L0rdV1ct0r wrote: »L0rdV1ct0r wrote: »VaranisArano wrote: »L0rdV1ct0r wrote: »VaranisArano wrote: »L0rdV1ct0r wrote: »VaranisArano wrote: »L0rdV1ct0r wrote: »So I got the free version last week. Played for around 30 minutes before it was obvious that I would have to mod the game to keep going. Movement was outrageously slow, had to sleep between each fight to get any Magicka back and my worst fears; that the major/minor system was basically identical to oblivion was a deal breaker.
Found the STEP guide and installed around 120 mods and now the game looks (I didn't bother to mention the obviously dated graphics) and plays very well.
I now look forward to seeing the rest of the game.
Sorry, but if you be an Wizard in Morrowind, the game expect intelligence from the player. Don't try nuke everything with fireball, mainly when you don't have much mana at start of the game. Use conjuration to summon help, use restoration, craft mana potions with alchemy, enchant your items, etc. An spear enchanted to paralyze for a short duration can be really effective at low level and is not hard to obtain.
I defeated an Dremora lord in lv 1 on Morrowind by using levitation + bound bow, managed to steal an glass armor at lv 7 with some illusion spells, etc. On DLC's, there are a lot of enemies with spell reflection and spell absorption.
In Morrowind, Daggerfall and to some extent Oblivion, defensive magic is far more powerful than offensive magic.
I dunno, seemed to me that the best way to become a great wizard in Morrowind was to craft a 1pt spell in whatever school I wanted to level and then cast it a bunch of times while micromanaging my leveling bonuses. Same for Oblivion, for that matter.
I'm sure Divayth Fyr and the rest of the Telvanni were greatly impressed with my spellcasting abilities.
That is using an broken mechanic.
The best way to level up on Morrowind is to search money and trainers. There are an vampire crypt relative near Balmora that drops vampire dust and dark brotherwood armor can give a lot of money. Spam the same spell 400 times is too boring IMO
Boring, perhaps, but an excellent way to cope with Morrowind's leveling mechanics.
Maybe you liked it, but I neither wanted for money nor enjoyed the math needed at every level up.
To each their own.
What i din't liked about morrowind is that is technically possible to max every single stat except lucky. IMO you should get one +5 attribute, one +3 and one +1 regardless of the skills that you leveled until lv 15 and then just +3/+1 until lv 30. After lv 30, only +1 attribute.
But no, try to get money via questing, via exploring, etc is far more interesting than do the same battle or spam the same skill over and over like other games. One game that i loved the leveling process was Vampire the masquerade bloodlines. You don't get a single point of XP by battling, you need to go on and explore and do quests in order to get XP.
Maybe its just that I stumbled into a ruin north of Aldruhn where some guy had Ebony armor, but I never lacked for money in Morgame. If anything, I lacked for merchants who could afford to buy what I was selling, even with the ridiculous workarounds for that.
I enjoyed Morrowind, don't get me wrong. But its had some major quirks.
Thats makes sense. You are selling an godlike artifact. Of course the average merchant can't pay his immense value. Is like try sell an Ferrari to the average guy in street IRL. About gold not being an problem, if you wanna level up alchemy or enchanting after "exhausted" all know trainners, it will require a lot of money. If you wanna use a lot of potions, too.L0rdV1ct0r wrote: »Sorry, but if you be an Wizard in Morrowind, the game expect intelligence from the player. Don't try nuke everything with fireball, mainly when you don't have much mana at start of the game. Use conjuration to summon help, use restoration, craft mana potions with alchemy, enchant your items, etc. An spear enchanted to paralyze for a short duration can be really effective at low level and is not hard to obtain.
That's as rude as it is wrong.
Outside of very early D&D games which required mages and clerics to sleep to remember spells so they could cast them again, needing to sleep to use magic is bizarre.(...)
Yes, was a bit rude, but my point is that Morrowind is not an "press A for awesome" post oblivion dumbed down game.
And did you played 90s RPG's? The first RPG of my life was Might & Magic VII - For Blood and Honor. You not only need to resto to regain mana, but you also need to spend supplies to rest and high quality mana potion are not easily obtained. Also your inventory is limited and when you rest, you can be attacked and the time passes(certain quests are tied to time)L0rdV1ct0r wrote: »So I got the free version last week. Played for around 30 minutes before it was obvious that I would have to mod the game to keep going. Movement was outrageously slow, had to sleep between each fight to get any Magicka back and my worst fears; that the major/minor system was basically identical to oblivion was a deal breaker.
Found the STEP guide and installed around 120 mods and now the game looks (I didn't bother to mention the obviously dated graphics) and plays very well.
I now look forward to seeing the rest of the game.
Sorry, but if you be an Wizard in Morrowind, the game expect intelligence from the player. Don't try nuke everything with fireball, mainly when you don't have much mana at start of the game. Use conjuration to summon help, use restoration, craft mana potions with alchemy, enchant your items, etc. An spear enchanted to paralyze for a short duration can be really effective at low level and is not hard to obtain.
I defeated an Dremora lord in lv 1 on Morrowind by using levitation + bound bow, managed to steal an glass armor at lv 7 with some illusion spells, etc. On DLC's, there are a lot of enemies with spell reflection and spell absorption.
In Morrowind, Daggerfall and to some extent Oblivion, defensive magic is far more powerful than offensive magic.
basically what he's saying, you were playing the game the wrong way. play the game the way i play it and you will play correctly. gosh i am just so much smarter and better at this twenty thousand year old game that isn't even any good now.
[SARCASM]
[SARDONIC TONE]
No, my pointi s that you can't judge Morrowind by actual modern game standards.
Morrowind is not an "press A for awesome" game. Wizards are supposed to read and plan ahead. Not try nuke everything with a fireball. You can use the mod that adds magicka regen, but if you focus only on destruction, good lucky against enemy with spell reflection. I saw modern games complaining about Pathfinder Kingmaker, an modern game that follow 90s game design concepts by the worst possible reasons, even an guy that complained because he can't kill swarms with an sword...
Morrowind requires that you read and play smart. Just like other old school RPG's. Hell, took days, almost an weak playing around 2 hours / day to pass Tomb of VARN in Might & Magic VI. Morrowind doesn't have this insane dungeons that i really love. Comparing Morrowind with older games shows how Morrowind is not an hard game.
