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The Elder Scrolls thread Anonymous 09/11/2023 (Mon) 11:59:18 Id: a3df2a No. 884310
We have furries and they're all addicted to crack. Covering the basic news. >The Elder Scrolls VI is officially in early development, all eagerly await its 2065 release to play a TES game with even fewer RPG mechanics. >Daggerfall Unity is leaving Beta and considering a full 1.0 release, the in-dev 0.16 release being the earliest candidate. This would mark the completion of its 9-year development and the first major TES engine port to be finished. The project will enter a stage of "post-release support" likely involving bug fixes and further modding improvements. >Skyblivion posted a new status report, showing major progress. There's too much to cover, I recommend watching their 2023 roadmap if interested https://yewtu.be/watch?v=H1q1nXLDjB8
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>>1024658 >they would catch fire, before even reaching the sun >Sun You mean that hole in the sky that Magnus noped the fuck out of like a loony toon?
>>1024690 What did I just read? Is this schizophrenia?
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>>1024706 Learn to TES, fucking newfag.
>>1024721 I've seen people make comparisons to Runequest with TES's Morrowind lore.
>>1024721 Where are Quagmire and the Shivering Isles supposed to be? Why are the Shivering Isles the only flat world?
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>>1024721 It's horrible TES is unlikely to ever go back to this level of esotericism.
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This is what decolonization looks like.
>>1024742 Is this supposed to be an insult against skyrim? If so, it's a failure
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What would everyone like to see in TES6?
>>1027519 Good quest design. Literally all you need. Good quests.
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>>1027519 Todd Howard and Emil getting fired.
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>>1027519 Really great question. I have a wishlist. >larger towns and cities, maybe not Daggerfall tier but at least bigger than Skyrim's hamlets passed off for provincial capitals >deeper RPG mechanics >bringing back magicka and mechanics that were dropped because of console limitations >better combat >more interactive and "reactive" quests >quests at least on par with Oblivion >more dungeon variety >return to esotericism >return to interesting settings and locations over "generic fantasy" the series has going with since Oblivion >dialogue that's more than perfunctory >keep radiant quests, but make them more varied and have them limited to faction/guild quests you can request from the guildmaster i.e. Daggerfall's quest system I don't believe any of these will happen besides better combat and larger towns.
I like the generic fantasy look of Oblivion. I'd probably want >more detailed cities, esp. like an Imperial City >bring back spellmaking >make an arena and arena faction again >radiant AI like Oblivion >more variety and randomization >2-player multiplayer
>>1027519 Morrowind but with better game mechanics. Will never happen because while Morrowind had otherwise well designed game mechanics done poorly (massive critical failings in presentation of information and balance), Oblivion and Skyrim had poorly implemented mechanics that were poorly designed in the first place. Take the economy as a point of comparison. Morrowind is designed around low gold liquidity and doesn't expect you to be buying useful gear (since only a handful of merchants have anything above silver) or selling everything you find (since merchants have low gold to barter with and most of the crap you find has terrible weight to value), but ruins this by forgetting to give most merchants an actual mercantile skill (Of the 20 something merchants in Balmora, only a handful have more than 25 Mercantile), mercantile's formula being broken to the point its trivial to sell things for more than you bought them for, plenty of merchants having way too much gold, a handful of leveled lists ("random_bandit_11+", "random excellent melee weapon" off leveled Daedra list producing Dremora/Dremora Lord/Golden Saint, and "l_m_wpn_missle_arrow") giving you insanely valuable items easily, and merchants restocking gold too quickly for the limit to mean anything. Besides this, without meta knowledge finding high level gear will always be an interesting experience because it was unique, even if your build has no use for it. By contrast Oblivion has a gear treadmill that you are always forced to engage with because enemies will always get more health and better equipment themselves, meaning new gear is pointless. Everything is level scaled off a handful of lists (Morrowind had random monster lists for each region, each dungeon type, and a few more narrow lists used for special circumstances and all of these had relatively narrow range. Oblivion's level lists are limited to "Animals", "unleveled animals" (weak prey animals), "Monsters", "Goblins", "Undead", "Daedra", "Vampire", and "Bandit"). No thought is ever given to placement (beyond dungeons having a particular monster type) is ever given. Rather than "cap out", enemies continue gaining health and power even when the player no longer has any means of improving their damage output because they've hit the highest gear and character skill levels. In Morrowind training is (as mentioned above) expected to be what you spend most of your liquid gold on to compensate for relatively low skill growth, Training low level skills to usable levels is exceptionally cheap and builds attributes, encouraging a more well rounded character. It's only with the many trivial ways of crashing the economy that you get enough gold to gain entire levels that one could realistically gain entire levels through just training. Oblivion saw people could gain levels through training and decided that was the sole, only, problem with training. To "fix" this they implemented a hard cap of how many times one could train per level. This completely missed the point of training and made it near useless for leveling up low level skills and turned it from a gold sink into something the player had to engage in or waste their training points (because they don't carry over). Now a player that wanted to be more well rounded had to grind out random skills for the sake of attributes (which meant exploiting the skill leveling mechanics). Skyrim, despite already having a system that made only a character's highest skills effective for determining a character's level, kept this system as is. They could have easily implemented it so you could only gain x% of a level through training but chose to just keep Oblivion's system because it existed and not because of any real reason to have it.
