[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / vm / vmg / vr / vrpg / vst / w / wg] [i / ic] [r9k / s4s / vip] [cm / hm / lgbt / y] [3 / aco / adv / an / bant / biz / cgl / ck / co / diy / fa / fit / gd / hc / his / int / jp / lit / mlp / mu / n / news / out / po / pol / pw / qst / sci / soc / sp / tg / toy / trv / tv / vp / vt / wsg / wsr / x / xs] [Settings] [Search] [Mobile] [Home]
Board
Settings Mobile Home
/vrpg/ - Video Games/RPG

Name
Spoiler?[]
Options
Comment
Verification
4chan Pass users can bypass this verification. [Learn More] [Login]
File[]
  • Please read the Rules and FAQ before posting.

08/21/20New boards added: /vrpg/, /vmg/, /vst/ and /vm/
05/04/17New trial board added: /bant/ - International/Random
10/04/16New board for 4chan Pass users: /vip/ - Very Important Posts
[Hide] [Show All]


[Advertise on 4chan]


File: MW-npc-Ordinator[1].jpg (1.02 MB, 1080x1080)
1.02 MB
1.02 MB JPG
Friendly Morrowind thread. Where have you been exploring in Tamriel Rebuilt?
>>
I'm waiting for poison song before I play again.
>>
File: 20251121172622_1.jpg (1.15 MB, 3440x1440)
1.15 MB
1.15 MB JPG
>>3878414
I have a save going in Vvardenfell but in theory if I stay out of the reworked areas in Poison Song I should be able to update when it comes out without any problems
>>
>>3878408
Ok I will bite
Oldfag here who hasn't played MW since release, thinking of giving it a go.

Can someone do some handholding and guide me in the 2025 setup?

1) Should I use OpenMW?
2) What other mods besides TR?
3) At what point should I start TR? Before the MQ, after? during?
4) Any other shit I should know?
>>
>>3878419
OpenMW is good. If you want ideas for other mods go to modding-openmw.com
You can start TR content right away if you want. Maybe go to Teyn to start your journey? It's close to Seyda Neen across the water. Consider joining house Hlaalu as they have received a lot of areas and content in recent years.
>>
>>3878419
>1) Should I use OpenMW?
Yes, I think it's become the standard way to play nowadays.
>2) What other mods besides TR?
Patch for Purists, Morrowind Optimization Patch, and Project Atlas are essential. Probably Expansion Delay too.
>3) At what point should I start TR? Before the MQ, after? during?
I recommend to try not think of TR as something separate from the original game. you can do TR content at any time just like you would any of the vanilla side content. Its questlines integrate seamlessly into the vanilla factions so for example you can take your temple priest from Vvardenfell and do the temple questline in Almas Thirr or any of the other temple locations in TR. TR is designed as if it was always part of the main game.
>4) Any other shit I should know?
The quality of TR can be up and down depending on how old the content is. Recent stuff since about 2019 is top tier but the really old stuff like the Telvanni expansions are from the mid 2000s and is far more generic, but even then it's about the same level of quality as vanilla Morrowind. Pic related is outdated since Grasping Fortune released this year but it's a good map in terms of the quality of content you can expect.
>>
I've been meaning to explore more of TR but I've been super indecisive about what kind of character to play.
I feel like I need some kind of goal for my character to keep me motivated.
>>
>>3878651
Each factions now have elaborated questlines worth a playtrough. But the only House who has a worthwhile quest is Hlaalu. In general you should stay away from anything east of the Thirr River, except for Firewatch which received a small upgrade recently.

In my opinion the thieves guilds questlines are the best. The mage guild are good too but stay away from Ebonhearth. The fighters guild quest are mostly mercenary stuff.

Almas Thirr is the ''noob'' area of TR. So I would start there then move to Bal Foyen for the thieves guild questline. Narsis is a relatively high level area so you should go there later.

In general, becoming Grandmaster of any one faction is usually enough for one playtrough. You could then theoretically do the Main Quest but if you are like me you'll be tired of your character by then.

TL;DR: A thief character.
>>
Morrowind's combat is way better than Oblivion or Skyrim's mashing.
It just needed some more visual feedback like missing or dodging animations.
>>
>>3878408
>Tamriel Rebuilt
I don't know it and I don't care to know it. Though >>3878417 looks pretty neat.
I've been trying to do a fully Imperial run and it's tough. The armors ain't shit, the weapons certainly ain't shit and I can only do so many Hlaalu and Thieves Guild- it actually makes sense for an Empire supporter to want the Thieves Guild to prosper in Morrowind quests before I run out of money and have to go buy potions and scrolls. No magic in this run btw.
Looks like I'll still end up cheesing myself some ebony gear. Lord's Mail is just a regular piece of amor with a spell cast attached to it? Hey alright, thanks a lot man. And well done providing your agents with weapons. I used the sparkblade for like 8 levels for Talos' sake
>>
>>3878703
You could join the Legion and should join the Imperial Cult and Fighters Guild, and probably the Mages Guild as well - even if you can't use magic yourself you get access to cheaper guild services.
>and well done providing your agents with weapons. I used the sparkblade for like 8 levels for Talos' sake
There's no issue there, the benefit is in having an enchanted or silver+ weapon in the first place so that you can damage ghosts and daedra, the quality of the item doesn't really matter. Most quest-givers have some common sense and assume you're getting your weapons like everyone else (taking them off dead enemies). Anyway, if you really are going for a fully Imperial playthrough you shouldn't have any problem with acting like a mercenary.
>>
>>3878703
>I used the sparkblade for like 8 levels for Talos' sake
Get to level 15, kill a dremora, get endgame weapon
>>
>>3878703
>he didn't "find" the sword of white woe the Hlaalu conveniently left lying around in Balmora
>>
>>3878679
It's certainly better paced.
>>
File: IMG_20251123_143253.jpg (188 KB, 828x843)
188 KB
188 KB JPG
>>3878717
I'm doing Imperial Legion, Cult, Hlaalu and Thieves Guild. I've rationalized Thieves as being wrongfully imprisoned and dirt poor, not really liking the people of Morrowind much anyway, strengthening an Imperial institution and generally doing quests the "right" way, i.e. buying that first diamond. My character would not have joined it in Cyrodil. Turns out I can't really progress past Operative anyway, since leveling security is a bitch and for some reason it's governed by Intelligence, which is at a strong 40 for me and will remain that way. I've never cared for the Fighters Guild, though now that you mention it, it would have been a better option. Fuck.
>>3878809
With regards to weapons, I'm using Icicle which I think I bought of off someone from Mages Guild and I got my ass handed to me by the skeletons in the burial site at level 11. The game just doesn't really provide you with good equipment unless you know where to find it and are actively looking for it. One handed long swords, heavy armor and shields, at the very least.
My go to is usually bound weapons for the first half of the game, which I guess is why I never really had trouble until now.
>>3878812
I'm trying to abuse the game as little as possible. I already feel goofy when running straight to Tarhiel and Processus. That is, until I decide to raid Redoran's vault. I'm still deciding.
>>
>>3878870
>I got my ass handed to me by the skeletons in the burial site at level 11.
Playing on hard difficulty?
>>
>>3878882
The one the game starts you with.
I had full Imperial Steel sans greaves, heavy shield, Icicle which broke halfway (though the skeletons used the same weapon without the enchantment) and restore health potions. No magic at all except for a couple of scrolls, one fire on touch and one shock on target.
>>
>>3878884
Huh. I use mundane equipment until endgame without issues
>>
>>3878870
It's not hard to rationalize joining the Thieves Guild; asking around Balmora for Caius gets you directed to their headquarters and their skills and training would be extremely useful for a member of the Blades, not to mention their information, they're an Imperial "guild" even if they're not a chartered one, they have strongly pro-Imperial values (opposing slavery and they're one of the few pro-Imperial factions that is actively engaged in conflict with their native counterparts. At least, that's how I've always done it. Buying the diamond is a nice touch, I always use one of the ones you can find on a shipwreck along the Bitter Coast.

You can still join the Fighters Guild after the Thieves Guild (just not the other way around after a certain quest) and you should. Cheaper services, free equipment and easy money from quests that are mostly about killing things which means more loot. Since you're doing the Thieves Guild you probably want to join them anyway; you'll be addressing the problem of the Fighters guild either way so you might as well get the full benefit from it. You should join the Mages Guild for similar reasons, even if you never plan to rank up or complete a single quest you'll get better prices on potions, scrolls and guild services - there's a reason the lowest rank is 'Associate'.

>the game just doesn't really provide you with good equipment unless you know where to find it and are actively looking for it
The game gives you a basic enchanted weapon (you might not even have that if you don't look around Seyda Neen carefully) and says 'go nuts', which I like. There's plenty of good gear to be had if you're resourceful or observant enough, and you can always default to killing people who have better stuff and taking it. You shouldn't have any problems progressing with access to the Legion and Imperial Cult quests, the Legion will give you better gear as you increase in rank and a lot of Cult quests can be completely without combat.
>>
>>3878888
I think it's an issue of scaling. I figured good stats would off-set the poor gear but clearly it's always been the case that the opposite is true.
>>3878890
I think I'll just join the Fighter's Guild right now and dispose of the thieves to atone. Makes for a pretty good story. I'll just have to depression max first, I'm already pretty spooked about this whole Nerevarine thing and I think I'll break once Crassius diddles me. Thanks for the advice.
Money isn't really an issue, my Personality is in the mid 90s, but I like the flavor, that's a neat approach.
>>3878890
>The game gives you a basic enchanted weapon
If you mean Tarhiel's, it gets old pretty quick. What I definitely don't want to do is go around taunting people because I like their gear.
>>3878890
>You shouldn't have any problems progressing with access to the Legion and Imperial Cult quests, the Legion will give you better gear as you increase in rank and a lot of Cult quests can be completely without combat.
I haven't found this to be the case at all. Legion gives you an unfinished (pants are never given to you) set of relatively poor armor for the first half, and a finished set of barely better armor towards the very end of the questline.
>>
>>3878895
>I think I'll just join the Fighter's Guild right now and dispose of the thieves to atone. Makes for a pretty good story.
If you're roleplaying an absolute retard, sure (you did say you joined Hlaalu, so it checks out).

