to improve them so that could change in the future.
One of the neat things with Daggerfall is that you can kinda see where the birthsigns get some of their ideas from. Stunted Magicka regen + Absorbing spells is actually kind of a neat combo because you *can't* absorb spells without having an empty magicka pool. It's kind of like building your own Atronach birthsign. Or taking increased magery in return for increasing the damage you take from spells for a boost to your magicka pool. I fully agree that TES6 should have characters that have major advantages and disadvantages not only because it's more interesting, and brewing a class around overcoming your disadvantages is something that I personally enjoy.
Hope a good new year is in store for you! Good on ya for not letting the fun of sass put you in a spot where you feel the need to complain or be critical in each installment.
Class building reached its peak in Daggerfall. Yes, I want more magicka. Yes, I want health regeneration. No, I’m not wearing armor. No, I won’t use daedric weapons. Give me ebony dagger.
I play a lot of morrowind, and I really really wish its character creation system was more like daggerfall :'> I wish that at the very beginning the character creation was simple like skyrim, but then it slowly gives you more options like daggerfall. You unlock more creation options out in the world as you learn, for the next playthroughs :0 Like, there could be a quest that unlocks atronach style magic use for the current character, but then you could select it from the start for a new character :0 It kinda prevents new players from making "bad" characters and not having fun, while giving experienced players more customization once they know how they wanna play
The only real blunders you can make at the start of morrowind are to not major in a weapon type and then use that weapon type and not knowing that high hp = good thing. The first is admittedly a little arcane, but the HP thing is a litmus test. If you can't pass that, then you're going to bounce off basically any RPG. Morrowinds slow base movement speeds are it's real problem, some people can't get past that and that's fair.
Thanks for bringing this up. I absolutely love the idea of downsides. I'm sure there's a lot you'll want to cover with Morrowind/Oblivion but one thing I don't often hear people talk about was how cool the disposition system could be. People would come to your aid if their disposition towards you was over 90. This meant you could literally walk up to someone and punch them in the face only for a mob of people to join in because they like you. It bothered me a lot when Oblivion capped most skills and attributes at 100 because what if I wanted to have a crazy high personality attribute implying I was so beautiful I can get away with assault? It was also cool in Morrowind when you were a high rank in a faction and went to a rival faction's territory only for everyone to hate you.
I've been playing Daggerfall Unity recently and it's really fun, it's more procedural so it kinda made me realize what they were going for with Starfield. For new players of Daggerfall I'd recommend choosing a race and class that go together, like a High Elf Mage or a Nord Barbarian. I couldn't get past the starting dungeon until I chose a race and class that made sense together.
It's tough to recommend Arena in 2025 (happy new year~!) but it has unique spells that probably wouldn't really work outside of its own system: You can destroy or create walls and floors, and creating a wall over an empty tile makes the game think there's a dungeon there :3 It also let you bash locked chests to open them. Both DOS games let you bash open doors but I think including chests too is a neat touch.
With tile based dungeons those games are using, it would be possible to get passwall working in modern installment. We got it kind of in Morrowind without removing the wall, but just checking if there is something to stand on up to given distance behind the wall and teleport player there. Lack of such spells in TES4-5 fall into same basket as lack of jump/levitation. They fear that player would skip most of the dungeon.
The best thing about RPGs are VARIETY and a combination of character strengths and weaknesses. I don't know why it's so hard for Bethesda to understand that that's what makes their old games classics
Happy New Year! I am unfortunately quite sure that TESVI is going to have a similar system to Skyrim. Bethesda knows that Skyrim sold the best, had the best concurrent players over the years, the biggest modding community - and that will mean they will highly likely just make it in to Skyim 2.0 Daggerfall's character creation and stat sheet was definitely too much for the majority of people. Skyrim's was way too shallow for the hardcore fans I feel like Morrowind and Oblivion nailed it in the middle and they should really just stick to the classic RPG sheet characters.
