What do -you- want in TES5?

Yes, but that's a skill bonus, I mean a game wide ten percent bonus for damage with daggers. Meaning if you strength and blade are at 100, and so are yours but Im an assassin, im going to hit for more than you because the fact that im an assassin gives me an inherent bonus with a certain weapon type or skill set. This is to give an actual long lasting concrete bonus to choosing a certain class, as opposed to just starting with some skills at twenty five. Hence, my solution for class specialization, without getting to limiting or rewarding.
 
The fact that you are an assassin should NOT give you 10% to daggers, assassin's used whatever weapon they used, daggers and poison only being the most famous and easily concealed weapons.

Besides, I never use daggers anyways :p
 
The fact that you are an assassin should NOT give you 10% to daggers, assassin's used whatever weapon they used, daggers and poison only being the most famous and easily concealed weapons.

Besides, I never use daggers anyways :p

Prince.Scamp.





It is the concept you should be getting. Not the example:mad:
 
It is the concept you should be getting. Not the example:mad:

Still, I'm not sure that I like the concept. Should an assassin be inherently better at using the same weapon subgroup as some other class with the same skill and attribute values? For me at least, having a skill govern your technical proficiency with a weapon, and an attribute governing your overall capacity to do damage is enough without having class-specific unique abilities.

At the minute your class complements your race/gender choice, which I like. It (multipliers for specific weapon types) might make more sense if they were race-specific abilities, such as beast races getting a damage multiplier in hand-to-hand combat due to having claws etc, but that kind of thing already exists with other race-specific powers.
 
You know, the leveling system was is a brilliant concept, it just needs to implemented better. I always thought that the whole process of leveling in Oblivion was arbitrary anyway, why not just make attributes increase per two gains on related skills? And why go through all the level up screen shenanigans with wasted points and such.

Ex-friggin-actly!

In the unlikely event that someone else does not know this, there is a great mod around that fixes this problem.
Spoiler :

This mod alters the way in which the player gains attribute points. Instead of being gained on leveling up, attributes rise dynamically as the player's skills increase (at a standard rate of one attribute gain per three related skill gains, changeable from the console). For ease of use, many of the main functions of the mod can be controlled from the console. The new leveling system will start working after the player leaves the prison sewer system.

http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=3135
I can actually play Oblivion again.
 
In the unlikely event that someone else does not know this, there is a great mod around that fixes this problem.
Spoiler :

This mod alters the way in which the player gains attribute points. Instead of being gained on leveling up, attributes rise dynamically as the player's skills increase (at a standard rate of one attribute gain per three related skill gains, changeable from the console). For ease of use, many of the main functions of the mod can be controlled from the console. The new leveling system will start working after the player leaves the prison sewer system.

http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=3135
I can actually play Oblivion again.

I'd recommend Kobu's Character Development mod. That's what I've been using, and it's perfect.
 
A remake of Morrowind's game design with Oblivions graphics :)
 
Exists, look up Morroblivion.

That uses Oblivions gameplay though, which I dislike compared to morrowind.

Think Morrowind updated graphics wise to Oblivion, not Oblivion modded to look like Morrowind.
 
I hope overhearing conversations will actually matter like they say it would in TES4. The only time it ever did anything was one topic in the Imperial City which didn't work anyway.
 
I hope overhearing conversations will actually matter like they say it would in TES4. The only time it ever did anything was one topic in the Imperial City which didn't work anyway.

Dialogue itself in Oblivion felt pointless at times.
I don't recall once ever finding Speechcraft useful, and only a small percent of the NPCs are worth talking to.
 
Yes dreadful things mudcrabs are.

*stares blankly at GVBN waiting for answer*


You now what is sad? If you ignore the infinite respawning of guards, Cyrodil's military is pretty freaking weak and small in Oblivion. Morrowind could invade and take over easily.
 
Depends on what level you are when they invade.....
 
Back
Top Bottom