>If you mean Tarhiel's, it gets old pretty quick. What I definitely don't want to do is go around taunting people because I like their gear.
There are others (there's an axe in one of the hollow treestumps, for example), but that's one of the ones I meant. The sword should be fine as long as you're increasing your long blade skill by using it and your combat stats on level, I often use it for half the game because I like the way it looks. You don't need to taunt-kill people to get better equipment, you should run into plenty of enemies with gear that's an upgrade to yours.

>I haven't found this to be the case at all. Legion gives you an unfinished (pants are never given to you) set of relatively poor armor for the first half, and a finished set of barely better armor towards the very end of the questline.
I didn't mean it literally as in the items it gives you for ranking up, I meant that as you complete the quests you should be killing enemies with better gear or looting it from the places you go. Though the questline does end up giving you one of the best heavy cuirasses and best two-handed swords in the game (admittedly you have to kill the people holding them first).
>>
>>3878903
>If you're roleplaying an absolute retard, sure (you did say you joined Hlaalu, so it checks out).
Not as retarded as meticulously waiting for a certain quest to be finished before nonsensically joining a rival guild
>you should run into plenty of enemies with gear that's an upgrade to yours.
>I didn't mean it literally as in the items it gives you for ranking up, I meant that as you complete the quests you should be killing enemies with better gear or looting it from the places you go
You rarely find armor upgrades, though, which is what I've been saying for a while. The Imperial Templar is I think the 3rd best heavy set in the game and it's still lackluster. Hence, having to cheese Ebony and Daedric.
>Though the questline does end up giving you one of the best heavy cuirasses and best two-handed swords in the game (admittedly you have to kill the people holding them first).
Yeah, at the very end, when you already have the option to find much better stuff.
Also, I wouldn't say Cast when Used equipment is good equipment. It's (maybe) average equipment with a potentially good free spell attached to it.
>>
>>3878920
>not as retarded as meticulously waiting for a certain quest to be finished before nonsensically joining a rival guild
You don't need to do that, though (and you have it the wrong way around, it's completing a certain quest for the Fighters Guild that locks you out of joining the Thieves guild). You can join both with no issues right from the start of the game, and if you join the Thieves Guild first you can always join the Fighters Guild.
>nonsensically joining a rival guild
They're not rival guilds, they operate in completely separate spheres and there's no reason you couldn't join both. Even if you do know about the conflict between them you can make up any number of reasons to join them, from wanting to be a double agent for one side or the other to maximising profit.

>The Imperial Templar is I think the 3rd best heavy set in the game and it's still lackluster. Hence, having to cheese Ebony and Daedric.
Lackluster? Dwarven is more than sufficient to get through any combat in the game and it's everywhere, you should have no trouble using Imperial Templar. Also, you don't have to cheese Ebony gear - the game tells you where it is (in House vaults and on various high-ranking or powerful NPCs) and it's your choice when and how to get it. You should have a full set, or close to it, by the time you complete your House questline.

>Also, I wouldn't say Cast when Used equipment is good equipment. It's (maybe) average equipment with a potentially good free spell attached to it.
It is statistically some of the best equipment in the game.
>>
>>3878882
>>3878888
I think I've realized the issue, which is that I've done most of my leveling at trainers (around 10k's worth for level 15ish) and the world is scaling at a level which has never been noticeable for me, either due to slower leveling or more broken builds. All skeletons are are champions and burial toombs are filled with dremora.
>>
>>3878936
Still shouldn't be causing you this much of an issue unless you completely neglected your attributes and skills. Do you only have 60 health because your Endurance is garbage?
>>
>>3878935
>Lackluster? Dwarven is more than sufficient to get through any combat in the game and it's everywhere, you should have no trouble using Imperial Templar
You say that, but I'm still getting killed 2v1 by skeletons >>3878936 with full templar and it's not like it's a skill based game where I'm doing something wrong, other than not using magic
>>3878939
My endurance is about 90. I'll post my character when I get home
>>
>>3878936
>>3878809
>>
>>3878941
I just might
>>
>>3878940
>and it's not like it's a skill based game where I'm doing something wrong
You'd be surprised. I hope you're not just standing there and letting them beat on you while you spam-click attacks that take forever to kill enemies because you're doing the minimum damage every attack.
>I'll post my character when I get home
Please do, people might be able to give you more specific advice.
>>
File: Screenshot (1015).png (2.08 MB, 1920x1088)
2.08 MB
2.08 MB PNG
>>3878943
Should be noted I don't actually use that shield, but the one I do have is not much better. And I'm aware I've overdone it with Personality.
>>
>>3878964
Doesn't morrowind tell you when you hit skeletons with a cold enchanted weapon and they resist the magic
>>
>>3878969
Yes anon, I've mentioned using Icicle and it's unenchanted equivalent something like 15 posts ago.
>>
>>3878972
its*
my bad sirs
>>
>>3878972
How about buying an enchanted weapon that works against undead?
>>
>>3878964
Thanks. Your stats seem fine for your level, Strength and Endurance are good and so is Long Blade. Heavy Armor could be higher, which makes sense considering you've trained with skill trainers a bit; if I remember right for every ~30 points in a skill you get ~2x the armor rating from a piece of armor. In practice armor skills do tend to lag behind weapons skills because it's always better to kill things faster instead of getting beat on a ton. Are you keeping your armor in good condition? Degraded equipment does less damage and offers much less protection.

Your fatigue is pretty low even if you just came out of a fight, you generally want to always engage as close to full fatigue as possible and keep it high during a fight (using potions, restore-fatigue items before a fight, etc.)
I still don't think you should be having as much trouble as you are. Do you think it's because you're taking too long to kill enemies or because you're taking too much damage from enemies when they hit you?
>>
>>3879008
>Are you keeping your armor in good condition? Degraded equipment does less damage and offers much less protection
Every time I'm back in town.
And thanks but I know how fatigue and the rest of the game work, I'm on my fifth or so playthrough. I was not looking for advice as much as I was pointing out how tough the game can be when you're not metagaming to a considerable degree.
>Do you think it's because you're taking too long to kill enemies or because you're taking too much damage from enemies when they hit you?
I just might record myself fighting some skellingtons for you to see what goes kn
>>
anyone here actually played Starwind?
how is it
>>
>>3878408
> Tamriel Rebuilt
This game needs beast taming and more secret islands, like in World of Warcraft.
>>
>>3879102
You just need a better weapon, or just carry sujamma

a lot of it.
>>
>>3878408
Need ashlander wife with WIDE hips
>>
How do you make assassins? Is it worth it to pick up illusion if you have so many chameleon effects lying around on enchanted items?
Come to think of it, do they even stack? I.e. a 20% and a 30% chameleon
Do you still have to sneak around if you use chameleon?
>>
>>3879102
Getting a better weapon sometime in your first 15 levels is not 'metagaming'.
>>
>>3879329
Sneak attacks in melee range are in the 100 sneak skill tier unless you heavily invest in chameleon.
You can make an assassin-feeling character by using other means initially. I like long duration poison for example.
Some nice general tools:
1. Bows. Only consistent early source of sneak attack damage to initiate combat. Sul-senipul's bow has a nice weight/damage ratio.
2. Darts. Can be used for baiting enemies one by one from stealth but their damage is pitiful. Notable exception is the viperstar.
3. Daggers. Good for low armored enemies but will struggle to pass through a good armor rating. Tons of variety in enchantments. Low weight makes it easy to switch fast between them via hotkeys to apply many effects, i.e: Jinkblade -> Ancient Silver Dagger.
Chameleon does stack, 30 + 20 = 50. Unsure if it's capped at 100 like Sanctuary but even something like 70 is extremely overpowered.
You do have to sneak if you want your sneak level to apply towards detection and for critical hits. At high enough levels you won't have to for slipping past enemies out of combat.
Also a reminder that boot weight is a flat penalty to your sneak skill equal to the weight of the boots. Like with weapon skills you start getting decent at sneaking at around skill level 50, so expect failure often below that.
>>
>>3879446
Thanks bud. I'm going unarmored so boots shouldn't be an issue
>>
>>3879329
It stacks as long as it's from different sources - you can use an item that gives you 50% Chameleon and one that gives you 30% for a total of 80%, but you can't double-cast the 50% one for 100%.
I think it's definitely still worth picking up Illusion because it has a bunch of other useful spell effects (Charm/Calm/Frenzy/Paralyze/Invisibility). If you're planning on relying primarily on items for Chameleon you might be better off going with Enchant, or you could take both - then again, if you're planning on using Enchant a lot you might want it as a misc skill so you don't overlevel yourself.
>>
>>3878419
>GoG, vanilla, windowed mode, using windowed borderless gaming app
>>
>>3878419
Yes
No
Up to you! But its tailored towards a fresh character
No
>>
File: 1763802404943633.jpg (50 KB, 720x720)
50 KB
50 KB JPG
How do I remove the fog?
>>
>>3879674
LOK VAH KOOR
>>
>>3879674
Beat the main quest.
>>
>>3879329
also if you want to make a sneaky beaky character consider the skillfull sneaking mod on nexus, its MWSE but it scale your sneaking movement speed with your skill level.