Special advantages/disadvantages were amazing i agree, i hope they add them on top of Birthsigns in 6, or atleast represent them as a Traits system that isn't tied down to needing to be Lore Accurate (i doubt they're gonna pull a new star constellation out of their ass) Ultimately even though it was an easy system to take advantage of in Daggerfall i think that doesn't matter as much because Daggerfall cared less about being a stats RPG and way more about being a sort of life simulator. Stuff like banking and being able to do essentially identity fraud, being able to own property and that being more meaningful, different stats to solve encounters with the law, being able to interact with commoners or nobles depending on standing and skills, being able to pacify enemies by using their language AND most importantly faction relationships with each other dynamically changing without the player's input. All together it contributed to an impressively detailed living world, with the game expecting you to use the special advantages/disadvantages system to develop points of power and weakness for your character to further develop your story telling through mechanics. I also hope they play around more with how enchanting used to work, maybe not the whole permanently lose magic items cause i feel that light piss off more people than entertain them, but maybe you can, during enchanting choose how much strain the effect puts on your weapon, draining more points, more durability with maybe a chance to straight up disintegrate it for the benefit of making it insanely powerful. I liked how late game enchanting became a consistant money sink to always be topped up on the best gear, and leaving the best stuff for special occasions, but i do feel like COMPLETELY losing your items in-spite of how weak or strong the effect might be was a little harsh. But i hope to god they never bring back the dungeons, even the non-randomized ones were nightmares to get through blind (the Mantellan Crux was pretty badass ngl, but it can go die fr lmao)
I became more appreciative of Oblivion after hearing from Todd Howard in a particular interview here on TH-cam how the game was intentionally attempting to get back to Bethesda's RPG roots in Arena _and Daggerfall._ I think they were largely successful in this regard. So, for people who complain that Oblivion is just a bland and generic, medieval high fantasy game because it doesn't have that alien Morrowind vibe, they're just not listening. What have I learned from Daggerfall? What had Bethesda learned? That we can refine a lot (not all) of the Morrowind RPG mechanics while also bringing some Daggerfall into TES: IV.
Daggerfall, a boat to traverse the sea, extensive magic system including levitate spell. An option to complete quests without map markers and instead talk to people or search yourself (like daggerfall). Better radiant quests (daggerfall is all radiant content but it's better implemented than Skyrim). More guilds. I'd like a few guilds that are actual quest lines like we've had in oblivion and Skyrim but I also want an actual mercenary guild (like the fighters guild is supposed to be) to just be pure radiant quests, like it can be an actual job to the player character rather than being part of some drama story. No drama in this guild, just people who are there to do contracts, earn money and live
Like you said, I think level advancement rate as the "balancing factor" is lame because anyone who is patient enough and no-lifing it can just have an outright stronger character. And yeah, it's a single-player game, but if that is the excuse, why not just let players choose when to level up? So yeah, advancement rate is dumb, but the examples you gave were good. It could be birth sign, it could be a deeper ancestry system where you can choose to be descended from long-gone races/subraces and thereby get some of these and maybe some minor physical appearance changes, etc.. Personally, if a game called "High Rock" features huge cliffs doesn't feature an in-depth climbing system, I'm not even going to bother.
Happy New Year, citizen! Have you seen Jwlar's Retrospective of Daggerfall? Well it's 5 hrs long but it is so worth it i watched it like thrice already!
I think if this was to happen it would have to be temporary effects chosen after character creation . I assume the player base has a lot of people with little rpg experience so a complicated character creator might throw people off.
We never get more of anything from a subsequent Elder Scrolls release. Todd's mantra has been "What can we remove?". Regen in darkness is OP in Daggerfall. All dungeons count as dark areas. The Atronach sign isn't a huge disadvantage in Oblivion, especially with all the Ayleid wells. If I could only bring one thing from Daggerfall, it would be wereboars. Why? Because they're so far from the norm when it comes to lycanthropy.
Needs: crafting, open-world, hand-crafted, fully-voiced, great quests, great factions, internally-consistent lore, flexible difficulty scaling for both hardcore and casual players. More UI customization (to auto hide the HUD) without mods, and platform-specific UI (like SkyUI). Bring back polearms, especially speara. And bring back throwing weapons (throwing stars, daggers, axes).