Unless you compare Morrowind with j""""rpgs"""", that you can't even create your character and is forced to play with an androgynous teenager with an oversized impractical sword and diablo clones, morrowind is not an hard game by any means. Compared to enemies that can insta eradicate you(and eradicated is a worse condition than dead) and has almost the same HP as an dragon that you need to fight in hordes in end of M&M VII, Morrowind is a cakewalk.
man, i've played morrowind alright? don't act like I haven't. the game may be a slog at first, but it really doesn't take that long until you can just no brain through everything, especially if you're a mage build
if there's one thing TES:III fans are good at, it's pretending this damned game is a lot more than it really is
No, is not that simple. I still remember when an mob reflected my God's fire(strongest non crafted magic) into myself and o got OHKilled by my own spell since i was an high elf with atronach birthsign. On my first playtrougthMy destruction skill and stats was so hgih that even with low stamina, i was able to cast this highly expensive spells with a good success rate
And guess what. a lot of enemies was too powerful against my magic. I've started to use more spears and glass armor and using magic only as a defensive tool. Money to potion stopped being an problem and my survivability increased a lot. Defensive magic on Morrowind is far more powerful than in modern TES game.VaranisArano wrote: »L0rdV1ct0r wrote: »VaranisArano wrote: »L0rdV1ct0r wrote: »VaranisArano wrote: »L0rdV1ct0r wrote: »VaranisArano wrote: »L0rdV1ct0r wrote: »So I got the free version last week. Played for around 30 minutes before it was obvious that I would have to mod the game to keep going. Movement was outrageously slow, had to sleep between each fight to get any Magicka back and my worst fears; that the major/minor system was basically identical to oblivion was a deal breaker.
Found the STEP guide and installed around 120 mods and now the game looks (I didn't bother to mention the obviously dated graphics) and plays very well.
I now look forward to seeing the rest of the game.
Sorry, but if you be an Wizard in Morrowind, the game expect intelligence from the player. Don't try nuke everything with fireball, mainly when you don't have much mana at start of the game. Use conjuration to summon help, use restoration, craft mana potions with alchemy, enchant your items, etc. An spear enchanted to paralyze for a short duration can be really effective at low level and is not hard to obtain.
I defeated an Dremora lord in lv 1 on Morrowind by using levitation + bound bow, managed to steal an glass armor at lv 7 with some illusion spells, etc. On DLC's, there are a lot of enemies with spell reflection and spell absorption.
In Morrowind, Daggerfall and to some extent Oblivion, defensive magic is far more powerful than offensive magic.
I dunno, seemed to me that the best way to become a great wizard in Morrowind was to craft a 1pt spell in whatever school I wanted to level and then cast it a bunch of times while micromanaging my leveling bonuses. Same for Oblivion, for that matter.
I'm sure Divayth Fyr and the rest of the Telvanni were greatly impressed with my spellcasting abilities.
That is using an broken mechanic.
The best way to level up on Morrowind is to search money and trainers. There are an vampire crypt relative near Balmora that drops vampire dust and dark brotherwood armor can give a lot of money. Spam the same spell 400 times is too boring IMO
Boring, perhaps, but an excellent way to cope with Morrowind's leveling mechanics.
Maybe you liked it, but I neither wanted for money nor enjoyed the math needed at every level up.
To each their own.
What i din't liked about morrowind is that is technically possible to max every single stat except lucky. IMO you should get one +5 attribute, one +3 and one +1 regardless of the skills that you leveled until lv 15 and then just +3/+1 until lv 30. After lv 30, only +1 attribute.
But no, try to get money via questing, via exploring, etc is far more interesting than do the same battle or spam the same skill over and over like other games. One game that i loved the leveling process was Vampire the masquerade bloodlines. You don't get a single point of XP by battling, you need to go on and explore and do quests in order to get XP.
Maybe its just that I stumbled into a ruin north of Aldruhn where some guy had Ebony armor, but I never lacked for money in Morrowind. If anything, I lacked for merchants who could afford to buy what I was selling, even with the ridiculous workarounds for that.
I enjoyed Morrowind, don't get me wrong. But its had some major quirks.
Thats makes sense. You are selling an godlike artifact. Of course the average merchant can't pay his immense value. Is like try sell an Ferrari to the average guy in street IRL. About gold not being an problem, if you wanna level up alchemy or enchanting after "exhausted" all know trainners, it will require a lot of money. If you wanna use a lot of potions, too.L0rdV1ct0r wrote: »Sorry, but if you be an Wizard in Morrowind, the game expect intelligence from the player. Don't try nuke everything with fireball, mainly when you don't have much mana at start of the game. Use conjuration to summon help, use restoration, craft mana potions with alchemy, enchant your items, etc. An spear enchanted to paralyze for a short duration can be really effective at low level and is not hard to obtain.
That's as rude as it is wrong.
Outside of very early D&D games which required mages and clerics to sleep to remember spells so they could cast them again, needing to sleep to use magic is bizarre.(...)
Yes, was a bit rude, but my point is that Morrowind is not an "press A for awesome" post oblivion dumbed down game.
And did you played 90s RPG's? The first RPG of my life was Might & Magic VII - For Blood and Honor. You not only need to resto to regain mana, but you also need to spend supplies to rest and high quality mana potion are not easily obtained. Also your inventory is limited and when you rest, you can be attacked and the time passes(certain quests are tied to time)L0rdV1ct0r wrote: »So I got the free version last week. Played for around 30 minutes before it was obvious that I would have to mod the game to keep going. Movement was outrageously slow, had to sleep between each fight to get any Magicka back and my worst fears; that the major/minor system was basically identical to oblivion was a deal breaker.
Found the STEP guide and installed around 120 mods and now the game looks (I didn't bother to mention the obviously dated graphics) and plays very well.
I now look forward to seeing the rest of the game.
Sorry, but if you be an Wizard in Morrowind, the game expect intelligence from the player. Don't try nuke everything with fireball, mainly when you don't have much mana at start of the game. Use conjuration to summon help, use restoration, craft mana potions with alchemy, enchant your items, etc. An spear enchanted to paralyze for a short duration can be really effective at low level and is not hard to obtain.