I wouldnt play a sneaky character without it unless you want to use invisibilty to position yourself.
>>
>>3879943
I don't really like balance mods, especially ones that empower you, even under the guise of "qol". The game already provides you with plenty ways to break it. I think I've figured my guy out, thanks anyway. I love that Morrowind allows you to play an assassin that gets to dress like an assassin, and not in gay fetish spandex.
>>
I've explained Morrowind to a friend and it made me realize how incredible it is.
>So you're a prisoner released into this state, which is part of an empire. The empire of man. You're in an elf country, well, there's multiple elves, there's high elves which are arrogant, wood elves which are more barbaric forrest elves, and then dark elves, which were cursed.
>Some of them like the empire, some don't, and some are essentially migrating native Americans. But they're like Jews, in the way that they have their own religion that is similar but separate from the main one, they await a Messiah but they don't want it to be from the empire.
>As opposed to the mainline temple which rejects the notion of such a Messiah at all.
>And the empire thinks it all silly because they have their own religion
>You can free slaves, influence politicians, sabotage enterprises, become a cop, become a wizard who lives in a mushroom, realize you live in a god's dream
>But not the gods worshipped in those religions
I didn't even get to the game itself, just the backdrop of it. Yes, I did bore him. Fuck him what does he know
>>
>>3879963
>I love that Morrowind allows you to play an assassin that gets to dress like an assassin, and not in gay fetish spandex.
*roll up in iron armor with a warhammer*
*kill some n'wah*
*present writ*
Heh, nothing personal, s'wit
>>
>>3879963
>I love that Morrowind allows you to play an assassin that gets to dress like an assassin
My full Exquisite wardrobe (hand-tailored only by the best in Ald'ruhn) and I agree.
>>
>>3879968
Based autist friend.
>>3879963
It's always weird how people say stealth doesn't work in MW when it makes you avoid detection as advertised. What doesn't work is pickpocketing and maybe you can argue that a stealthy character isn't optimal and makes things harder but that argument fails in the face or roleplaying in an easy enough game so whatever.
>>
>>3879990
>It's always weird how people say stealth doesn't work in MW
That's probably just some roleplayers who tried to level sneak naturally without relying on magic.
>>
>>3880056
>roleplayers
>sneak reliably
What, like crouching directly in front of someone like in Skyrim? There's not much in the way of roleplaying there
And with regards to reliability, there's no other skill you'd expect to "reliably" work at level 35.
>>
>>3879971
Based but for the fact that the people who make your clothes live in dead bugs.
Come by Balmora sometime, muthsera, I'll introduce you to some people.
>>
>Remove main quest
>remove outlander greeting
>join the Temple
>wearable Indoril armor mod
>LARP as wandering Tribunal justiciar cleansing Morrowind
>>
>>3880060
>>sneak reliably
>And with regards to reliability, there's no other skill you'd expect to "reliably" work at level 35.
Weird, I never said "sneak reliably", where did you get that?
>>
File: downloadfile.png (96 KB, 647x500)
96 KB
96 KB PNG
Fuck the tribunal temple
>>
>>3880081
>cleansing
>In the name of false gods and demons
Yeah alright
>>3880082
>Sneak without relying on magic
>Only relying on sneak
>Sneaking reliably
The word is starting to start weird in my head
>>
Morag tong is the only good guild, change my mind
>>
>>3880096
>>Sneak without relying on magic
>>Only relying on sneak
>>Sneaking reliably
>The word is starting to start weird in my head
Be more careful about that in the future
>>
>>3880097
Conceptually maybe, and finding the hideout by myself is one of my favorite memories in vidya, but the quests fucking suck. Rewards aren't half bad though.
>>
>>3880126
They are what they adversite, no drama, no pplitics, no ass kissing

Just kill and cash in, done
>>
>>3880126
Similar to radiant quests from what I remember, except morrowind has fewer options for stealth. It wasn't what I hoped for from assassin faction and gameplay.
>>
>>3880091
Would Ukrainians be Orsimer in TES?
>>
>>3880128
>get cucked out of half of your rewards by killing people before you were supposed to because muh writs
Eno Hlaalu can go fuck himself
>>
>>3880148
You arent supposed to kill them beforehand you swit
>>
>>3880151
It makes sense for the typical writs (non-hostile npcs standing around in cities) or ones you have to go out of your way to find, but a bunch of your targets are hostile-on-sight NPCs that are otherwise indisinguishable from other hostile NPCs you'll kill by the dozen.
>oh, you killed some random fetcher who attacked you first along with his other six buddies while you were exploring a daedric ruin 30 hours ago?
>looks like I'll be keeping all of your reward money!
Fuck you. Maybe you should find some other outlander to do your killing, you double n'wah
>>
>>3880156
I recall some other quests also do this (Lowering reward if you did it beforehand) not an issue exclusive to the morag tong
>>
>>3880159
It isn't, but it always stuck out to me with the Morag Tong because they're all about killing people. In some cases I understand, but it's silly for them to care about you "dishonorably" killing some fucking daedra worshipper in a cave.
>>
>>3880128
They advertise assassinations. I guess fist fighting a mage to the death in the center of a city or searching for random guys in caves to kill could count as "assassinations" if we're very liberal with the use of the word.
>>3880145
Yeah, this.
>>
After giving it some thought though, I'm thinking that 1v1ing randoms in the city square thematically make sense as public executions, especially if the assassin has the legal right to act that way.
That said, chasing fuckers in caves is unacceptable.
Oblivion is probably the only RPG who got assassins right. They even had the decency to give you robes after the gimp suit
>>
>>3879212
>>3879341
I think chugging sujamma or going out of your way to find busted weapons satisfy the conditions to qualify as metagaming. And vendors sell shit weapons.
>>
>>3880299
That khajit in balmora sells some pretty good bound weapons
>>
>>3880299
You can buy a silver longsword at level 8. Also, do people really drink sujamma? I never once did back in the day.
>>
>>3880091
>Breakaway state that fights the now weakend Empire they used to be under
>Share culture, history and religion with said empire
>Peace meetings are overseen by a younger, chauvinistic empire which supports their war effort
They're 4th era Nords
>>
>>3880301
Oh yeah that's a good point. Though I've always considered bound weapons cheating and thematically it wouldn't have made sense for that character.
>>3880302
I only do it if I level up alchemy and or I'm playing a drunk
>>
We all know longswords are the best melee weapon in the game, whats the second? Short blade? Axes? Blunt? Spear?
>>
>>3880307
It's a roleplaying choice. Long blades are good for paladins, axes are good for barbarians, blunt is good for clerics, short blades are good for sneaky shits, spear is fun for a dragoon or hoplite or something
>>
>>3880307
>Axes
>only ONE artifact weapon
lol
Imao
>>
>>3880311
Let me guess, you think you need more?
>>
>>3880313
Yes, variety would had been nice
>>
>>3880311
To be fair, axes dont seem common in morrowind so its no surprise only one artifact axe exists, these guys are still living in old times
>>
>>3880314
You like to dance close to the fire, don't you?
>>
>>3880316
>these guys are still living in old times
Axes are one of the most ancient weapons, far older than swords.
>>
File: vzc9gmppodge1.png (1.09 MB, 1800x1800)
1.09 MB
1.09 MB PNG
This artist alone forever tainted morrowind image
>>
>>3880311
Axes dont need artifact weapons to be quite honest, they have the Daedric Battleaxe that is available right at the start, weight 0 and cost 6 mana for 1 minute.

Drink one (1) sujamma and it deals 1-120 damage with a +10% accuracy. The game is already over.
>>
>>3880302
>Also, do people really drink sujamma?
I do, it gives an reason to visit inns and taverns. Moreover, even if you dant want to use them in battle you can still drink them to carry around heavy loot. So you can roleplay a drunk berseker/salesman.
>>
>>3880417
>it's fine to break the game with exploits because my character is.. uhhh... drunk all the time!
>>
>>3880307
Blunt are actually better than longswords as a classe in my opinion. I dont liek them, but they have a little bit of everything. Club as a stand in for short blade (they strike fast, have high lower-end damage) Mace as one handed longswords, staves as fast weapons that can carry good rider effect (ebony staff has high enhchant value, premade have staff of war and peacemeaker) Their two handed mace are almost as good as their axe counterpart, with 1.5 reach.

Swords are better late game due to their higher damage over time but clubs are basically the second best in all niche.
>>
>>3880421
>Using an easily available item the way the devs explicitely intended it to be used is an exploit.
>>
>>3880425
I strongly doubt that Todd wanted for you to chug 50 bottles of sujamma to the point where you can one shot any enemy in the game at level one
>>
>>3880429
>50

Just one is well enough for most battle, 50 strength means 50% more damage.
>>
>>3880319
Her butt has freckles too :)
>>
Sunder is literally the best weapon in the entire game and one handed to boot, this proves blunt is superior
>>3880464
Fuck
>>
Only 14 TES threads on the front page? Only 4 of them specific to Morrowind? Those are rookie numbers, son. Old /vrpg/ would have had 20 threads for Morrowind alone.
>i can't blame anyone though, there's a TES general but like all generals it's all degen coomer shit. Coomers need their own general subchannel for containment.
>>
>>3880594
Half vg threads are coomerbait at this point, it needs to be cleansed

Anything similar to the ffxiv threads of just mentally ill anons posting their toons and roleplay instead of ANY KIND OF GAMEPLAY needs to be removed
>>
>>3880594
>Janitor application acceptance emails are being sent out. Please remember to check your spam box!
>>
>>3880518
i thought skull crusher was better
>>
>>3880156
>>3880167
sure it's annoying from a gameplay perspective, but otherwise it kinda makes sense. there's no reason for someone to hire assassins to kill someone who's already dead. besides that, morag tong constantly keeps underlining the importance of operating strictly within legal bounds and how they're "not just some murderers", which includes the strict chain of command and writ bureaucracy.
>>
File: yuduav387fve1.jpg (939 KB, 3500x3500)
939 KB
939 KB JPG
>Start a new file
>Get daedric weapon from that cave quest near balmora
>lose all the joy of a challenge
>restart another file
>Get daedric weapon-
WHY AM I LIKE THIS
>>
>>3880797
sell the weapon if it's op
>>
File: 20251113171748_1.jpg (1.43 MB, 3440x1440)
1.43 MB
1.43 MB JPG
>>3880594
This is the only Morrowind thread I see on /vrpg/ buddy
And yes /vg/ is niggercancer especially /tesg/ they only want to post and discuss their virtual barbie dolls instead of the games
>>
>>3880904
MURDER THE WHORE
>>
How do you justify an argonian/khajit becoming the leader of a guild or great house

the more outlandish the reason the better
>>
>>3880797
At some point you realize 90% of any smart decisions you'll make are gonna carry your ass. Even something simple like Conjuration as major for Bound Dagger spells GG. So do your thing and just make a cool character, some will be stronger than others but you shouldn't care.
>>
>Just go to this bumfuck cave NOWHERE close to any fast travel service
>also have to cross water
NIGGERS
>>
File: mayneee.png (122 KB, 286x464)
122 KB
122 KB PNG
>>3880926
Elder wizard uncle Tomcat Khajiit who thinks those skooma addict thief lowlives fuckin deserve it. Maybe even purchases a few slaves himself, though he'd much rather stay away from other beasts. Joins House Telvanni and ends up leading it (though he'd much rather live in the Hlaalu Stronghold). Probably pals with Divayth Fyr, loves Colovian fur helms.
>>
>>3880998
Dont forget the khajit bitch slaves, dozens of bitches for your stronghold with competitive salary
>>
>>3880967
First time in Sheogorad?
>>
>>3878408
>Friendly Morrowind thread.
hell yeah
>Where have you been exploring in Tamriel Rebuilt?
nevermind, fuck you
>>
>>3881038
Why so hostile bwo
>>
File: 1749969683691619.jpg (90 KB, 680x1019)
90 KB
90 KB JPG
In this playthrough I spent like 90% of the game in Narsis, I really liked the Arena and found it perfectly balanced, For comparison the arena mod has dozens of fights where you can loot glass armor meanwhile here you won't be getting more than 1k per fight and that's if you bet on yourself. The fights not being deadly is nice for immersion.

