First visual aid is put on screen at 13:27 but I don't tell you to look back at the video until 13:55 Sorry about that folks, I made a mistake while editing and didn't catch it.
Exactly my sentiments, Its bad but I like it anyway. Its the limits, you feel them really easy. I get the same vibe from No Mans Sky. a vast world but as deep as a puddle. Too many repeated assets.
My question was does unity make it better? Due to me being very good at seeing patterns. I would notice and recognize all the familiar sprites, buildings etc. I think Unity improves it with the terrain. Some don't like it due to it taking away the retro appearance of the game. I think for me the draw back is the kinda feeling of the random generated details that will take me out of immersion and also the combat. If you can set it so I can control when my character does a horizontal slash, down cut and thrust and make each attack a separate key for a different situation. If I can cleave through multiple sprites with a single attack from a two hander and also my weapon needs colision with doors and walls. So that my blade could be hindered and have the animation interrupted if mid swing I hit a wall. If it will not add that I can't play it. Still more videos I watch more I am intrigued.
I consider the unity recreation a marked improvement over playing classic in DOS, if only for fewer game crashes and more save slots. Unity is also supports user created mods, which may solve some of the problems people have with the game. I do not use any mods, though, personally. As far as I'm aware, there is no way to control your attack type if using click-to-attack. I do not see why a mod could not change that, but I don't know of one. Of course, one can control their attack type, with sufficient practice, if click-to-attack is not enabled.
It's a shame that many of the systems bubbling away in the background (like the whole political influence layer) are ultimately meaningless or not completely implemented.
What drives me nuts about dungeons is that there's systems that exist for them being different types, but the low enemy roster and 1 tile set mean there's never any difference, even with the one tile set you think they could at least prioritize room generation like more caves in Dragon's Dens or the one with the torture equipment in Labs
@@anythingarax Well, there are a few differences with the enemy spawns for certain dungeon types, but it is usually less so what spawns in the dungeon and more so at what player level they spawn.
@@talonhatesnames7630 because it's obvious how they dumbed down the series since morrowind and above. Gone are the days of no hand holding, massive dungeon exploring, no quest markers, deep and sometimes broken game mechanics behind the levelling of skills and handicap system in favour of simplified & casualised gameplay ... but on the plus side since morrowind they upped the storytelling game with a coherent and expanded lore and introduced extensive voice acting (wich arena and daggerfall lacks) but since I favour gameplay over storytelling it's obvious why I prefer arena and daggerfall.
@@machoman6969 Thank you for your response. While I largely agree with your sentiment, I think that it is simply unfair to claim that Morrowind exhibits those problems to the same degree that Oblivion and Skyrim do. Morrowind certainly does not have quest markers, nor or its mechanics simple. Though I actually view the implementation of voice acting in the franchise a downside rather than an upside lol.
You can't call it bad if you insist on playing it with that stupid UI bar at the bottom. Come on! Even the original version had a minimal UI option. I'm so triggered.
the full hud is my favored way to play for multiple reasons. Firstly, I personally like to be able to click on the UI elements. This is something that is totally unnecessary but very much appreciated. Secondly, I prefer horizontal fov to vertical fov, and the full hud has a greater horizontal fov than fullscreen.
@@Misa_Susaki I appreciate your willingness to show vulnerability in front of others. I, for one, find it very difficult to cry at all, let alone in front of others. That's a brave thing, and an admirable one.
First visual aid is put on screen at 13:27 but I don't tell you to look back at the video until 13:55
Sorry about that folks, I made a mistake while editing and didn't catch it.
I enjoyed this, looking forward to more videos talking like these
I can't wait to thrust my character into crippling debt next time we play Daggerfall!
26:15 But is it taller than me?
Exactly my sentiments, Its bad but I like it anyway. Its the limits, you feel them really easy. I get the same vibe from No Mans Sky. a vast world but as deep as a puddle. Too many repeated assets.
I've not played No Mans Sky, but I could see the parallels there. I might give that game a go one of these days; I've thought about it for a while.