I defeated an Dremora lord in lv 1 on Morrowind by using levitation + bound bow, managed to steal an glass armor at lv 7 with some illusion spells, etc. On DLC's, there are a lot of enemies with spell reflection and spell absorption.
In Morrowind, Daggerfall and to some extent Oblivion, defensive magic is far more powerful than offensive magic.
basically what he's saying, you were playing the game the wrong way. play the game the way i play it and you will play correctly. gosh i am just so much smarter and better at this twenty thousand year old game that isn't even any good now.
[SARCASM]
[SARDONIC TONE]
No, my pointi s that you can't judge Morrowind by actual modern game standards.
Morrowind is not an "press A for awesome" game. Wizards are supposed to read and plan ahead. Not try nuke everything with a fireball. You can use the mod that adds magicka regen, but if you focus only on destruction, good lucky against enemy with spell reflection. I saw modern games complaining about Pathfinder Kingmaker, an modern game that follow 90s game design concepts by the worst possible reasons, even an guy that complained because he can't kill swarms with an sword...
Morrowind requires that you read and play smart. Just like other old school RPG's. Hell, took days, almost an weak playing around 2 hours / day to pass Tomb of VARN in Might & Magic VI. Morrowind doesn't have this insane dungeons that i really love. Comparing Morrowind with older games shows how Morrowind is not an hard game.
Unless you compare Morrowind with j""""rpgs"""", that you can't even create your character and is forced to play with an androgynous teenager with an oversized impractical sword and diablo clones, morrowind is not an hard game by any means. Compared to enemies that can insta eradicate you(and eradicated is a worse condition than dead) and has almost the same HP as an dragon that you need to fight in hordes in end of M&M VII, Morrowind is a cakewalk.
Like I said, I didn't get that feel from Morrowind.
Maybe for you, it wasn't a "press A for awesome" game that required reading and planning.
For me, it was more like "Keep a chart next to my computer so I can keep track of level up bonuses, spam low cost skills until I can use my spells/weapons with reasonable assurance that I won't miss/fail, and go to town on everything jabbing my spear like I'm an ESO templar."
The gameplay wasnt that amazing for me, who'd already played Skyrim and Oblivion. It wasn't even that I had to play smart, even with the ability to stumble over things much higher level. It had a miss chance that was more annoying than it was difficult and some more creativity in using verticality in battle and that was about it.
I dunno, maybe pure wizards had a different experience. But to be honest, the only reading I had to do was looking up where to find the random kwama mine, tomb or 6th house base people kept sending me to.
You are focusing too much on combat. The charm of this old RPG's isn't the combat. Is the world building, character building, questing, exploration, etc. About miss, sure, the game needs an "missing animation", is awful to see your spear passing towards enemy chest and missing at the same time.
About pure mage, i've tried to be an pure mage but switched to warmage, using much more defensive spells on my first playtrought. I really love all freedom that Morrowind gives to you. For example, when i got vampirism, i assaulted an house in middle of the city, used damage attribute in the NPC, used lock spell in the door and got an permanent "blood doll" for me.
About the speed of movimentation, you can move pretty quickly on Morrowindhttps://www.youtube.com/watch?v=QR3_1A02ORA
Morgha_Kul, the first RPG of my life was M&M VII. English is not my native language, my grammar still awful but when i was a child, i wasn't able to read in English. Took an eternity to learn how to get the "floor tile", inside an "dungeon" that you need in the Emerald Island. The "average modern gamer" will try play the game, see an quest about picking an item in the dragon lair, will enter the lair, try fight the dragon and start complain because "the game is too unbalanced", without realizing that you need to pick the item and run. You should't kill everything that has HP in a RPG.
And people only mention morrowind combat when is to criticize the combat. Most RPG's of his time has awful combat but excel in other areas. VtMB, Arcanum, NWN, etc all have *** combat but are amazing games.
L0rdV1ct0r wrote: »VaranisArano The best definition is EXPLOITING an broken mechanic. IMO using low cost spell should give none to almost no experience for a magician after he reached high level. But the solution of "removed" makes no sense. anyone can spam the same melee attack, shoot with an bow/crossbow or the same spell on shadowmere to reach skill level quickly on Skyrim. Removing an feature that a lot of players love is not a good fix Mainly because if you gain XP by fighting or using the skill, will be easy ways to exploit and level up quickly.
The unique way to solve the problem is like VtMB, you can fight all day, kill the entire city, fight police, vampire hunters, etc all day. If you don't complete the quests, you will not get XP but the major problem with that system is that makes less sense. I mean, i completed an quest that involves stealth and use the experience obtained to improve my firearms skill or my thaumaturgy discipline skill Someone becoming an better brawler by using firearms and stealth makes no sense.
VaranisArano wrote: »VaranisArano wrote: »L0rdV1ct0r wrote: »VaranisArano wrote: »L0rdV1ct0r wrote: »So I got the free version last week. Played for around 30 minutes before it was obvious that I would have to mod the game to keep going. Movement was outrageously slow, had to sleep between each fight to get any Magicka back and my worst fears; that the major/minor system was basically identical to oblivion was a deal breaker.
Found the STEP guide and installed around 120 mods and now the game looks (I didn't bother to mention the obviously dated graphics) and plays very well.
I now look forward to seeing the rest of the game.
Sorry, but if you be an Wizard in Morrowind, the game expect intelligence from the player. Don't try nuke everything with fireball, mainly when you don't have much mana at start of the game. Use conjuration to summon help, use restoration, craft mana potions with alchemy, enchant your items, etc. An spear enchanted to paralyze for a short duration can be really effective at low level and is not hard to obtain.
I defeated an Dremora lord in lv 1 on Morrowind by using levitation + bound bow, managed to steal an glass armor at lv 7 with some illusion spells, etc. On DLC's, there are a lot of enemies with spell reflection and spell absorption.
In Morrowind, Daggerfall and to some extent Oblivion, defensive magic is far more powerful than offensive magic.
I dunno, seemed to me that the best way to become a great wizard in Morrowind was to craft a 1pt spell in whatever school I wanted to level and then cast it a bunch of times while micromanaging my leveling bonuses. Same for Oblivion, for that matter.