The new hlallu content is 10/10, but I disliked the quest where you have to pay 10k or 12k to get someone killed with no other options, and you don't even get paid the expense on completion.
I like the rival gang quest, Could have been cooler if you get some help instead of doing it alone but whatever, the loot here is in the millions.

I like the stock trading feature and the fact that ingame events and quests effect them is insane, the 12000/day cap is nice for balance.
The city itself is really nice and I like the variety in markets and shit, the bazaar is cool too. Gambling is a cool idea, Maybe it can have better games, maybe I'm a brainlet but beating the "AI" in solved games is impossible, I prefer if we can just play a randomness/luck based game instead instead of trying to play against something that can see all possible results of any move you can possibly do.
>>
>>3880632
>do it for free
what kind of tranny-level subhuman do you think I am?
>>
>>3881062
The kind that posts on 4chan and is constantly obsessed with how other people live their lives.
>>
>>3881061
Isnt the gambling in the bazaar tic tac toe? Or you are talking about the dices
>>
How do we fix Destruction magic? Its easily the worst magic skill
>>
>>3878964
your health is low, do you have any potions? or food?
>>
>>3881003
spoken like a true skooma addict
renounce your hood elsweyr mentality
>>3881114
>picture taken inside the council club
though you're not the first idiot to respond
>>
File: Sheet.jpg (858 KB, 2560x1440)
858 KB
858 KB JPG
>>3878964
>And I'm aware I've overdone it with Personality.
A trve Nord paladin always personalitymaxxes, to properly roleplay a noble knight.
>>
What's the best way to make hella money other than donating to the museum
>>
>>3881195
>What's the best way to make hella money other than donating to the museum
You basically have to go out of your way to not become filthy rich in Morrowind past the early game, and apply limitations and restrictions to yourself. Obviously avoid Creeper and the M*dcrab merchant. I personally choose to limit expensive goods to what I can get out of one trade, so if I sell a glass sword worth 40k and I get 3k out of it, that's the way she goes, bubs. Not waiting a week of in-game time while bartering back and forth with things like ebony bracers to squeeze more value from a trade.
I like to pick things up worth a ratio of 100:1 gold:weight. Brandy, flin, rare alchemical ingredients, gems, scrolls, high-end gear, etc. Just be thorough about exploring and looting and you'll find plenty of money.
IMO TES games feel really good if you nerf (completely stop) skills increasing through use, and only increase through paying for training. Makes gold feel valuable for the entire game, rather than being trivial after the early game.
>>
>>3881193
>7 partially used hammers
Thanks, I hate it
You are a true f'lah for having The Lady birthsign
>>
>>3881197
Bugs me too. Out of old habit, I always use one of the quick hotkeys set to my stack of hammers for post-combat repairs, and the hotkey grabs one of the unused ones, until it goes through the whole stack of unused ones and leaves a pile of half-used hammers.
>>
>>3881196
The problem I have is that I completely refuse to pick up things I don't use in order to sell, unlesss I could imagine putting them in my pocket (diamonds and pearls and such) or they're obscenely expensive, only the obscenely expensive items I usually end up displaying at my home.
And yeah I always train heavily, I always have something like 10k spent on that by the time Caius leaves
>>
>>3881195
How exploity do you want it?
>>
>>3881386
Not too exploity at all
>>
Man why is the ONLY nice dark elf the first one we meet?
>>
Reminder that one is not born but rather becomes Nerevarine
Reminder that all of the prophecies could be fulfilled by any orphan, provided he is lucky enough to be one of the few not killed by Divayth's potion
Reminder that all it takes to be named Nerevarine is to buy a slave and dress her up, clear up a daedric ruin and kill two barefoot hicks in a tent
Reminder that all it takes to named Hortator is to kill a few assholes and please a couple of histrionic Telvanni hags
Reminder that all it takes to not be killed by Nerevar's ring is to satisfy the whims of the Daedric Prince who literally hands it to you, that is of course provided that the myth surrounding the ring is true, which is highly unlikely
Reminder that the rest of the prophecies have nothing to do with you
Reminder that Tiber Septim himself blesses you on your quest to save the Imperial province of Morrowind
Reminder that you are an agent of the Emperor and a servant to your Empire
>>
>He plays the main quest
>>
>>3881339
Sounds like your only issue is that you don’t like to loot and sell heavy gear. I’d suggest picking some value:weight ratio that lets you pick things you feel are reasonable to loot, and some maximum weight you feel is unreasonable to loot. I suggested 100:1. Now get out there and kill some n’wahs.
>>
>>3881414
>to not be killed by Nerevar's ring
I always thought that Nerevar's ring wasnt dangerous at all and that it was mostly folklore. The fact that the enchantment itself is also quite bad just reinforce how badass Nerevar really was.
>>
>>3881090
>Its easily the worst magic skill
Its mainly used and usefull for lowering resistances at high level.

Its quite good early game as a main for;
15pt damage over 3 seconds: cheap cliffreacer killer
54pt/2second on touch: Again cheap 108 damage spell, it kills pretty much everything until level 20.
>>
File: 20251127165952_1.jpg (837 KB, 3440x1440)
837 KB
837 KB JPG
>walked in on Caius like this
>don't even know which mod does it
>>
>>3881450
I CANT SEE SHIT HOMIE
>>
>>3881450
>don't even know which mod does it
Mods were a mistake
>>
>>3881436
I handicap myself quite heavily with regards to that, yeah. My main source of income used to be dwemer coins but my imperial doesn't love trading contraband.
>>
File: 20251127172907_1.jpg (1016 KB, 3440x1440)
1016 KB
1016 KB JPG
>>3881484
they cool tho
>>
>>3881443
I don't think the enchants reflect the in lore power. It was still a ring made by the dwemer with dwemer fuckery and enchanted by Azura if I remember correctly?
>>
>>3881488
Find me a mod where Scribs carry inkwells and brushes and drop legal court transcripts and I might be persuaded
>>
>>3881486
I enjoy designating one merchant I like the most for each sub-type of goods usually the one with the most money, and near a convenient fast travel point and then hopping around the silt striders and boats to visit each in turn when it's time to unload my loot
>>
>>3881490
>It was still a ring made by the dwemer with dwemer fuckery and enchanted by Azura if I remember correctly?