Do you have any thoughts on The Wayward Realms? I'm almost more excited for it than TES6 right now. I'm a little worried they're going to take the procgen from Starfield and try to integrate it into TES6. The Wayward Realms is being fronted by parts of the Daggerfall team.
Happy New Year! Best we can hope for ES6 is that it is at least as good as Skyrim...I have very low low expectations for the game after Starfield. Would be thrilled to be proven wrong.
I feel guilty now, becouse on your last video I wanted to leave a positive comment like always but I lazyed out, don't listen to haters you 110% know what you're talking about, keep up the good work please! Your videos are becoming a morning routine for me!
levitation and even minor acrobatics boosts are gone because of level design limitations. Also to Advantages/Disadvantages, bethesda wants to appeal to a broad mass. You cant really do that anymore. Even actual RPGs (real world ones) are flattening such details. I think making meaningful and strong differences between the races, and birthsigns would be best managable option.
It's weird seeing my comment in a video. I'm guessing you were talking about the comments under my comment, but it's unfortunate your mouse was hovering over my comment when you were talking about negative comments.
Sorry! I was not talking about you. You aren’t the first person to say you don’t like that, won’t happen again. Honestly I just didn’t know what to show on screen for that part Also, the negativity I was referring to was from me, not comments
@theoldknight85 oh I don't mind if it's positive! I just got confused because you mentioned negative comments, but my comment was about how both Skyblivion and an Oblivion remaster would be different enough to both exist without getting too much in each other's way. Which I thought was a positive comment.
Here's the problem with all this wishful thinking....how likely is that gonna happen without mods? Also devs and teams wanting to 'balance' everything makes it even more unbalanced cause nothing feels unique at that point everything'll end up being watered down for the sake of trying to keep something from being overpowered in some aspects. I am not however defending making something insanely overpowered just for the sake of doing it but then again this is a fantasy game series where we have walking lizards, cats, and orcs and healing drinks called 'healing potions' and people can shoot lightning out of their fingers and whatnot. I mean Morrowind had a potion and a spell I think where you could jump across the entire map BUT at the expense of needing to drink 2 potions to do it successfully without dying on landing. Nowadays? yeah that wouldn't come close to being in the game unless it's being sold as DLC
Highly agree on this one TES games were never "balanced" and they are not supposed to be either. Min-maxers will always find a way to break the game and that also can be very funny content to have some drunken bastard oneshotting vivec at lvl1 I just wish they go back to roots and focus on making the game immersive with stuff like this. Every team member working on TES 6 should play the whole franchise through and additional hundreds of hours of morrowind and have weekly play sessions during development on each of these games IMO. Advantages and disadvantages that makes sense to the roleplaying aspect of the game, diversify races, birthsigns, classes -> add specified content/block content regarding choices you make, make it impact how the game plays out. Bring back attributes and make it impact the gameplay aswell maybe you are not talented enough to lead the mages quild with your 60 intelligence, maybe you can't wear those helmets and boots but are super strong on some other unique ways. Khajits have had unarmed buffs and claw attack, where did spears go? Maybe even have some class have totally different playthough how the entire game plays out by giving full access to some areas with early immunity to disease and waterbreathing while other classes need to rely on quest specified progress or characters, maybe your racial ancestors committed war crimes in the past and it affects your gameplay, somep people don't want to talk to you etc. I mean a Khajit monk wielding spears or staff with unarmored robes jumping really really high sounds like a really fun playthrough for me. Why not make weapons throwable? I mean it's a spear afterall, past games had darts and shurikens. Have some super dark areas where you actually need torches or magelight, candles. Oh but you have night-eye as class specific trait a huge a huge racial advantage unique just for your playthough. Access specific areas where you can't otherwise get so easily with other classes or maybe even at all and reward that with unique loot and content. Treat birthsigns the same way. Why not make skills interconnected? Like you are destruction enchanter with highly skilled in blade, why not have destruction amplify your destruction based enchants by a [x]% Same with every other mage skills, armors for eg. Alchemy + Restoration, Alchemy + Destruction (poison) Alchemy + Alteration can you even make good potions if you aren't skilled enough on some craft. I hope the next TES will be much harder and complex than Skyrims approach of a one character do all is just lazy and boring. It's a good and polished game but it could be so much better also. Good lore and dialogue options, impactful questing. Alternate your whole journey by the decisions you make in the game or maybe you don't make those decisions at all and have the game play out in multiple different ways you didn't even thought possible. That is what i would like to see on TES 6
Can we not talk about single player simulation RPGs in terms of balance? Morrowind is by far the most busted game in the series, maybe even the entire genre, in terms of balance and it doesnt make a lickin' fucking difference to how good the game is. You dont need to resist magic boots of blinding speed levitate and shoot massive fireballs and rain death on everything you encounter, but you can, and its as easy as not doing that if you want a more pure experience.