I'm sure Divayth Fyr and the rest of the Telvanni were greatly impressed with my spellcasting abilities.
That is using an broken mechanic.
The best way to level up on Morrowind is to search money and trainers. There are an vampire crypt relative near Balmora that drops vampire dust and dark brotherwood armor can give a lot of money. Spam the same spell 400 times is too boring IMO
Boring, perhaps, but an excellent way to cope with Morrowind's leveling mechanics.
Maybe you liked it, but I neither wanted for money nor enjoyed the math needed at every level up.
To each their own.
There's no arguing you basically cheated to level up though.
Just curious. How is that "basically cheating"?
I used the spellcrafting available in the game to make a low cost spell, then cast that enough times to increase my skill in Mysticism, etc. to a desired level.
I mean, sure, in a logical universe no one became a Master Wizard by casting a 1 sec "Conjure Bound Dagger" spell a bunch of times.
But in Morrowind, you can totally do that. Oblivion too. Skyrim finished off that method by removing spellcrafting, but had its own quirks, like becoming a master Smith by crafting tons of iron daggers. Logic is not a big player in how TES characters level up.
Grinding Morrowind spells until you are a decent level where they actually work 90% of the time isnt that much different than grinding at the alikr dolmens in ESO or the way you level up other skills in the TES games. Its entirely within the design of the game.
VaranisArano wrote: »VaranisArano wrote: »L0rdV1ct0r wrote: »VaranisArano wrote: »L0rdV1ct0r wrote: »So I got the free version last week. Played for around 30 minutes before it was obvious that I would have to mod the game to keep going. Movement was outrageously slow, had to sleep between each fight to get any Magicka back and my worst fears; that the major/minor system was basically identical to oblivion was a deal breaker.
Found the STEP guide and installed around 120 mods and now the game looks (I didn't bother to mention the obviously dated graphics) and plays very well.
I now look forward to seeing the rest of the game.
Sorry, but if you be an Wizard in Morrowind, the game expect intelligence from the player. Don't try nuke everything with fireball, mainly when you don't have much mana at start of the game. Use conjuration to summon help, use restoration, craft mana potions with alchemy, enchant your items, etc. An spear enchanted to paralyze for a short duration can be really effective at low level and is not hard to obtain.
I defeated an Dremora lord in lv 1 on Morrowind by using levitation + bound bow, managed to steal an glass armor at lv 7 with some illusion spells, etc. On DLC's, there are a lot of enemies with spell reflection and spell absorption.
In Morrowind, Daggerfall and to some extent Oblivion, defensive magic is far more powerful than offensive magic.
I dunno, seemed to me that the best way to become a great wizard in Morrowind was to craft a 1pt spell in whatever school I wanted to level and then cast it a bunch of times while micromanaging my leveling bonuses. Same for Oblivion, for that matter.
I'm sure Divayth Fyr and the rest of the Telvanni were greatly impressed with my spellcasting abilities.
That is using an broken mechanic.
The best way to level up on Morrowind is to search money and trainers. There are an vampire crypt relative near Balmora that drops vampire dust and dark brotherwood armor can give a lot of money. Spam the same spell 400 times is too boring IMO
Boring, perhaps, but an excellent way to cope with Morrowind's leveling mechanics.
Maybe you liked it, but I neither wanted for money nor enjoyed the math needed at every level up.
To each their own.
There's no arguing you basically cheated to level up though.
Just curious. How is that "basically cheating"?
I used the spellcrafting available in the game to make a low cost spell, then cast that enough times to increase my skill in Mysticism, etc. to a desired level.
I mean, sure, in a logical universe no one became a Master Wizard by casting a 1 sec "Conjure Bound Dagger" spell a bunch of times.
But in Morrowind, you can totally do that. Oblivion too. Skyrim finished off that method by removing spellcrafting, but had its own quirks, like becoming a master Smith by crafting tons of iron daggers. Logic is not a big player in how TES characters level up.
Grinding Morrowind spells until you are a decent level where they actually work 90% of the time isnt that much different than grinding at the alikr dolmens in ESO or the way you level up other skills in the TES games. Its entirely within the design of the game.
Because you used a super easy, no effort exploit in a circumvention of the dev's system. You took the easiest, lowest effort route to bypass the game's system. More importantly, you've cheated yourself out of a deeper experience by meta'ing a quirk in the system to reach a statistical advantage obtained through an exploit. You've cheated yourself of the opportunity to learn the game's finer intricacies through what should be a more involved mechanic. Logic isnt the matter at hand in a fantasy setting where I can speak openly with my god and recieve a response or swim in lava indefinitely.
L0rdV1ct0r wrote: »VaranisArano The best definition is EXPLOITING an broken mechanic. IMO using low cost spell should give none to almost no experience for a magician after he reached high level. But the solution of "removed" makes no sense. anyone can spam the same melee attack, shoot with an bow/crossbow or the same spell on shadowmere to reach skill level quickly on Skyrim. Removing an feature that a lot of players love is not a good fix Mainly because if you gain XP by fighting or using the skill, will be easy ways to exploit and level up quickly.
The unique way to solve the problem is like VtMB, you can fight all day, kill the entire city, fight police, vampire hunters, etc all day. If you don't complete the quests, you will not get XP but the major problem with that system is that makes less sense. I mean, i completed an quest that involves stealth and use the experience obtained to improve my firearms skill or my thaumaturgy discipline skill Someone becoming an better brawler by using firearms and stealth makes no sense.
Because you used a super easy, no effort exploit in a circumvention of the dev's system. You took the easiest, lowest effort route to bypass the game's system. More importantly, you've cheated yourself out of a deeper experience by meta'ing a quirk in the system to reach a statistical advantage obtained through an exploit. You've cheated yourself of the opportunity to learn the game's finer intricacies through what should be a more involved mechanic. Logic isnt the matter at hand in a fantasy setting where I can speak openly with my god and recieve a response or swim in lava indefinitely.