Thats what the legend says yes.
>>
>>3881394
Well then. Seek vampire hideouts and sell their dusts for 500 a piece in Nacalaria in Balmora. A simple firebite spell cam wreck them even at high levels.
>>
>>3881494
My characters befriend vendors based on, you know, his character. Currently I only get my stuff repaired at the Imperial Legion and Imperial Legion adjacent personnel. It's not such a bad deal since I've been leveling up speed.
Potions and such I get from the cult or Nelanya whom I've befriended in the Thieves Guild mission.
If I buy from strange towns I never barter since my character has to be in a rush if he deals with strangers
>>
>>3881491
A scrib would make a cute creature merchant
I collect those mods, I've also found a traveling cliffracer trader and a horrifying multi-headed bear that I'll probably steal the idea of and move to Solstheim
>>
>make a character with no magic as a challenge
>theres so few non magic skills that are actually good I ended up filling my minor skills with crap like speechcraft
I wish the skills were better balanced. Half the stealth skills are useless or just really unfun to use.
>>
>>3878408
The Redoran part of morrowind better be here by 2027 at the latest.
>>
>>3881635
Huh, I always run into the completely opposite issue of grinding and leveling up magic skills to unlock utility spells and then 5 minutes later finding an enchanted item or potion that does the same thing, only better. Granted I never bothered much with destruction or restoration or the like- but potions let alone sujamma or enchanted items seem to be more than sufficient in combat.
>Half the stealth skills are useless or just really unfun to use.
I'm playing through my first sneak character and it's pretty fun to go about your business undetected and oneshotting out of stealth. Granted you'll need some chameleon but those items are pretty easy to come by early in the game. Though I see what you mean, you might as well acheive the same result quicker and more efficiently with invisibility and obscene destruction spells.
On that topic, I truly hate that in order to employ an enchanter you have to provide the gem- maybe that's reasonable- but the spell as well?! I don't know magic retard, that's why I'm paying you.
>>
>>3880307
It would be cool if enemies had different resistances to weapon. Like skeletons being weak to blunt damage and stuff.
It'd make weapon types feel more unique and give you a reason to take more than one weapon type like the premade classes do.
>>
>>3881679
Damn shortly after writing this I've had this notion of a mage assassin using only Drain Health on touch for obscene amounts, maybe alternated with elemental damage depending on enemies' resistances- alteration and mysticism for utility, and illusion for *teleporting behind you* and sneaking in and out of combat. The perfect assassin. Way better than short blade, that's for sure.
Morag Tong to make cash, Mages Guild, Telvanni for when you get bored of picking mushrooms or Redoran if you choose to be an honorable assassin, Temple if you end up liking the Dunmer on your quest to save them and wish to learn more about their culture.
Which reminds me of an aspect I strongly dislike about Morrowind, that you have to level up certain skills and attributes to progress in a guild. You have to know magic to do Shrine Sergeant missions- essentially being a collector for the Imperial Cult? Thieves Guild won't advance you if your sword is longer than x inches? Not that I prefer the Skyrim model but there were better ways to go about it. Just add an extra couple preferred skills to each faction. Imperial Legion provides you with medium armor and they won't advance you if you wear it for fuck's sake.
>>
>>3881675
more hlaaluslop until 2028 i fear
>>
say i wanted to kill some >bad people and causing >bloodbaths but didn't want to chug >alcohol before engaging in combat.
What's the best way to level up alchemy quick and create a reliable amount of potent fortify strength potions?
Scratch that I'll visit trainers, can you make busted fortify str or attack potions?
>>
>>3881553
>play a race that is all about persuasion and trading
>refuse to barter with strangers
Least autistic Imperial
>>
I hope we get a new update for skyrim next year, the space we have right now is great but really small.
I can't wait to see some of the other major cities.
>>
>>3881696
Attack I don't think so. Alchemy has limited effects. Anyway you can stack smaller potions if you don't feel bad abouth that.
>>
>>3881696
Attack no, Strength you can make but you're not getting anywhere near the efficiency of Sujamma without exploits. Just buy some normal Fortify Strength potions from alchemists if you don't want to be a Sujamma addict.
>>
>>3879674
Install volumetric fog
>>
File: Screenshot (1018).png (2.41 MB, 1920x1088)
2.41 MB
2.41 MB PNG
It's the right thing to do.
>>
>>3882267
bro just use massgrave
>>
>>3882267
Holy based.
>>
>>3882267
If only we could erase all traces of the unholy works of the dwemer.
>>
>>3882320
ahem
FUCK DWEMER
FUCK DAEDRA
FUCK TELVANNI
FUCK CAMONNA TONG
FUCK SKOOMA DEALERS
Not too sure how I feel about slavers
FUCK ASHLANDERS
FUCK THE TRIBUNAL
>>
>>3882473
>FUCK TELVANNI
t. Kaushad
>>
File: good city.jpg (616 KB, 3840x2160)
616 KB
616 KB JPG
>>3882477
>no you don't get it
>navigating retarded mushrooms and dealing with histrionic hags and and bitter fags is good actually
n'wah please
>>
>>3882478
Serjo...
KauCHAD is the Zainab guy who wants a thicc Telvanni wife
>>
>>3882478
>>no you don't get it
>>navigating retarded mushrooms and dealing with histrionic hags and and bitter fags is good actually
This but unironically
What's the matter, peasant? Can't afford enough Rising Force potions because you're unable to levitate with your feeble willpower? The top floor of my mushroom is an n'wah free zone
>>
>>3882481
Ah shit yea my bad
I can't be expected to remember and tell apart the names of all those guarfuckers
>>3882484
>Can't afford enough Rising Force potions because you're unable to levitate with your feeble willpower
Yeah sorry I've drank them all trying not to step in the 58 fucking eggs meticulously arranged on the floor you fucking schizo
>>
>>3882487
What's the matter bro, you don't like ash yams? Typical foreigner, doesn't appreciate proud Dunmeri traditions. Having dozens of lizards slave away for those kwama eggs is a cultural right!
>>
>>3882487
>Therana has an entire mine full of slaves engaged in pointless labor harvesting eggs she doesn't even use
Utterly based.
>>
>>3882493
>you have to mine ALL the eggs
>>
>>3882497
kek
You're a real one, f'lah
>>
God I hate the dungmer and their Kirkbride-supplied glaze.
>>
>>3882513
So… seen any elves?
>>
>>3882518
I love Lynda Carter's voice work for these games
>seen any... elves?
>>
>>3882518
Tribunal kind of sucks. I'm halfway through finishing it for the first time but I'm not having as much fun as I thought I would, and I've been excited to play it since I was a kid, just never got the chance before.
>both the story and the city feel rushed
maybe it's because there's no Caius to walk you through the story and no notes are given to you to read and so on, but these aren't just whims or preference, they help with the pacing of the game. Instead here you spend a good amount of time figuring out who sent the killers after you (with a couple of good misdirections early on to set the tone)- and eventually you just get a mark in your journal that it must have been the king, there's no one else whose name starts with H, then you bring it up with the guard and he just hits you with "it is what it is". And then the reason for that is a misunderstanding? I understand that another twist might come but nonetheless it's still a very poor approach And all the while you're still doing quests for the king and the guard?
The city is very poorly organized and unwarrantedly empty and each interior is crammed with tight corridors. It's as if you had an entire main quest set in Vivec City, only prettier, I guess.
And don't get me started on the enemies. Fucking goblins giving you a hard time in the sewers, of all things.

You can really tell how with this they've set the tone for the next games. The scripted assassination of Barenziah is a prime example, it reminded me of that quest in Oblivion with the grave robber.
>>
this wasn't meant to be a reply
>>
>>3882750
I wanted to beat Tribunal for the story but I just cant do it. Its such a slog.
Hard to justify going through those copypaste sewers when there's so much good vanilla or modded content I could be doing instead.
>>
File: savile_thumbs_up.jpg (69 KB, 570x428)
69 KB
69 KB JPG
>>3882497
>tfw you encounter an actual oldfag among all the Tumblr and Reddit refugees
>>
>>3881430
Why wouldn't you? It's actual kino.
>>
>>3881450
Looks super comfy ngl
>>
File: dag.png (329 KB, 480x345)
329 KB
329 KB PNG
>>3882811
>le so good to meet a fellow oldfag
>to an eat all the eggs reference
get a grip
>>
>>3882805
I just run along with Chameleon and Invisibility so I'm not even bothered about that, not that much. Having to chug sujammas and potions to fight the Hand and that faggot bosmer was less than ideal though.
That's circumstantial though, I don't mind the combat. But you're helping Almalexia when her explicit goal is that of Dagoth Ur's, to drive outlanders out. But it's fine because you're two-timing her for Halseth. But I thought I was two-timing him for having tried to assassinate me.
I'm waiting for the twist. I had Sotha Sil being whacked spoiled ages ago so hopefully something else happens that's interesting.
>>
>>3882811
it literally gets reposted on pol every week
>>
>>3880904
what ui mod is this
>>
https://en.uesp.net/wiki/Project_Tamriel:Skyrim/The_Missing_Skull
Has anyone here done this quest in Dawnstar? I'm supposed to talk to the prince to get him to allow me to represent the Orcs but he refuses no matter how high his disposition it.
I can just steal the skull but that doesn't really fit my character.
>>
>>3882970
You can duel his guard for it which I tried but he clapped my cheeks hard so I reloaded and stole it since I was playing a rogue character anyway.
>>
>>3882995
I couldn't get to the point of dueling him because of the prince bugging out.
I ended up just using console commands to trigger the duel. Its a cool quest, shame it didn't work for me.
I kinda wish I had made a rogue, not much for a knight to do in skyrim yet since there's only one fighters guild chapter and there's no companions or markarth kingdom questlines yet.
>>
>>3882750
My interpretation is that they tried to have a mix of Daggerfall investigative type of storyline mixed with Morrowind more linear approach but ended up taking the worst of both world. Add to that the Todd approach (who by this point was unchallenged) of dumbing down everything for the player and you have Tribunal as a precursor to Oblivion.
>>
is the whole of morrowind encountering enemies which are too hard to beat conventionally
then finding and exploiting an unconventional means to defeat them (which most of the time comes down to chugging sujamma?)
>>
>>3883312
Its only like that for the first couple levels really.
Once you start levelling up a bit you can deal with most stuff normally as long as you are prepared.
Then around the level 10-15 mark you start becoming op and nothing really challenges you anymore.
>>
File: jeff k's tomorrowind.jpg (717 KB, 2560x1440)
717 KB
717 KB JPG
>>3883312
>is the whole of morrowind encountering enemies which are too hard to beat conventionally
>>
>>3883321
>Then around the level 10-15 mark you start becoming op
I believe it's whenever you get a daedric/bound weapon
>>
>>3883312
>is the whole of morrowind encountering enemies which are too hard to beat conventionally
No. You just suck.

>>3883330
>I believe it's whenever you get a daedric/bound weapon
You can get bound weapon at level 1-2 in Balmora.
>>
>>3883330
>gets oneshot by any Nord with a warhammer
>>
>>3883346
Load a save and hit him first
>>
>>3883350
>flubs your attack
>gets staggered and two-shot
>>
>>3883321
I mean not in DLCs, not unless you're doing freaky wizard shit. In tribunal I can think of 4 enemies which you're simply unable to kill without shenanigans, and can kill too easily if you know what things to abuse
>>
>>3883338
But I don't suck, I can kill pretty much everyone provided I'm allowed a trip to the tavern first
That's the issue I brought up in the first place you illiterate edgelord retard
>>
>>3883370
>But I don't suck
The very same sentence
> provided I'm allowed a trip to the tavern first

Yeah, it's official. You suck.
>>
>>3883372
>You don't play the game well if you take advantage of this broken mechanic
>You only play it well if you make use of this one other broken mechanic
What the fuck are you even talking about you dumb Pakistani? Make your point clearly or eat shit and die and go stink up tesg with your over it edge
>>
The reachmen huts are so cool.
>>
>>3883370
Yeah, but if you didn't suck you'd be able to do the same thing without being an alcoholic.

>>3883373
You're the only one whining about having to use crutches, you seething nigger.
>>
>>3883312
Early game is like that. Most people on the island are level 5-10ish so if you're fighting people instead of creatures it's tough until you have a few levels under your belt
>>3883330
Nah, they help you punch significantly above your weight but any NPC with a decent armour count or Agility stat will still rape you.
>>
>>3883379
>Nah, they help you punch significantly above your weight but any NPC with a decent armour count or Agility stat will still rape you.
I'm fairly confident I could start the game and massacre my way onwards unhindered. There's a handful of tough NPCs in the world, but morrowind's danger is greatly exaggerated.
>>
File: 25430472026259690.jpg (684 KB, 3440x1440)
684 KB
684 KB JPG
>>3883184
I had a lot of issues with the quests in Skyrim. Some I had to use console commands to get around, some I had to open a bug report on their d*scord and wait for an update. One example being the Thieves Guild quest where you get locked in a vault and have to find the lever to unlock the door, I just Divine Intervention'd out but this broke the quest because apparently the quest designer forgot Morrowind has teleportation spells. Overall I didn't think Skyrim was that good, because of aforementioned quest issues but also I found the lore and world design a bit boring, and the map itself annoying as FUCK to traverse with all the dumb mesas and mountains everywhere. Like to get to Dragonstar from Karthwasten on foot, which are quite close together on the map, you have to go south then east then do a big trek north then a big trek west again to get around the mountains. Plus the performance in the cities is dogshit even compared to Old Ebonheart. Cyrodiil I thought was 10/10 and I came back to it play through it again but I won't touch Skyrim again until at least the Markarth release.
>>3882939
I have a few UI mods there. Better Bars and Zerkish Hotkeys are probably what you're asking about.
>>
>>3883379
You can pretty much beat anything with sufficient ''preptime'' and ressource usage.