>>1027605 Leveling is probably the most controversial thing about Oblivion. I think the idea of level scaling is interesting, but I would probably say it was better the way Daggerfall implemented it: (where only a few certain enemies were level scaled).
I'm so desperate for loli games I'm going back to Skyrim again. What are the essential mods for running around as a cute loli mage nowdays?
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>>1027519 >No quest markers >Actual clues told through environmental details and NPCs >No level scaling >No generic fantasy setting like Oblivion/Skyrim >No lore rape >No use of TES Online cancer lore Not one of these will ever happen and Bethesda will just be gutted like a pig by Microsoft when their next game flops.
>>1028517 That game sounds amazing anon, but we all know it's a pipe-dream.
>>1028543 These are the pipe dream. >No quest markers >Actual clues told through environmental details and NPCs Normalfags are too retarded to solve quests without markers or with clues told through environmental details, so normalfags would turn the game off, then tell everybody it sucks.
>>1027572 >>1027557 >>1027605 https://archive.ph/8uCrQ Bruce Nesmith, former TES dev, said Bethesda won't revert back to complex skill systems. The entire article is really annoying because it's entirely framed around Baldur's Gate 3 as if that's the only CRPG ever (every action RPG is Dark Souls!!!), but it's interesting albeit disappointing view on what modern Bethesda's mindset is.
>>1027519 Since everyone talked about just gameplay mechanics, here's a pitch for how I'd do the framing and story >set in Iliac Bay region in the early 5th era, with the year being many years the gap between Skyrim and TES6 was >a pirate ship carrying prisoners wanders into some horrible magic storm that's actually the epicenter of some magic fuckery >stuff caused by the storm allows the prisoners to gain upper hand on pirates and the other prisoners fall in line behind the player because they showed themselves to be the most capable during the escape >you're now free to sails around the bay doing whatever you want >for 8 days >at the end of the 8th day, everything starts getting weird and the world slowly gets more and more unplayable as space warps and things look to glitch out >eventually the player falls through a void in the world due to the glitching >wakes up on their ship >it turns out killing Alduin wasn't a great thing for linear time and has caused a dragonbreak, with the player and the ship (with crew) being relatively immune due to having been caught at the center >it's actually the same date as the first day of the game and everything but the player, the stuff on them, and the ship+its contents have reset >mostly the same, as it turns out certain parts of the world will actually change randomly each cycle >only by finding all incarnations of the Totem of Tiber Septim (duplicated when every Daggerfall ending happened simultaneously) can you fix time >as you explore you find out the world is a horrible jumble of anachronisms: the Akaviri Potentate, the Hammerfell Republic (the independent Hammerfell from after the Great War), Second Orsinium, and some league of otherwise independent High Rock city states are all vying for control of the region despite being hundreds of years apart >each of them holds a few of the totems and these are semi-dynamic Gameplay wise >you can send certain NPCs (and any waifu options) to the ship to recruit them, which keeps them static. >sailing and upgrading the ship is mainly encouraged by it being way faster to navigate the Bay this way than on foot >there's ship to ship combat >you know how the Legends card Iliac Sorcerer shows cannons? >it's not an art error (though it was most likely an error in the first place, but this pretends it wasn't) >instead, because ESL's cards depict hundreds of years of Tamrielic history it depicts what was then the future (it wouldn't even be the only card to do so, since ESL's story starts over 25 years before Skyrim but has cards of stuff from Skyrim)
>>1029264 >The entire article is really annoying because it's entirely framed around Baldur's Gate 3 as if that's the only CRPG ever (every action RPG is Dark Souls!!!) Journos don't play video games. Game journos hate video games, and game journos aspire to Hollywood film or television journalism instead, and Baldur's Gate 3 has 174 hours worth of cutscenes, like a television series, so the entire article is entirely framed around Baldur's Gate 3 as if that's the only game ever because Baldur's Gate 3 is the only game ever that they like, that has a stamp of approval from their woke journo friends.