VaranisArano wrote: »VaranisArano wrote: »L0rdV1ct0r wrote: »VaranisArano wrote: »L0rdV1ct0r wrote: »So I got the free version last week. Played for around 30 minutes before it was obvious that I would have to mod the game to keep going. Movement was outrageously slow, had to sleep between each fight to get any Magicka back and my worst fears; that the major/minor system was basically identical to oblivion was a deal breaker.
Found the STEP guide and installed around 120 mods and now the game looks (I didn't bother to mention the obviously dated graphics) and plays very well.
I now look forward to seeing the rest of the game.
Sorry, but if you be an Wizard in Morrowind, the game expect intelligence from the player. Don't try nuke everything with fireball, mainly when you don't have much mana at start of the game. Use conjuration to summon help, use restoration, craft mana potions with alchemy, enchant your items, etc. An spear enchanted to paralyze for a short duration can be really effective at low level and is not hard to obtain.
I defeated an Dremora lord in lv 1 on Morrowind by using levitation + bound bow, managed to steal an glass armor at lv 7 with some illusion spells, etc. On DLC's, there are a lot of enemies with spell reflection and spell absorption.
In Morrowind, Daggerfall and to some extent Oblivion, defensive magic is far more powerful than offensive magic.
I dunno, seemed to me that the best way to become a great wizard in Morrowind was to craft a 1pt spell in whatever school I wanted to level and then cast it a bunch of times while micromanaging my leveling bonuses. Same for Oblivion, for that matter.
I'm sure Divayth Fyr and the rest of the Telvanni were greatly impressed with my spellcasting abilities.
That is using an broken mechanic.
The best way to level up on Morrowind is to search money and trainers. There are an vampire crypt relative near Balmora that drops vampire dust and dark brotherwood armor can give a lot of money. Spam the same spell 400 times is too boring IMO
Boring, perhaps, but an excellent way to cope with Morrowind's leveling mechanics.
Maybe you liked it, but I neither wanted for money nor enjoyed the math needed at every level up.
To each their own.
There's no arguing you basically cheated to level up though.
Just curious. How is that "basically cheating"?
I used the spellcrafting available in the game to make a low cost spell, then cast that enough times to increase my skill in Mysticism, etc. to a desired level.
I mean, sure, in a logical universe no one became a Master Wizard by casting a 1 sec "Conjure Bound Dagger" spell a bunch of times.
But in Morrowind, you can totally do that. Oblivion too. Skyrim finished off that method by removing spellcrafting, but had its own quirks, like becoming a master Smith by crafting tons of iron daggers. Logic is not a big player in how TES characters level up.
Grinding Morrowind spells until you are a decent level where they actually work 90% of the time isnt that much different than grinding at the alikr dolmens in ESO or the way you level up other skills in the TES games. Its entirely within the design of the game.
Because you used a super easy, no effort exploit in a circumvention of the dev's system. You took the easiest, lowest effort route to bypass the game's system. More importantly, you've cheated yourself out of a deeper experience by meta'ing a quirk in the system to reach a statistical advantage obtained through an exploit. You've cheated yourself of the opportunity to learn the game's finer intricacies through what should be a more involved mechanic. Logic isnt the matter at hand in a fantasy setting where I can speak openly with my god and recieve a response or swim in lava indefinitely.
Morgha_Kul wrote: »You know, I play hockey. Before most hockey games, I work out by lifting weights, doing stretches and practicing the gameplay itself. It's not as difficult as the actual game, but it's how I learn to get better and keep in shape.
Seems to me, casting a lower level spell over and over is much like this.
VaranisArano wrote: »Morgha_Kul wrote: »You know, I play hockey. Before most hockey games, I work out by lifting weights, doing stretches and practicing the gameplay itself. It's not as difficult as the actual game, but it's how I learn to get better and keep in shape.
Seems to me, casting a lower level spell over and over is much like this.
Honestly, that's pretty much how I used those low cost spells. I leveled up the magicka schools until the miss chance was bearable and I could actually feel comfortable using them in normal gameplay. Trying to use regular spells without reaching certain levels first was just an exercise in frustration and failure.
Oblivion and Skyrim did a much better job of making lower level spellcasting accessible for players who didnt build pure wizards.
L0rdV1ct0r wrote: »VaranisArano wrote: »Morgha_Kul wrote: »You know, I play hockey. Before most hockey games, I work out by lifting weights, doing stretches and practicing the gameplay itself. It's not as difficult as the actual game, but it's how I learn to get better and keep in shape.
Seems to me, casting a lower level spell over and over is much like this.
Honestly, that's pretty much how I used those low cost spells. I leveled up the magicka schools until the miss chance was bearable and I could actually feel comfortable using them in normal gameplay. Trying to use regular spells without reaching certain levels first was just an exercise in frustration and failure.
Oblivion and Skyrim did a much better job of making lower level spellcasting accessible for players who didnt build pure wizards.
That is a problem. I know that elder scrolls is a high magic setting, but honestly, magic should't be accessible to anyone without proper training and instruction.
The correct is go way around and not only has failure chances in each spell, but consequences for failing. For example, you conjured an frost elemental but failed, so the frost elemental will be hostile towards you. If you try conjure an fireball and fail, you will be hit by your own fireball.
You are manipulating the own fabric of reality, summoning dangerous creatures for other dimensions. Of course it should not be an easy task.
And magic on Skyrim? Is awful. First, lacks a lot of spell effects like levitation. Second, anyone can use without risk of failure, as longs they have mana. Third, awful scaling, even expert spells will deal no damage compared to an legendary enchanted bow.Forth, magic is easily exploitable. Impact perk + dual fireball = easy mode. You can "stag lock" enemies to death easily. Fifth, you can enchant your gear to be able to cast spells without any cost
And Oblivion, thanks to the level scaling, at high level, most enemies has ridiculous high HP. Took 46 claymore swings to kill an Xivilai with my 100 STR/100 Blade skill + daedric claymore. Oblivion was far more enjoyable at low level than at high level thanks to how ludicrous infalted enemy HP becomes...
Merlin13KAGL wrote: »
*For those that are modding it (because of slow speed, etc), you're missing part of the point. You're intended to start as a weak, commoner - an a actual slave/criminal. When you level, you can increase stats, based on how you've been using them, and it will get better.