Becoming stronger in Morrowind simply means that you have, at the same time, more ressources AND more ressource-efficient. Thats all.
>>
>>3883376
>using sujamma is cheap
>unlike stealing the platter, running straight to the Daedric tanto, abusing alchemy
Or whatever your preferred method of "not sucking" is. Man you're dimwitted
>>3883379
I was thinking more about Tribunal where everybody is level 50 or so
>>
>>3883564
>>unlike stealing the platter, running straight to the Daedric tanto, abusing alchemy
Go find the post where I mentioned any of those things, you seething illiterate faggot
>>
>>3883565
Hence me saying from the start
>Make your point clearly or eat shit and die
>whatever your preferred method of "not sucking"
I saw your pilpul from miles away you slimy kike
>>
>>3883568
>suck at video games so hard you can't even conceive of playing them without a crutch
>when people make fun of you, only recourse is to start vomiting out buzzwords
kek
Keep seething, you retarded monkey
>>
>>3883570
like i said, eat shit and die jew boy
>>
>>3883579
>>3883570
>>
>>3883488
Yeah the mesas are super annoying, especially in the area around Dragonstar. I just use levitate potions to get over them, I can never find the proper path up.
I've been liking it overall though, visually it looks great. I love the forests north of Karthwasten.
The region does feel pretty "vanilla" I guess. I think once we get deeper into skyrim things will get more interesting. The reach doesn't really have much going on besides the reachmen and Markath which isn't out yet.
I'll probably go to Cyrodiil next, I've only explored a tiny bit of Anvil on a previous character.
>>
>>3883312
morrowind sucks, but its combat is too braindead to pose any challenge dude, stop telling on yourself
>>
File: TR-npc-Gaenor_02.jpg (139 KB, 1000x1000)
139 KB
139 KB JPG
>>3884011
not when you're doing tribunal at level 20
why are you people acting so dense
>>
Its a shame the dlc both kind of suck, morrowind really could have used some good high level content.
>>
>>3884044
I found Bloodmoon to be more difficult, but only at the very last maze. Then again, I was also playing as a pure mage, so my playthroughs are automatically easier than meeleetards'.
>>
Does conjuration and illusion pair well? To conjure my own weapons and charm/paralyze enemies. idk what other skills to pick, never really dabbled with magic characters.
>>
>>3884074
Alteration is the most useful out of the lot with levitate, unlock, jump and feather (though you'll usually find enchanted items that do that for you well enough), lock is fun for shenanigans if you manage to bait enemies into a room and leave them there
Conjuration for weapons is busted early on and you won't really find better options until very late in the game, and by then it will have paid off its investment when you can summon daedra
Paralysis is good early game and maybe for bosses but at higher levels you'll be killing things so easily it won't matter much. Illusion is good for chameleon and invisibility if you don't want to be bothered by cliff racers and such every other minute, but again, plenty of enchanted items take care of that for you.
The only useful Mysticism stuff is Intervention and Mark/Recall- again, plenty potions and amulets for that. Absorb is pretty good too I guess, that might be worth the investment. Same with Restauration with Fortify and Restore, maybe.

So really the only magic that I think is worth learning is Destruction and Conjuration. Everything else is trivialized by scrolls and enchanted items, imo.
>>
>>3884074
Pretty much all the magic skills except destruction are good.
Alteration has kino quality of life spells like Jump, Water Walking, Water Breathing, Levitation and Open, all of which you'll be casting regularly in the mid-late game
Restoration is good for not just healing, but it also has the buffing Fortify spells
Mysticism is Destruction-but-better with Absorb spells, and having a high enough level to flawlessly cast Recall is good quality of life.
>>
File: Spoiler Image (11 KB, 395x243)
11 KB
11 KB PNG
>>3884095
>implying
>>
>>3884101
Hes right though, destruction is pure rubbish followed by restoration
>>
>>3884136
Restoration is quite usefull with fortify skills.

Magic is Morrowind follow an inverse logic from other the more traditionnal fantasy games' quadratic wizards. Its quite usefull early on and get obsoleted when you get enchanted items.
>>
I hope we get to explore some of Orsinium one day.
>>
>>3884089
>>3884095
Thanks bros, I'll add Alteration to my skill list. Looking like this so far:
Conjuration
Illusion
Alteration
Long Blade or Axe
Light Armor
Not sure about minor skills, I read you can really throw the game off balance with Alchemy and Enchanting, I'd like to avoid that if possible.
>>
>>3884136
Restoration is a perfectly valid school of magic.
>>
>>3884446
It helps to consult this https://en.uesp.net/wiki/Morrowind:Level
On my latest character I don't have eiter long blade or heavy armor as major or minor and I've trained them from nothing to the 80s without leveling my character up. Good for scaling, bad vs enemies with set high levels.
I'd say pick enchant only because it's better than having to stress about magicka, especially for utility spells. You don't HAVE to break the game.
>>
Serious question. I'm not trying to troll, but I'm trying to understand why other people play Morrowind. I've beated the entire main game and keep coming back for Tamriel Rebuilt but I'm only doing it for the exploration and lore and can't stand the gameplay. The world doesn't feel real and it never has for me because it feels like the player exists separate from it. Does anyone actually have fun playing Morrowind? I could never get into it for any other reason but the story and details.
>>
Why do boomers love Uncwind
>>
File: Screenshot (1021) - Copy.png (2.14 MB, 1920x1088)
2.14 MB
2.14 MB PNG
>>3884916
The fun for me is making up a story for my character and have it play out in my head with some support from the game itself.
With regards to gameplay, for me it's about finding different ways to become really strong. I've done alchemy for the first time now, I'll do enchantment on my next character and who knows what else.
>>
>>3884916
>I'm not trying to troll, but I'm trying to understand why other people play Morrowind.
Why?
>>
>>3878414
Indoril soon, n'wah.
>>
>>3885069
I want to know if I'm playing the game wrong or if the people who like playing Morrowind just have different motivations for playing games
>>
>>3885096
Could be both, what does it matter
>>
>>3884916
>TL;DR: Morrowind is a 3D visual novel/interactive book first, game second

You're not wrong. While the game does a great job at creating a believable culture and gives the player many chances to learn about it, it's not done so in a way that complements the video game format very well.
The NPCs are fully static—they don't eat or sleep or have a schedule—and provide the same kinds of responses(mostly) which are entirely encyclopedic and hardly resemble natural conversation. There isn't a single person who *doesn't* know where every single merchant or important person is located, even if the city is supposed to be large lorewise and the character lives on the other side. This is somewhat mitigated in Vivec due to engine limitations. None of the NPCs are uncooperative or at least unfriendly outside of some barks or low disposition—something that can be easily mitigated—in contrast to the way dunmer are told to be, in the lore(Sidenote: why did the developers add the 'outlander' lines to non-dunmer? Like, buddy, YOU'RE an outlander, too.). All of this combined lessens the impact of a realistic world, turning one of the most important aspects that make the world breathable and livable into exposition dumps, merchants, and quest-givers.
Then, there's the fact that for a game that is fully 3D, it's use of dice roll mechanics in combat is highly unintuitive for people who have no experience with this kind of system. Particularly, communicating whether or not the hit truly connects or not. Take Neverwinter Nights, for example. In that game, there were animations to showcase if your character blocked or dodged the attack. It all means that you didn't roll high enough, but not only does that game provide you with traceable hit rolls calculations, you can understand if the hit connected, even if you're not paying attention to the messages simply by looking at the combat. Even Daggerfall had a 'parry' sound effect that added the immersion and 'realism'.
>>
>>3885164
(cont.)
Then, there's the fact that combat in general isn't anything special—just spam the LMB with larger pauses in-between in relation to the size of the weapon, and you're good to go. For an action RPG, the action part is severely lacking. Compare it to Gothic. Yes, it's more 'action' than 'RPG', but the way it goes about proficiency in a weapon skill is worth a mention. Plus, they were released at approximately the same time. What I found great about it was that it was a mix of the character's skill and the player's skill. Morrowind—you just press the button and, if your skill number is high, you hit. Gothic has your character use the weapon poorly the lower your weapon skill is, but you can still swing it and hurt the enemies. In Morrowind, the high number just adds the chance to hit. In Gothic, the high number allows your character to actually be better at combat and involves the player's own skills more deeply. You can even perform some combos and dodges, too. I could talk more about how Gothic creates a better *gameplay* environment, but, uh, I don't want to.
Now, finally, I'd like to mention the sacrifices that had to be made at the expense of Morrowind's world to have it run on consoles. Primarily, how the lore is poorly reflected in the game itself. If you decide to read books to learn about the world, you'll soon realize that what you read and what you play are two different things, however intersected they may appear. It harkens back to my point about NPCs being static: the world seems like it might be this grand and wonderful place, but your involvement in it is severely limited. There are barely any roleplaying choices to be made and you can't make any impact on the world around you and on others. Apart from the main quest, the rest of the quests are written in a boring fashion and demand little involvement from the player outside of 'go there and kill/get that'.
>>
>>3885164
>>3885165
kill yourself for this AI shit
>>
>>3885179
I wrote it all myself. Although, I have been compared to an AI quite a lot. Do you have any actual criticisms/arguments or not?
>>
>>3885179
It's just that it's been overrehearsed over a 1000 morrowind threads
>>
>>3885207
what is the point of a Morrowind thread if you believe it's preposterous to discuss Morrowind in it? Why did you come here? What's the point of online discussion places if everyone in them autistically refuses to discuss the thing
>>
>>3885222
Did someone here refuse to talk about Morrowind?
>>
>>3885197
>>3885164
>There isn't a single person who *doesn't* know where every single merchant or important person is located
I've noticed that as well. I could potentially see a workaround where you introduce cells in cities, or give different responses based on class or race or what have you, even locations but really- why? Just because you stumble upon someone at the edge of town, doesn't mean that he or she is always there, if you want to help with your immersion. But people have these critiques of Morrowind that they don't apply to any other RPGs of the time. There's no "dynamic schedule" in the early 2000s, most games barely had day-night cycles.
>Even Daggerfall had a 'parry' sound effect that added the immersion and 'realism'.
Yeah, morrowind has a "hit" sound effect as well. Though an animation couldn't have hurt. Late in the game you see plenty staggering anyway, though.
>What I found great about it was that it was a mix of the character's skill and the player's skill. Morrowind—you just press the button and, if your skill number is high, you hit
You can find just the right spot between early and late game where you neither spam click to increase your ability nor one shot most things where dodging attacks and certainly magic matter a lot. Admittedly, the melee combat is lacking, though, no one will deny that. But I also feel like combat is one of the less important aspects of Morrowind. Learning to navigate the world is just as fulfilling and important as becoming strong in fights.
>There are barely any roleplaying choices to be made
There are plenty, you just have to play long enough to notice them. The game makes it seemless so you don't notice, but I suggest playing through Hlaalu, Bloodmoon, Mages Guild, Telvanni off the top of my head. Maybe there's no "grand narrative" in guilds like what you'd have in Oblivion, but that's not a bad thing necessarily. Usually the last 5 quests or so build towards something
>>
>>3885233
>There are plenty, you just have to play long enough to notice them.
I've played through all of the major questlines and DLCs, and, frankly, I haven't noticed any. You're pretty much always railroaded into finishing the same mini-story without any deviations, sans the quests you can skip by advancing too quickly in rank or those which are inaccessible after a certain point(like the Thieves Guild or Houses). I'm not denying that there are some quests where you can get more than a single conclusion. but they're often just a binary of 'succeeded' and 'failed' at a quest. Do you have examples?
>>
>>3885233
>combat is lacking
I view it the same as lockpicking: a check if your stats and gear let you pass