I feel this way with Kenshi, brilliant game, but it gets old really fast if you are aware how games work
@@LucasCunhaRocha yep this, we really need AI driven cloud games to unleash the entertainment medium.
I've also not played much Kenshi. I've been meaning to get around to that one too, but only so many hours in the day y'know.
One of my favourites, the rats are very cute
thank you
My question was does unity make it better? Due to me being very good at seeing patterns. I would notice and recognize all the familiar sprites, buildings etc. I think Unity improves it with the terrain. Some don't like it due to it taking away the retro appearance of the game. I think for me the draw back is the kinda feeling of the random generated details that will take me out of immersion and also the combat. If you can set it so I can control when my character does a horizontal slash, down cut and thrust and make each attack a separate key for a different situation. If I can cleave through multiple sprites with a single attack from a two hander and also my weapon needs colision with doors and walls. So that my blade could be hindered and have the animation interrupted if mid swing I hit a wall. If it will not add that I can't play it. Still more videos I watch more I am intrigued.
I consider the unity recreation a marked improvement over playing classic in DOS, if only for fewer game crashes and more save slots. Unity is also supports user created mods, which may solve some of the problems people have with the game. I do not use any mods, though, personally.
As far as I'm aware, there is no way to control your attack type if using click-to-attack. I do not see why a mod could not change that, but I don't know of one. Of course, one can control their attack type, with sufficient practice, if click-to-attack is not enabled.
Unity (with a few mods) becomes one of the best RPGs I've ever played. It is so good.
It's a shame that many of the systems bubbling away in the background (like the whole political influence layer) are ultimately meaningless or not completely implemented.
What drives me nuts about dungeons is that there's systems that exist for them being different types, but the low enemy roster and 1 tile set mean there's never any difference, even with the one tile set you think they could at least prioritize room generation like more caves in Dragon's Dens or the one with the torture equipment in Labs
@@anythingarax Well, there are a few differences with the enemy spawns for certain dungeon types, but it is usually less so what spawns in the dungeon and more so at what player level they spawn.
Wow this guy's taste in music is impeccable. It's a shame that everything that comes out of their mouth is moronic drivel.
Well I like it (and arena) way more than crap morrowind oblivion and Skyrim
For what reasons do you like Daggerfall? And for what reasons do you dislike its sequels?
@@talonhatesnames7630 because it's obvious how they dumbed down the series since morrowind and above. Gone are the days of no hand holding, massive dungeon exploring, no quest markers, deep and sometimes broken game mechanics behind the levelling of skills and handicap system in favour of simplified & casualised gameplay ... but on the plus side since morrowind they upped the storytelling game with a coherent and expanded lore and introduced extensive voice acting (wich arena and daggerfall lacks) but since I favour gameplay over storytelling it's obvious why I prefer arena and daggerfall.
@@machoman6969 Thank you for your response. While I largely agree with your sentiment, I think that it is simply unfair to claim that Morrowind exhibits those problems to the same degree that Oblivion and Skyrim do. Morrowind certainly does not have quest markers, nor or its mechanics simple. Though I actually view the implementation of voice acting in the franchise a downside rather than an upside lol.
You can't call it bad if you insist on playing it with that stupid UI bar at the bottom. Come on!
Even the original version had a minimal UI option.
I'm so triggered.
the full hud is my favored way to play for multiple reasons.
Firstly, I personally like to be able to click on the UI elements. This is something that is totally unnecessary but very much appreciated.
Secondly, I prefer horizontal fov to vertical fov, and the full hud has a greater horizontal fov than fullscreen.
@talonhatesnames7630 You're insane!!
@@Misa_Susaki I mean, yes. But I don't think that has any bearing on my preference for the full hud.
@@talonhatesnames7630 screaming crying
@@Misa_Susaki I appreciate your willingness to show vulnerability in front of others. I, for one, find it very difficult to cry at all, let alone in front of others. That's a brave thing, and an admirable one.