If you mod it early, if you make the mistake of activating Tribunal (WIll end up granting OP armor far too early), or crank up the ease of play in any method, you'll be missing some necessary immersion. It's not set up to hand itself over to you, like that last level 3, skip the tutorial, full CP slotted alt you made in ESO. You're actually intended to work for it, and it rewards you accordingly.
https://www.youtube.com/watch?v=p9LW1Zb0yUwL0rdV1ct0r wrote: »VaranisArano you are missing an basic thing about RPG that exist since DOS era RPG's. You are playing an character, and always there are "rules" to establish if your character can or cannot do that or how likely he is to have success in something.
And in most magical setting, magic require a lot of study to cast even basic spells. In Harry Potter, they spend a lot of time to learn how to cast "levitate'. Most RPG's, mainly MMORPG's are very distant from true RPG's. I mean, cooldowns only makes sense if they are in something external to your character like an spirit that needs to reform, stats should measure your character capabilities, not be linked towards gear like in many mmos. Someone saying "i will use this clove because this clove increases my IQ by 25 pts and muscular mass by 13 kg" makes no sense in any scenario. Everyone with the same stats and only gear making then different like happens on WoW and Diablo 3(worst aRPG of my life) makes no sense. This games aren't proper RPG's.
I like play casually ESO and do questing, but ESO isn't an RPG by any definition.
Here is an interesting video defining what constitutes an RPG.https://www.youtube.com/watch?v=p9LW1Zb0yUw
An very action focused action game that did it right was Dark Souls/Demon Souls. Attributes aren't tied to gear and you have to face consequences depending of your build. How you build your character can make most of the game an cakewalk or an living nightmare.
As for stunlock, the problem is that it can be used against almsot every mob. Isn't like an specific strategy against an enemy. Silence only works against destruction mages or conjurers before they've conjured his minions.
VaranisArano wrote: »L0rdV1ct0r wrote: »VaranisArano you are missing an basic thing about RPG that exist since DOS era RPG's. You are playing an character, and always there are "rules" to establish if your character can or cannot do that or how likely he is to have success in something.
And in most magical setting, magic require a lot of study to cast even basic spells. In Harry Potter, they spend a lot of time to learn how to cast "levitate'. Most RPG's, mainly MMORPG's are very distant from true RPG's. I mean, cooldowns only makes sense if they are in something external to your character like an spirit that needs to reform, stats should measure your character capabilities, not be linked towards gear like in many mmos. Someone saying "i will use this clove because this clove increases my IQ by 25 pts and muscular mass by 13 kg" makes no sense in any scenario. Everyone with the same stats and only gear making then different like happens on WoW and Diablo 3(worst aRPG of my life) makes no sense. This games aren't proper RPG's.
I like play casually ESO and do questing, but ESO isn't an RPG by any definition.
Here is an interesting video defining what constitutes an RPG.https://www.youtube.com/watch?v=p9LW1Zb0yUw
An very action focused action game that did it right was Dark Souls/Demon Souls. Attributes aren't tied to gear and you have to face consequences depending of your build. How you build your character can make most of the game an cakewalk or an living nightmare.
As for stunlock, the problem is that it can be used against almsot every mob. Isn't like an specific strategy against an enemy. Silence only works against destruction mages or conjurers before they've conjured his minions.
Sure. When I want to have the dice rule everything, I play D&D. Morrowind tries to do the same thing. Oblivion and Skyrim moved away from that, and I think it benefited the TES series.
L0rdV1ct0r wrote: »VaranisArano wrote: »L0rdV1ct0r wrote: »VaranisArano you are missing an basic thing about RPG that exist since DOS era RPG's. You are playing an character, and always there are "rules" to establish if your character can or cannot do that or how likely he is to have success in something.
And in most magical setting, magic require a lot of study to cast even basic spells. In Harry Potter, they spend a lot of time to learn how to cast "levitate'. Most RPG's, mainly MMORPG's are very distant from true RPG's. I mean, cooldowns only makes sense if they are in something external to your character like an spirit that needs to reform, stats should measure your character capabilities, not be linked towards gear like in many mmos. Someone saying "i will use this clove because this clove increases my IQ by 25 pts and muscular mass by 13 kg" makes no sense in any scenario. Everyone with the same stats and only gear making then different like happens on WoW and Diablo 3(worst aRPG of my life) makes no sense. This games aren't proper RPG's.
I like play casually ESO and do questing, but ESO isn't an RPG by any definition.
Here is an interesting video defining what constitutes an RPG.https://www.youtube.com/watch?v=p9LW1Zb0yUw
An very action focused action game that did it right was Dark Souls/Demon Souls. Attributes aren't tied to gear and you have to face consequences depending of your build. How you build your character can make most of the game an cakewalk or an living nightmare.
As for stunlock, the problem is that it can be used against almsot every mob. Isn't like an specific strategy against an enemy. Silence only works against destruction mages or conjurers before they've conjured his minions.
Sure. When I want to have the dice rule everything, I play D&D. Morrowind tries to do the same thing. Oblivion and Skyrim moved away from that, and I think it benefited the TES series.
How benefitied? You can do much less stuff on Skyrim than on Oblivion and much less stuff on Oblivion compared to Morrowind.
The TES series are games on a computer. A computer is bored to death with pen-and-paper rules. All a computer ever does, are frequent and complex calculations. They're also video games - they're built for graphical representation. You have hit boxes and you can see what's going on. There's no need to substitute missing a swing with a roll of the dice - you can tell by what's on the screen (or what's going on in the pseudo-3D environment) whether you missed or not.
Adhering to the conventions of pen-and-paper systems holds video games back. They're two different forms of media; they should each play to their own strengths. A system like Morrowind's, even though I'm familiar with pen-and-paper and realise what's going on, is not a good system for a video game.
VaranisArano wrote: »L0rdV1ct0r wrote: »VaranisArano wrote: »L0rdV1ct0r wrote: »VaranisArano you are missing an basic thing about RPG that exist since DOS era RPG's. You are playing an character, and always there are "rules" to establish if your character can or cannot do that or how likely he is to have success in something.