You call up Todd Howard and let him know. I will push back that some level of balance is very important, but I generally agree that making an immersive world with fun systems is far more important than balance. taking out awesome things like levitation, advantages/disadvantages, and spell making because people might become too powerful or “break the game” is backwards and a bad way of thinking.
All this positivity will set us up for one hell of a disapointment. We all know you can't have race or sex differences anymore. All skillpoints will be +20% damage to your prefered damage type. Characters will not have stats other than health, mana, fatigue witch regenerates at a generous rate.
Yes and no. I just looked some of them up, and while yes conceptually that is what I’m thinking of, most of those are 10-30% modifiers, I think that is far less interesting than being unable to cast spells, wear armor, use shields, etc. I think critical weakness, expertise, and forbidden materials would be far more impactful changes to a play through. I think being a mage in Daggerfall is nearly impossible without improved Margery, so you are forced to pick some other disadvantage simply to be a decent magic user.
the elder scrolls 6 should bring a good video game to the table
Which isn't gonna happen if Starfield is any indication of what the future has in store for TES.
Bot
@@myb8955 on the contrary Starfield basically had (a very toned down version) of the Daggerfall character creation that TOK is talking about. I think it's a good sign that they're going in that direction. TES is their flagship series and I still have high hopes for it. I don't think Starfield and Fallout are a big indication of what's to come, but they show sign of going in the right direction imo.
I hope they return to smaller maps and focus more on making npc citizens a little less lifeless@@alt8938
"In Morrowind Argonians could not wear shoes nor helmets"
Not only Argonias but Khajiit as well. Also the restriction was only from closed helmets, open helmets were accessible.
Happy New Year my friend
The cool thing about advantages/disadvantages system is that it's the only way to get access to serious spellcasting.
In Daggerfall 100 Intelligence gives you only 50 magicka. You need Increased Magery advantage to raise Intelligence multiplier, if you want to cast more than mark and recall.
But if you still want to level at reasonable speed, you need to give up something. That's why premade classes that focus on spellcasting like Mage are unable to use armour. Yes, Daggerfall have an actual in-game explanation why Mages don't wear armour!
I think this is cool that Magic in Daggerfall require so much commitment. I always had a feeling that Morrowind and especially Oblivion allow you to get into Magic way too easy, you don't even get a penalty for casting spells in heavy armour, there is no reason to stick with robes.
Oblivion did in fact have penalties for wearing armor as a mage. Your Spell Effectiveness percentage would go down, meaning your spells cost more and do less.
Skyrim had a different approach, where many mage robes had Magicka enchantments far higher than anything you could craft onto other items. Also, an Alteration mage can boost their armor rating with Magic far higher when wearing no armor.
Morrowind though, had nothing. You pretty much just had to wear heavy armor.
Love this channel, just consistently dumping out videos that just get right to the argument no visual effects or title screens and the videos over.