Assuming a player doesn't use l33t gaming skillz to dodge physically. Which they do
>>
>>3885239
>Do you have examples?
In Bloodmoon, you can either sabotage the colony by working with the Imperial in the chapel and end up killing the guy at the mine, or work with the good guy and protect him from assassins.
In Hlaalu you can either work for the corrupt Dunmer in Caldera or double time him and report his shady business to Curio in Vivec. Admittedly you end up doing the same quests, but he ends up in jail if you snitch.
In Telvanni you can either do missions or kill the assholes, but I grant you that there's not much in the way of complexity there. Same with Mages' Guild as I recall.
Honestly there's so much to do in the game that I never considered the way quests progress that much. If you roleplay earnestly you'll have an Imperial-aligned character that does Cult and Legion, maybe Thieves or Fighters, a Dunmeraboo that does Temple and Morag Tong and Redoran, a Mages Guild-Telvanni whatever else. But that's just my autism maybe. It's fun when you play a guy who doesn't take Caius seriously and you do everything else before the main quest and realize you can skip a big portion of it because your reputation is so great, let alone kill Vivec.
>>3885245
Yea but again, lock picking is the same in every RPG.
And in Morrowind there's plenty factors that interfere with that, too, it's not just skill checks. It's a fallacy to assume that the player's mechanical skills should be the main "skill" to consider when assessing difficulty, and not knowledge, for instance. There's using better lockpicks, knowing where to acquire them, knowing that you can boost stats, knowing what stats to boost, how to go about doing that etc.
Same thing with combat- learn weakness and resistances, what stats to increase, how to do that and so on. The problem is that people jump straight to UESP and figure out where to go for restocking Sujamma vendors and call it a day. Part of enjoying Morrowind was coming up with these things yourself. In that way, the game aged poorly.
>>
>>3885165
people like the worldbuilding and the atmosphere, it's not that complicated
>>3885165
>the world seems like it might be this grand and wonderful place, but your involvement in it is severely limited. There are barely any roleplaying choices to be made and you can't make any impact on the world around you and on others. Apart from the main quest, the rest of the quests are written in a boring fashion and demand little involvement from the player outside of 'go there and kill/get that
Just writing nonsense now. Having so many factions you can join and at least two ways to complete most of the quests means more world involvement and roleplaying elements that majority of RPGs ever made can offer.
>>
>>3885301
>Yea but again, lock picking is the same in every RPG.
>And in Morrowind there's plenty factors that interfere with that, too, it's not just skill checks. It's a fallacy to assume that the player's mechanical skills should be the main "skill" to consider when assessing difficulty, and not knowledge, for instance. There's using better lockpicks, knowing where to acquire them, knowing that you can boost stats, knowing what stats to boost, how to go about doing that etc.
>Same thing with combat- learn weakness and resistances, what stats to increase, how to do that and so on. The problem is that people jump straight to UESP and figure out where to go for restocking Sujamma vendors and call it a day. Part of enjoying Morrowind was coming up with these things yourself. In that way, the game aged poorly.
If a warrior has sufficient numbers, they can click on an enemy and succeed.
If not, they can do things to raise numbers.

>"When you get a job that's over your head, be patient. Go do something else for a while, and come back when you're tougher, better skilled, and better equipped."
Simple.
>>
>>3885164
>none of the NPCs are uncooperative or at least unfriendly outside of some barks or low disposition—something that can be easily mitigated—in contrast to the way dunmer are told to be, in the lore
t. never made it out of Balmora

>take Neverwinter Nights, for example. In that game, there were animations to showcase if your character blocked or dodged the attack
Neverwinter Nights was infamous even at release for the fact that its animations can dodge you right into a corner you can't get out of, or into an enemy's attack of opportunity range, or take an enemy out of your attack range (breaking the flow of combat and triggering an AoO when your character automatically runs back up to them). Additionally, it doesn't work very well when you have very high numbers of attacks, expecially cleaves, as the game tries to fit animations for everything into a single round.
>>
>>3885455
>game has animation issues
Vs
>game has no animation
>>
>>3885477
I'll take a game with no animation over one that actively hurts the player. I wanted to point out that the guy I was responsing to is a retard who probably never played NWN
>>
>>3885455
>t. never made it out of Balmora
Provide examples to refute my point, then. Like I said, I finished Morrowind and its DLCs a dozen of times already, obviously I've been to all of the major settlements.

>Additionally, it doesn't work very well when you have very high numbers of attacks, expecially cleaves, as the game tries to fit animations for everything into a single round.
That's because of RTwP is a retarded system that doesn't bring anything of value to the table.

>>3885332
>Having so many factions you can join
Correct me if I'm wrong, but what exactly changes after you finish their questlines, besides your rank? Do you get any unique services exclusive to that faction? Do you get any new responsibilities or ways to command your underlings? Your disposition will change according to which people you help, I'll give it that, but disposition is such a non-issue, that it feels kinda diminished, as a result.

>and at least two ways to complete most of the quests
Which, oftentimes, are simply 'you failed the quest' or 'you did exactly as you're told'.

>means more world involvement and roleplaying elements that majority of RPGs ever made can offer.
I'll concur. A lot of the RPGs are surprisingly linear, but what they lack in narrative choices they compensate with the gameplay element. And I personally think that both of the elements are lacking in Morrowind. Not outright bad, no, but they left me feeling like the was something missing.
>>
>>3885480
I did, though I played the EE version.
>>
>>3885451
Oh my goodness you thick headed fucking faggot, name one RPG which you can beat without "sufficient numbers". What an incredible retard
>>
>>3885483
You are already given examples you disingenuous retard, why do you keep posting about shit you know nothing about
>>
>>3885483
>Provide examples to refute my point, then
There are many NPCs who have specific answers where they refuse to tell the PC anything, notably members of the Camonna Tong. You can see it easily for yourself just by going to the Council Club, where most of the customers will react to your asking for the latest rumours by telling you to GTFO from Morrowind before the Dunmer rise up and murder all outlanders in their beds. That's without mentioning the NPCs who will tell the player information that is wrong, the ones who have specific dialogue options disabled so you can't ask them certain things, or ones which refuse to talk to the player entirely.

>that's because of RTwP is a retarded system that doesn't bring anything of value to the table
So it's a bad system that you decided to bring up as an example... why, exactly? Beyond your being retarded, of course.

>>3885484
A zoomer as well as a retard, that would explain things.
>>
>>3885480
I played NWN and never encountered that. A game without animations actively hurts the player by immediately bringing them out of the game.
>>
>>3885492
You never noticed that the combat animations move the PC without your input?
>a game without animations actively hurts the player by immediately bringing them out of the game
Never bothered me. I'd argue that one with animations that the player has to actively fight against hurt the player more.
>>
>>3885491
>So it's a bad system that you decided to bring up as an example... why, exactly? Beyond your being retarded, of course.
I didn't bring up RTwP. I only talked about animations communicating to the player the state of the battle and used NWN's as an example.

>There are many NPCs who have specific answers where they refuse to tell the PC anything, notably members of the Camonna Tong. You can see it easily for yourself just by going to the Council Club, where most of the customers will react to your asking for the latest rumours by telling you to GTFO from Morrowind before the Dunmer rise up and murder all outlanders in their beds.
Yes, thank you. I have forgotten about that.
>>
>>3885499
Neverwinter Nights is a RTWP game, you brought it up when you decided to use NWN as an example. It's a bad example.

>Yes, thank you. I have forgotten about that.
You're welcome.
>>
>>3885498
>You never noticed that the combat animations move the PC without your input?
Sure, it's never been a problem for me, or most people probably. You can sidestep with a key press. It's not a big deal.

>Never bothered me
Well no shit, you're in here trying to defend a game with melee combat that has almost no animations for melee combat.
>>
>>3885486
>Oh my goodness you thick headed fucking faggot, name one RPG which you can beat without "sufficient numbers". What an incredible retard
Kek, what are you angry about. I'm not saying it's a bad thing.