And in most magical setting, magic require a lot of study to cast even basic spells. In Harry Potter, they spend a lot of time to learn how to cast "levitate'. Most RPG's, mainly MMORPG's are very distant from true RPG's. I mean, cooldowns only makes sense if they are in something external to your character like an spirit that needs to reform, stats should measure your character capabilities, not be linked towards gear like in many mmos. Someone saying "i will use this clove because this clove increases my IQ by 25 pts and muscular mass by 13 kg" makes no sense in any scenario. Everyone with the same stats and only gear making then different like happens on WoW and Diablo 3(worst aRPG of my life) makes no sense. This games aren't proper RPG's.
I like play casually ESO and do questing, but ESO isn't an RPG by any definition.
Here is an interesting video defining what constitutes an RPG.https://www.youtube.com/watch?v=p9LW1Zb0yUw
An very action focused action game that did it right was Dark Souls/Demon Souls. Attributes aren't tied to gear and you have to face consequences depending of your build. How you build your character can make most of the game an cakewalk or an living nightmare.
As for stunlock, the problem is that it can be used against almsot every mob. Isn't like an specific strategy against an enemy. Silence only works against destruction mages or conjurers before they've conjured his minions.
Sure. When I want to have the dice rule everything, I play D&D. Morrowind tries to do the same thing. Oblivion and Skyrim moved away from that, and I think it benefited the TES series.
How benefitied? You can do much less stuff on Skyrim than on Oblivion and much less stuff on Oblivion compared to Morrowind.
I thought I already covered this.
I found Morrowind's dice roll mechanics led to annoying failures at low level, in particular with magic where most spells were useless without grinding to a certain level. Weapons weren't as bad, IMO, but not as good as a system as Skyrim and Oblivion.
(...)

(...)And every game so far has adhered to that basic rule - in Tamriel, magic is not something only for wizards. In Morrowind, it was a bit harder to cast spells at low levels but all NPCs have magical abilities. It's part of the world.
And regarding the rule set:
Dice rolling is a thing in pen-and-paper systems. Those systems need to have rules that are tailored to humans doing the math and the randomness - rolling dice, staying within a low numbers range, not too frequent and complex calculations. And they are told - battle maps or action figures are often not required; you don't see what's going on but need to hear and imagine it.
The TES series are games on a computer. A computer is bored to death with pen-and-paper rules. All a computer ever does, are frequent and complex calculations. They're also video games - they're built for graphical representation. You have hit boxes and you can see what's going on. (...).
L0rdV1ct0r wrote: »VaranisArano wrote: »L0rdV1ct0r wrote: »VaranisArano wrote: »L0rdV1ct0r wrote: »VaranisArano you are missing an basic thing about RPG that exist since DOS era RPG's. You are playing an character, and always there are "rules" to establish if your character can or cannot do that or how likely he is to have success in something.
And in most magical setting, magic require a lot of study to cast even basic spells. In Harry Potter, they spend a lot of time to learn how to cast "levitate'. Most RPG's, mainly MMORPG's are very distant from true RPG's. I mean, cooldowns only makes sense if they are in something external to your character like an spirit that needs to reform, stats should measure your character capabilities, not be linked towards gear like in many mmos. Someone saying "i will use this clove because this clove increases my IQ by 25 pts and muscular mass by 13 kg" makes no sense in any scenario. Everyone with the same stats and only gear making then different like happens on WoW and Diablo 3(worst aRPG of my life) makes no sense. This games aren't proper RPG's.
I like play casually ESO and do questing, but ESO isn't an RPG by any definition.
Here is an interesting video defining what constitutes an RPG.https://www.youtube.com/watch?v=p9LW1Zb0yUw
An very action focused action game that did it right was Dark Souls/Demon Souls. Attributes aren't tied to gear and you have to face consequences depending of your build. How you build your character can make most of the game an cakewalk or an living nightmare.
As for stunlock, the problem is that it can be used against almsot every mob. Isn't like an specific strategy against an enemy. Silence only works against destruction mages or conjurers before they've conjured his minions.
Sure. When I want to have the dice rule everything, I play D&D. Morrowind tries to do the same thing. Oblivion and Skyrim moved away from that, and I think it benefited the TES series.
How benefitied? You can do much less stuff on Skyrim than on Oblivion and much less stuff on Oblivion compared to Morrowind.
I thought I already covered this.
I found Morrowind's dice roll mechanics led to annoying failures at low level, in particular with magic where most spells were useless without grinding to a certain level. Weapons weren't as bad, IMO, but not as good as a system as Skyrim and Oblivion.
(...)
Weapons are not bad? I did my calculations, my high elf that started with just spear as minor skill for "melee combat", had less than 10% of chances of succeeding an attack using short/long blades, maces, axes, etc against some initial enemies. If miss is that bad for you, there are mods who remove the miss chance.
There are mods that give mana regen.
But my point is that this systems was necessary to bring risk vs reward and stamina management. On Oblivion i had an spell that dealt in total 850 damage. If i try do the same in Morrowind, i will need to increase a lot of my stats past the cap with potions, enchanting gear, etc to have an small chance of casting this insane deadly spell. And thanks to my high willpower and vampirism, i was able to cast this spell that exhausts my mana poll each time each 28 sec.
Anyone on Oblivion/Skyrim can cast any spell without failure, even if they are terrible at magic. Provided that they have enough mana.(...)And every game so far has adhered to that basic rule - in Tamriel, magic is not something only for wizards. In Morrowind, it was a bit harder to cast spells at low levels but all NPCs have magical abilities. It's part of the world.
And regarding the rule set:
Dice rolling is a thing in pen-and-paper systems. Those systems need to have rules that are tailored to humans doing the math and the randomness - rolling dice, staying within a low numbers range, not too frequent and complex calculations. And they are told - battle maps or action figures are often not required; you don't see what's going on but need to hear and imagine it.
The TES series are games on a computer. A computer is bored to death with pen-and-paper rules. All a computer ever does, are frequent and complex calculations. They're also video games - they're built for graphical representation. You have hit boxes and you can see what's going on. (...).
Everyone can use magic, just like everyone can fight on melee.
But i don't expect an completely untrained peasant to be able to hit the "gap" in a soldier with full steel armor. He is very unlikely to be able to inflict any damage. An master with any weapon will have much more chances. The same applies to magic. In Daggerfall or Morrowind, if you try to cast an ridiculous powerful spell, in a magic school that you are not proficient, with low stats, you will probably miss. What is the problem?