About the weaknesses/advantages a lot of people basically get free advantage points by taking a race like high elves that are immune to paralysis and getting the free points just from critical weakness to paralysis which won't work unless playing in Daggerfall Unity. The best part about this is that it's basically optional unless the player wants to go the extra mile to increase/decrease how fast they level. It took me maybe 5 playthroughs to get a very powerful breton vampire at the obvious downside of needing regen spells in the daytime but with another slightly less obvious but with hindsight way bigger downside that shops only open at like 6-8AM meaning that I have to be out on the scorching sun to buy/sell stuff, residents also get indoors in the evening so asking for directions for some residence becomes way harder whenever the player character is done fast traveling with the only safe option (arriving at around 6pm at the earliest when shops start to close) on top of needing to kill things every day to rest so some strategies like breaking soul traps became an option which frees whatever monster was trapped or, if I don't feel like using gamey options, breaking into the city's palace and killing the guards because those count as a dungeon rather than the usual interior somehow. Had a character that blazed through dungeons very fast but struggled with the simplest task of going into somoene's residence and delivering some item...
Another thing about speed is that weapon swings are ultra fast when maxed out which made it pretty fun just to run up and keep fighting through a group of enemies and the enchanted items that would give the same effect of boots of blinding speed in Morrowind can run out of charge and just disappear so it's still about playing the game and not ignoring the systems because of a +200 attribute item, getting loot that feels powerful but not something that solves the need to ever level a skill up and it's pretty fun to see what tools the player is given. They used to do attributes a fair bit different like they actually start to matter and getting diseased really starts to make that difference apparent. Shame that UESP doesn't have the most detailed pages for Daggerfall but apparently there's a project going on to improve them so that could change in the future.
One of the neat things with Daggerfall is that you can kinda see where the birthsigns get some of their ideas from. Stunted Magicka regen + Absorbing spells is actually kind of a neat combo because you *can't* absorb spells without having an empty magicka pool. It's kind of like building your own Atronach birthsign. Or taking increased magery in return for increasing the damage you take from spells for a boost to your magicka pool. I fully agree that TES6 should have characters that have major advantages and disadvantages not only because it's more interesting, and brewing a class around overcoming your disadvantages is something that I personally enjoy.
Your videos are very 2006-2012 TH-cam, in a good way, DON’T EVER CHANGE OLD MAN
Hope a good new year is in store for you!
Good on ya for not letting the fun of sass put you in a spot where you feel the need to complain or be critical in each installment.
Class building reached its peak in Daggerfall. Yes, I want more magicka. Yes, I want health regeneration. No, I’m not wearing armor. No, I won’t use daedric weapons. Give me ebony dagger.
I play a lot of morrowind, and I really really wish its character creation system was more like daggerfall :'> I wish that at the very beginning the character creation was simple like skyrim, but then it slowly gives you more options like daggerfall. You unlock more creation options out in the world as you learn, for the next playthroughs :0 Like, there could be a quest that unlocks atronach style magic use for the current character, but then you could select it from the start for a new character :0 It kinda prevents new players from making "bad" characters and not having fun, while giving experienced players more customization once they know how they wanna play
The only real blunders you can make at the start of morrowind are to not major in a weapon type and then use that weapon type and not knowing that high hp = good thing.
The first is admittedly a little arcane, but the HP thing is a litmus test. If you can't pass that, then you're going to bounce off basically any RPG.
Morrowinds slow base movement speeds are it's real problem, some people can't get past that and that's fair.
Thanks for bringing this up. I absolutely love the idea of downsides.
I'm sure there's a lot you'll want to cover with Morrowind/Oblivion but one thing I don't often hear people talk about was how cool the disposition system could be. People would come to your aid if their disposition towards you was over 90. This meant you could literally walk up to someone and punch them in the face only for a mob of people to join in because they like you. It bothered me a lot when Oblivion capped most skills and attributes at 100 because what if I wanted to have a crazy high personality attribute implying I was so beautiful I can get away with assault? It was also cool in Morrowind when you were a high rank in a faction and went to a rival faction's territory only for everyone to hate you.
I've been playing Daggerfall Unity recently and it's really fun, it's more procedural so it kinda made me realize what they were going for with Starfield. For new players of Daggerfall I'd recommend choosing a race and class that go together, like a High Elf Mage or a Nord Barbarian. I couldn't get past the starting dungeon until I chose a race and class that made sense together.
Beast races in Morrowind could not wear shoes or closed faced helmets if I recall.