>>1027519 Have the setting be interesting. Not just Romans and demons and not vikings and... well just vikings. Absolute in no case make it wakanda. Better companions. Make them interesting characters, give them quest and have different outcomes for them. Walking around with an Argonian inside a Dunmer house gets you kicked out. Or having a Imperial diplomat with you opens a completely unique quest branch. RPG mechanics. If I have lvl 50 curved dick, let me fuck that Khajit. Better and more creative dungeons, where I entering a dungeon is its own experience and not just another errant. Have the puzzles not be for 9 year olds. Tons and tons of factions. Give different NPCs dispositions and affiliations based on my race, my stats and my story choices. Populate the world with disposable NPCs. If you have created a proper system then just dropping an NPC in and then giving him a tags for race, faction, mental illness, stats is easy. Make it so I can spend hours upon hours just dicking around with the different NPCs. Where I can spend 100 hours just being a thief and making a fortune without some major story being involved. Properly pace your game. I DESPISE Bethesda's approach where they have to shove the branding the first moment they can. Like how you fight the dragon at the toward at like lvl 5 or something or getting power armor 10 minutes into FO4. Have me live like a normal mortal for the first 1/3 of the game. Just going around, performing mercenary work, running granny's errands. Let me join the Mage's Guild and actually do a significant amount of studying and work before I can cast serious spells. Let me live the life in the fantasy world, not be Jesus man from the start. Even in oblivion you are jesus man despite not being "the chosen one". Have something like a morality system but its more akin to Aedra and Deadra affiliation. For instance, if you are honest and do honest trade with things you created or helped create then you gain favor with Zenithar and gain small but incremental buffs and eventually unlock a quest. Make alchemy engaging and interesting. Lets me play some mumbo-jumbo minigame where I study things I've collected. Same with magic actually. There was a mod "Magic Research" I think and had a really good idea of slowly learning base qualities of things and then creating more complex spells and potions. You find artefacts or just interesting things in the world that you can study that let you improve your skills. I've noticed that there is some autist at Bethesda that is really into horror. Bless that retard, he actually has cool ideas like Far Harbor. Get that guy to do weird esoteric bullshit for some of the lore and quests. I dunno, I can just keep going but until someone kills every at Bethesda and Microsoft and assumes direct control you know that it will be even worse than Starfield.
New preview for Project Cyrodiil's Abecean Shores (Anvil) release. Just a few minor quests to iron out. Will be out "soonish". Contains minor spoilers. https://archive.ph/Jq96c A walk down the main road of Anvil with dev interview. Channel also has a preview of one of the ~150 quests in the release. I warn you the recorder has serious audio recording issues causing very his voice and the game voices to be severely misleveled (interviewee has proper audio). https://inv.nadeko.net/watch?v=f6P7HquxAHc Tamriel Rebuilt's OR1 chunk is exterior complete. This is important due to the use of the new playable Indoril faction. Elder Kings 2 working on adding Roads to Power's features. This includes shifting certain governments to administrative, and adding support for landless player.
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Also: Seeing newer games in OpenMW makes me realize just how much the visual identity for each Bethesda Engine game is in the lighting and post-processing.
>>1035910 You can play New Vegas in OpenMW?
>>1035912 Sorta. You can load world spaces. Almost nothing else works and you need to load Morrowind first for basic mechanics. I recall it has only added "NPCs can spawn stuck in place and t-posed" to development versions in the past few months.
>>1035910 openoblivion looks based
Elder Scrolls Legends shutting down Jan 30th. All items are 1 gold till end of life. I'm surprised it was still around given it ended support 5 years ago. I'm not surprised nowhere is covering it given how unimpressive the game was.
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>>1036165 Is this in response to Trump winning?
>>1036218 No. It seems to have actually been announced a few days ago but it was only announced through the client and the game is so utterly dead nobody saw it to publicize it further.
>>1035910 I like how grimy everything looks. >>1035912 Not yet, you can load cells but all of the game logic is absent. The OpenMW devs said they won't focus on Gamebryo compatibility until they're finished with Morrowind.
>>1036165 I wish there was a way to preserve it for offline play, I like playing the single player modes at work. Guess I won't be playing it much longer I suppose. I hate online-only games
>>1036165 I remember trying that once. I made some mistake or another early on and wanted to start over, but there wasn't any way to do that, so I just stopped playing.


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