About "bored to death", look to one of the most popular RPG's on STEAM/GOG.Pathfinder Kingmaker is very RPG like and was in the most sold "list" for a long time, despite all launching bugs and all dumb critique like "i can't kill an swarm with an sword" or "i got killed because i tried to kill an elder elemental at lv 3. This game is unbalaced". Morrowind needs an better "missing animation" with the armor deflecting your trust/slash, like the Morrowind has the block animation, but that is what Morrowind needs. Not the removal of risk VS reward system. I enjoy games that give a lot of freedom. Don't get me wrong, questing is good in ESO, but i like much more be able to do epic stuff like raise an undead/elemental army on P:K.
After i finish more quests, i will probably become bored with ESO and maybe be back for few expansions, while on Morrowind, i can always try new things...
VaranisArano wrote: »L0rdV1ct0r wrote: »VaranisArano wrote: »L0rdV1ct0r wrote: »VaranisArano wrote: »L0rdV1ct0r wrote: »VaranisArano you are missing an basic thing about RPG that exist since DOS era RPG's. You are playing an character, and always there are "rules" to establish if your character can or cannot do that or how likely he is to have success in something.
And in most magical setting, magic require a lot of study to cast even basic spells. In Harry Potter, they spend a lot of time to learn how to cast "levitate'. Most RPG's, mainly MMORPG's are very distant from true RPG's. I mean, cooldowns only makes sense if they are in something external to your character like an spirit that needs to reform, stats should measure your character capabilities, not be linked towards gear like in many mmos. Someone saying "i will use this clove because this clove increases my IQ by 25 pts and muscular mass by 13 kg" makes no sense in any scenario. Everyone with the same stats and only gear making then different like happens on WoW and Diablo 3(worst aRPG of my life) makes no sense. This games aren't proper RPG's.
I like play casually ESO and do questing, but ESO isn't an RPG by any definition.
Here is an interesting video defining what constitutes an RPG.https://www.youtube.com/watch?v=p9LW1Zb0yUw
An very action focused action game that did it right was Dark Souls/Demon Souls. Attributes aren't tied to gear and you have to face consequences depending of your build. How you build your character can make most of the game an cakewalk or an living nightmare.
As for stunlock, the problem is that it can be used against almsot every mob. Isn't like an specific strategy against an enemy. Silence only works against destruction mages or conjurers before they've conjured his minions.
Sure. When I want to have the dice rule everything, I play D&D. Morrowind tries to do the same thing. Oblivion and Skyrim moved away from that, and I think it benefited the TES series.
How benefitied? You can do much less stuff on Skyrim than on Oblivion and much less stuff on Oblivion compared to Morrowind.
I thought I already covered this.
I found Morrowind's dice roll mechanics led to annoying failures at low level, in particular with magic where most spells were useless without grinding to a certain level. Weapons weren't as bad, IMO, but not as good as a system as Skyrim and Oblivion.
(...)
Weapons are not bad? I did my calculations, my high elf that started with just spear as minor skill for "melee combat", had less than 10% of chances of succeeding an attack using short/long blades, maces, axes, etc against some initial enemies. If miss is that bad for you, there are mods who remove the miss chance.
There are mods that give mana regen.
But my point is that this systems was necessary to bring risk vs reward and stamina management. On Oblivion i had an spell that dealt in total 850 damage. If i try do the same in Morrowind, i will need to increase a lot of my stats past the cap with potions, enchanting gear, etc to have an small chance of casting this insane deadly spell. And thanks to my high willpower and vampirism, i was able to cast this spell that exhausts my mana poll each time each 28 sec.
Anyone on Oblivion/Skyrim can cast any spell without failure, even if they are terrible at magic. Provided that they have enough mana.(...)And every game so far has adhered to that basic rule - in Tamriel, magic is not something only for wizards. In Morrowind, it was a bit harder to cast spells at low levels but all NPCs have magical abilities. It's part of the world.
And regarding the rule set:
Dice rolling is a thing in pen-and-paper systems. Those systems need to have rules that are tailored to humans doing the math and the randomness - rolling dice, staying within a low numbers range, not too frequent and complex calculations. And they are told - battle maps or action figures are often not required; you don't see what's going on but need to hear and imagine it.
The TES series are games on a computer. A computer is bored to death with pen-and-paper rules. All a computer ever does, are frequent and complex calculations. They're also video games - they're built for graphical representation. You have hit boxes and you can see what's going on. (...).
Everyone can use magic, just like everyone can fight on melee.
But i don't expect an completely untrained peasant to be able to hit the "gap" in a soldier with full steel armor. He is very unlikely to be able to inflict any damage. An master with any weapon will have much more chances. The same applies to magic. In Daggerfall or Morrowind, if you try to cast an ridiculous powerful spell, in a magic school that you are not proficient, with low stats, you will probably miss. What is the problem?
About "bored to death", look to one of the most popular RPG's on STEAM/GOG.Pathfinder Kingmaker is very RPG like and was in the most sold "list" for a long time, despite all launching bugs and all dumb critique like "i can't kill an swarm with an sword" or "i got killed because i tried to kill an elder elemental at lv 3. This game is unbalaced". Morrowind needs an better "missing animation" with the armor deflecting your trust/slash, like the Morrowind has the block animation, but that is what Morrowind needs. Not the removal of risk VS reward system. I enjoy games that give a lot of freedom. Don't get me wrong, questing is good in ESO, but i like much more be able to do epic stuff like raise an undead/elemental army on P:K.
After i finish more quests, i will probably become bored with ESO and maybe be back for few expansions, while on Morrowind, i can always try new things...
If you disagree, let's agree to disagree because we're just going back amd forth about it to no purpose. Hane a great day!
Leveling worked in Morrowind. it kind of broke in Oblivion for two reasons, few skills making it hard to raise the attributes.L0rdV1ct0r wrote: »Yes, leveling system on Morrowind can be better by numerous ways, but Bugthesda instead of improving, decided to remove things. Removed spellcrafting, removed attributes, removed major/minor skills and classes on skyrim, etc, etc, etc.