It's tough to recommend Arena in 2025 (happy new year~!) but it has unique spells that probably wouldn't really work outside of its own system: You can destroy or create walls and floors, and creating a wall over an empty tile makes the game think there's a dungeon there :3 It also let you bash locked chests to open them. Both DOS games let you bash open doors but I think including chests too is a neat touch.
TESArena will come out eventually. We can recommend it then!
With tile based dungeons those games are using, it would be possible to get passwall working in modern installment. We got it kind of in Morrowind without removing the wall, but just checking if there is something to stand on up to given distance behind the wall and teleport player there.
Lack of such spells in TES4-5 fall into same basket as lack of jump/levitation. They fear that player would skip most of the dungeon.
Im 36 and I started on arena that hurt my feelings 😢. Happy new year
Happy new years! 🥰
The best thing about RPGs are VARIETY and a combination of character strengths and weaknesses. I don't know why it's so hard for Bethesda to understand that that's what makes their old games classics
Happy New Year!
I am unfortunately quite sure that TESVI is going to have a similar system to Skyrim. Bethesda knows that Skyrim sold the best, had the best concurrent players over the years, the biggest modding community - and that will mean they will highly likely just make it in to Skyim 2.0
Daggerfall's character creation and stat sheet was definitely too much for the majority of people.
Skyrim's was way too shallow for the hardcore fans
I feel like Morrowind and Oblivion nailed it in the middle and they should really just stick to the classic RPG sheet characters.
Special advantages/disadvantages were amazing i agree, i hope they add them on top of Birthsigns in 6, or atleast represent them as a Traits system that isn't tied down to needing to be Lore Accurate (i doubt they're gonna pull a new star constellation out of their ass)
Ultimately even though it was an easy system to take advantage of in Daggerfall i think that doesn't matter as much because Daggerfall cared less about being a stats RPG and way more about being a sort of life simulator. Stuff like banking and being able to do essentially identity fraud, being able to own property and that being more meaningful, different stats to solve encounters with the law, being able to interact with commoners or nobles depending on standing and skills, being able to pacify enemies by using their language AND most importantly faction relationships with each other dynamically changing without the player's input.
All together it contributed to an impressively detailed living world, with the game expecting you to use the special advantages/disadvantages system to develop points of power and weakness for your character to further develop your story telling through mechanics.
I also hope they play around more with how enchanting used to work, maybe not the whole permanently lose magic items cause i feel that light piss off more people than entertain them, but maybe you can, during enchanting choose how much strain the effect puts on your weapon, draining more points, more durability with maybe a chance to straight up disintegrate it for the benefit of making it insanely powerful. I liked how late game enchanting became a consistant money sink to always be topped up on the best gear, and leaving the best stuff for special occasions, but i do feel like COMPLETELY losing your items in-spite of how weak or strong the effect might be was a little harsh.
But i hope to god they never bring back the dungeons, even the non-randomized ones were nightmares to get through blind (the Mantellan Crux was pretty badass ngl, but it can go die fr lmao)
I became more appreciative of Oblivion after hearing from Todd Howard in a particular interview here on TH-cam how the game was intentionally attempting to get back to Bethesda's RPG roots in Arena _and Daggerfall._ I think they were largely successful in this regard. So, for people who complain that Oblivion is just a bland and generic, medieval high fantasy game because it doesn't have that alien Morrowind vibe, they're just not listening. What have I learned from Daggerfall? What had Bethesda learned? That we can refine a lot (not all) of the Morrowind RPG mechanics while also bringing some Daggerfall into TES: IV.
Daggerfall, a boat to traverse the sea, extensive magic system including levitate spell. An option to complete quests without map markers and instead talk to people or search yourself (like daggerfall). Better radiant quests (daggerfall is all radiant content but it's better implemented than Skyrim). More guilds. I'd like a few guilds that are actual quest lines like we've had in oblivion and Skyrim but I also want an actual mercenary guild (like the fighters guild is supposed to be) to just be pure radiant quests, like it can be an actual job to the player character rather than being part of some drama story. No drama in this guild, just people who are there to do contracts, earn money and live
ill be honest, punching arrows back at the shooter sounds like the most Oblivion thing ever and im so down for it! lol
Like you said, I think level advancement rate as the "balancing factor" is lame because anyone who is patient enough and no-lifing it can just have an outright stronger character. And yeah, it's a single-player game, but if that is the excuse, why not just let players choose when to level up? So yeah, advancement rate is dumb, but the examples you gave were good. It could be birth sign, it could be a deeper ancestry system where you can choose to be descended from long-gone races/subraces and thereby get some of these and maybe some minor physical appearance changes, etc.. Personally, if a game called "High Rock" features huge cliffs doesn't feature an in-depth climbing system, I'm not even going to bother.
Happy New years 🎆
Happy New Year, citizen! Have you seen Jwlar's Retrospective of Daggerfall? Well it's 5 hrs long but it is so worth it i watched it like thrice already!
I think if this was to happen it would have to be temporary effects chosen after character creation . I assume the player base has a lot of people with little rpg experience so a complicated character creator might throw people off.
Are you from Wisconsin? I noticed "Daygerfall"
We never get more of anything from a subsequent Elder Scrolls release. Todd's mantra has been "What can we remove?".
Regen in darkness is OP in Daggerfall. All dungeons count as dark areas. The Atronach sign isn't a huge disadvantage in Oblivion, especially with all the Ayleid wells. If I could only bring one thing from Daggerfall, it would be wereboars. Why? Because they're so far from the norm when it comes to lycanthropy.
Needs: crafting, open-world, hand-crafted, fully-voiced, great quests, great factions, internally-consistent lore, flexible difficulty scaling for both hardcore and casual players. More UI customization (to auto hide the HUD) without mods, and platform-specific UI (like SkyUI). Bring back polearms, especially speara. And bring back throwing weapons (throwing stars, daggers, axes).
Really hoping for armour customisation like in morrowind, i think it would be good if it had something like vanity from terraria
Do you have any thoughts on The Wayward Realms? I'm almost more excited for it than TES6 right now. I'm a little worried they're going to take the procgen from Starfield and try to integrate it into TES6. The Wayward Realms is being fronted by parts of the Daggerfall team.
Happy New Year! Best we can hope for ES6 is that it is at least as good as Skyrim...I have very low low expectations for the game after Starfield. Would be thrilled to be proven wrong.
Any way you could do an alchemy video on oblivion?
sure, I'll do that later this week
@@theoldknight85 Thank you I know its far deeper than I expected.
you should do a lets play
@@ThisistheGenesis that would be fun for me, that’s for sure. I’ll try to think of a way to make it interesting to watch
I feel guilty now, becouse on your last video I wanted to leave a positive comment like always but I lazyed out, don't listen to haters you 110% know what you're talking about, keep up the good work please! Your videos are becoming a morning routine for me!
levitation and even minor acrobatics boosts are gone because of level design limitations.
Also to Advantages/Disadvantages, bethesda wants to appeal to a broad mass. You cant really do that anymore.
Even actual RPGs (real world ones) are flattening such details. I think making meaningful and strong differences between the races, and birthsigns would be best managable option.
Doomposters are in for a surprise
It's weird seeing my comment in a video. I'm guessing you were talking about the comments under my comment, but it's unfortunate your mouse was hovering over my comment when you were talking about negative comments.
Sorry! I was not talking about you. You aren’t the first person to say you don’t like that, won’t happen again.
Honestly I just didn’t know what to show on screen for that part
Also, the negativity I was referring to was from me, not comments
@theoldknight85 oh I don't mind if it's positive! I just got confused because you mentioned negative comments, but my comment was about how both Skyblivion and an Oblivion remaster would be different enough to both exist without getting too much in each other's way. Which I thought was a positive comment.
Here's the problem with all this wishful thinking....how likely is that gonna happen without mods? Also devs and teams wanting to 'balance' everything makes it even more unbalanced cause nothing feels unique at that point everything'll end up being watered down for the sake of trying to keep something from being overpowered in some aspects. I am not however defending making something insanely overpowered just for the sake of doing it but then again this is a fantasy game series where we have walking lizards, cats, and orcs and healing drinks called 'healing potions' and people can shoot lightning out of their fingers and whatnot. I mean Morrowind had a potion and a spell I think where you could jump across the entire map BUT at the expense of needing to drink 2 potions to do it successfully without dying on landing. Nowadays? yeah that wouldn't come close to being in the game unless it's being sold as DLC
0:19 They show up whenever someone talks about their precious Skyrim in a negative light.
Highly agree on this one TES games were never "balanced" and they are not supposed to be either. Min-maxers will always find a way to break the game and that also can be very funny content to have some drunken bastard oneshotting vivec at lvl1 I just wish they go back to roots and focus on making the game immersive with stuff like this. Every team member working on TES 6 should play the whole franchise through and additional hundreds of hours of morrowind and have weekly play sessions during development on each of these games IMO.
Advantages and disadvantages that makes sense to the roleplaying aspect of the game, diversify races, birthsigns, classes -> add specified content/block content regarding choices you make, make it impact how the game plays out. Bring back attributes and make it impact the gameplay aswell maybe you are not talented enough to lead the mages quild with your 60 intelligence, maybe you can't wear those helmets and boots but are super strong on some other unique ways. Khajits have had unarmed buffs and claw attack, where did spears go? Maybe even have some class have totally different playthough how the entire game plays out by giving full access to some areas with early immunity to disease and waterbreathing while other classes need to rely on quest specified progress or characters, maybe your racial ancestors committed war crimes in the past and it affects your gameplay, somep people don't want to talk to you etc.
I mean a Khajit monk wielding spears or staff with unarmored robes jumping really really high sounds like a really fun playthrough for me. Why not make weapons throwable? I mean it's a spear afterall, past games had darts and shurikens. Have some super dark areas where you actually need torches or magelight, candles. Oh but you have night-eye as class specific trait a huge a huge racial advantage unique just for your playthough. Access specific areas where you can't otherwise get so easily with other classes or maybe even at all and reward that with unique loot and content. Treat birthsigns the same way. Why not make skills interconnected? Like you are destruction enchanter with highly skilled in blade, why not have destruction amplify your destruction based enchants by a [x]% Same with every other mage skills, armors for eg. Alchemy + Restoration, Alchemy + Destruction (poison) Alchemy + Alteration can you even make good potions if you aren't skilled enough on some craft.
I hope the next TES will be much harder and complex than Skyrims approach of a one character do all is just lazy and boring. It's a good and polished game but it could be so much better also.
Good lore and dialogue options, impactful questing. Alternate your whole journey by the decisions you make in the game or maybe you don't make those decisions at all and have the game play out in multiple different ways you didn't even thought possible. That is what i would like to see on TES 6
Can we not talk about single player simulation RPGs in terms of balance? Morrowind is by far the most busted game in the series, maybe even the entire genre, in terms of balance and it doesnt make a lickin' fucking difference to how good the game is. You dont need to resist magic boots of blinding speed levitate and shoot massive fireballs and rain death on everything you encounter, but you can, and its as easy as not doing that if you want a more pure experience.
You call up Todd Howard and let him know. I will push back that some level of balance is very important, but I generally agree that making an immersive world with fun systems is far more important than balance.
taking out awesome things like levitation, advantages/disadvantages, and spell making because people might become too powerful or “break the game” is backwards and a bad way of thinking.
Everything
Ah! Don't show my comments on video. This is embarassing.
At least it's nice to see that not all of them are deleted by TH-cam.
Never again 🙏
All this positivity will set us up for one hell of a disapointment. We all know you can't have race or sex differences anymore. All skillpoints will be +20% damage to your prefered damage type. Characters will not have stats other than health, mana, fatigue witch regenerates at a generous rate.
So you want fallout traits.
Yes and no. I just looked some of them up, and while yes conceptually that is what I’m thinking of, most of those are 10-30% modifiers, I think that is far less interesting than being unable to cast spells, wear armor, use shields, etc.
I think critical weakness, expertise, and forbidden materials would be far more impactful changes to a play through. I think being a mage in Daggerfall is nearly impossible without improved Margery, so you are forced to pick some other disadvantage simply to be a decent magic user.