Morrowind is stats and clicking things. I'm fine with it.
>>
>>3885504
>Sure, it's never been a problem for me, or most people probably. You can sidestep with a key press. It's not a big deal.
Can't step through NPCs, including enemies. Moving in combat provokes attacks of opportunity and makes you flat-footed until the start of your next attack, as well as preventing any future attacks you'd make during that round. Not to mention stepping into enemy AoO range which I've already mentioned. "Not a big deal."

>you're in here trying to defend a game with melee combat that has almost no animations for melee combat
It has animations for attacking, blocking, recoil/stagger and knockdown. What you're complaining about is that it doesn't have animations for some specific things that you've chosen to disproportionally focus on for some reason.
>>
>>3885483
>but what exactly changes after you finish their questlines, besides your rank?
Why does something world-changing has to happen at the end of the guild questline at all? You rise trough the ranks, weed out traitors and take out competition, it's immersive, it's impactful, and it's showing you how the world functions. Later titles introduced responsibilities and guild companions, and it ended up being boring and useless.
>Which, oftentimes, are simply 'you failed the quest' or 'you did exactly as you're told'
And that's fine, not every quest has to have depth to it, that's just the way things function in the genre in general. It still offers more freedom and replayability than most.
>but they left me feeling like the was something missing
Because you created this idea of the perfect RPG in you head that no video game will ever reach.
>>
>>3885507
Sidestepping doesn't provoke AOO. It's the 3.5 combat system, those aren't flaws with the animations.

>It has animations for attacking, blocking, recoil/stagger and knockdown
None for missing, which make probably like half the attacks in the game. No dodging.
>>
>>3885516
>Sidestepping doesn't provoke AOO.
It can in NWN.
>It's the 3.5 combat system, those aren't flaws with the animations
Yes, but the fact that you might have to move in combat because the combat animations moved you without your input is the flaw we are discussing.

>none for missing, which make probably like half the attacks in the game. No dodging.
First it was "almost no animations for melee combat", now it's "MAYBE half the attacks". Concession accepted.
>>
Anyone here still playing the game, in the middle of a playthrough?
>>
>>3885529
>/vrpg/
>playing games
I'm playing right now on my Xbox
>>
>>3885523
>can in NWN.
Maybe don't hold the button down.

>the fact that you might have to move in combat because the combat animations moved you without your input is the flaw we are discussing
Maybe that's what you're discussing, I'm discussing why the game is massively short in animations and actively hurts player immersion by doing so.
>>
>>3885514
>Why does something world-changing has to happen at the end of the guild questline at all?
It doesn't have to. I just want a bit more involvement in the guild than simply being an errand boy or a hired assassin for a few bad apples. I would've preferred if every guild had quests with the same concept as the Temple's pilgrimage. It's something that involves you in the world, has you learn about the Tribunal religion with the shrine and encourages you to learn more about it on your own. Yeah, it's a bit tedious since Morrowind's early-game traversal is painful, but I'm talking about the concept itself.

>And that's fine, not every quest has to have depth to it, that's just the way things function in the genre in general. It still offers more freedom and replayability than most.
I'm not saying every quest has to have several branching paths, I'm talking about the flavor. Most games run on fetch/kill quests, but it's the way they're written that is important. Morrowind lacks in that department, sans the MQ. You can make something like a success or a failure tell something about the player character and add to their story, but in Morrowind it's all very MMO-esque.

>Because you created this idea of the perfect RPG in you head that no video game will ever reach.
Well, my ideal is something between Wizardry/Elminage and Daggerfall. I am more critical of the games with heavier emphasis on the narrative/story, because if I have to sit through loads and loads of exposition and character interactions, they better be good. Which they aren't, 99% of the time. I'll give Morrowind credit where it's due: the backdrop for the world is great, but, like I've already mentioned, the interaction with it is lacking. That is what I'm criticizing about it.
>>
>>3885533
>maybe that's what you're discussing, I'm discussing why the game is massively short in animations and actively hurts player immersion by doing so
Because, again, animations that actively hamper the player's control are a real boost to immersion, right? The whole reason we're discussing NWN in the first place is because an idiot used it as an example for combat animations and I pointed out the very obvious problems in NWN's implementation.
>>
>>3885537
>Because, again, animations that actively hamper the player's control are a real boost to immersion, right

They're certainly much better than a huge lack of those animations, whether or not you want to exaggerate their problems.
>>
>>3885539
>they're certainly much better than a huge lack of those animations, whether or not you want to exaggerate their problems
Nope. If the animations aren't included it's easy enough for the player to understand that the developers decided not to include them for whatever reason. At worst, it's lacking something that could otherwise increase immersion. Including animations that actively make things more difficult for the player isn't just lacking in immersion, it's actively anti-immersion because it makes the player feel like they're fighting against the game just to control their character.
>>
>>3885536
>Morrowind lacks in that department, sans the MQ. You can make something like a success or a failure tell something about the player character and add to their story, but in Morrowind it's all very MMO-esque.
That's just meaningless drivel. It's like an MMO? How? What do you mean, specifically?
You're also ignoring the multiple faction questlines that do offer various methods to progress for multiple quests (Hlaalu, Fighters Guild).

>I'll give Morrowind credit where it's due: the backdrop for the world is great, but, like I've already mentioned, the interaction with it is lacking.
How? Because you can't assign quests to NPCs when you're Guildmaster?
>>
>>3885536
>Morrowind is bad
>it should be more like Daggerfall, a game that is worse in every respect you're criticizing Morrowind
?
>>
>>3885545
>How? Because you can't assign quests to NPCs when you're Guildmaster?
No. Something like doing a few quests in your stronghold or your House's region after you climb to the top would be nice.

>That's just meaningless drivel. It's like an MMO? How? What do you mean, specifically?
Let's take the Mages Guild as an example. The quests in there are largely formulaic, one-note, and don't offer any kind of insight into the world or the workings into how the guild works. It is the most blatant example of the '10 boar asses' in the entire game. Not to mention you don't even have to do anything mage-aligned to progress, outside of having your stats/skills be a certain level. The other factions fare better, though it's still not uncommon to find blandly written quests there. I can overlook this if it was something a random NPC in the town would task you with, but in a dedicated faction questline it sticks out too much.

>You're also ignoring the multiple faction questlines that do offer various methods to progress for multiple quests (Hlaalu, Fighters Guild).
I'm not ignoring them. I'm saying they're not as compelling/sufficient as they could've been had Bethesda been given more time to develop their game.
>>
>>3885547
I'm not saying Morrowind is bad, though. Like, I deliberately mentioned that the lore is cool and the gameplay is okay. That's not bad, that's about 6-7/10. Also, no, I think Daggerfall is much better at giving the player the freedom to do what they want than Morrowind. The latter only wins out because it had time to build on the world's foundation laid out by Daggerfall.
>>
Well this thread went down the shitter.
>>
>>3885541
>If the animations aren't included it's easy enough for the player to understand that the developers decided not to include them for whatever reason.
Yes, in this case whatever reason being incompetence for neglecting key aspects of melee combat in a game where players have direct control over their character's melee combat actions.

>Including animations that actively make things more difficult for the player isn't just lacking in immersion, it's actively anti-immersion because it makes the player feel like they're fighting against the game just to control their character.
This isn't happening in NWN, because it's not an action game, it's a tactics game, like Baldur's Gate. You haven't seen seen a seen a single NWN COMBAT BE LIKE YOOO webm post on this board or anywhere else, unlike Morrowind, because no-one is experiencing this issue as directly and viscerally as it is experienced by people playing Morrowind, the very same people you are claiming understand why developers just flat out left out vital animation cues in a game with directly controlled melee combat.
>>
>>3885552
>>the backdrop for the world is great, but, like I've already mentioned, the interaction with it is lacking
The interaction with the world in Daggerfall is much, much worse than in Morrowind. Yeah, Daggerfall is much better at giving you the freedom to do whatever you want because the world is fucking empty and populated with procgen quests
>The latter only wins out because it had time to build on the world's foundation laid out by Daggerfall.
90% of what makes Morrowind such a good game and interesting world was invented for Morrowind.
>>
>>3885553
Gotta wait until these gay retards are done with their argument
>>
>>3885555
>90% of what makes Morrowind such a good game and interesting world was invented for Morrowind.
*Redguard and Battlespire

>Yeah, Daggerfall is much better at giving you the freedom to do whatever you want because the world is fucking empty and populated with procgen quests
As opposed to... what? Most of the Morrowind's world is also empty, with numerous pointless locations that don't have anything interesting in then plastered there only for the sake of realism. Just like in Daggerfall. It might send like that's not the case because Morrowind's map is incredibly small on comparison(and no, I'm not trying to brag about the size of Daggerfall's map).
>>
>>3885554
>Yes, in this case whatever reason being incompetence for neglecting key aspects of melee combat in a game where players have direct control over their character's melee combat actions.
Maybe it's because they, unlike you, actually have at least some knowledge about how to design games.

>This isn't happening in NWN, because it's not an action game, it's a tactics game, like Baldur's Gate.
It is, though. I mentioned several issues with NWN's implementation that you either ignored or downplayed. Issues with player control would be even worse in an action game like Morrowind than they would be in NWN, so I don't know what your point is there.

>You haven't seen seen a seen a single NWN COMBAT BE LIKE YOOO webm post on this board or anywhere else, unlike Morrowind
How many people do you think played NWN compared to Morrowind? How many people do you think are still playing it? Do you think many people were making gameplay webms back in 2002?
Also, fucking kek that your argument is "you don't see people posting bait webms about NWN, do you"

>vital animation cues
They're hardly "vital". Thousands of people have managed to beat Morrowind over the years without having them. It's pretty easy to work out if your attack missed; since you get feedback for an attack hitting, if it didn't hit, it missed. Simple enough for you?
>>
>>3885557
>Redguard and Battlespire
Nope, the vast majority was written specifically for Morrowind or as background to it, a good deal was changed from previous works too.

>>Most of the Morrowind's world is also empty, with numerous pointless locations that don't have anything interesting in then plastered there only for the sake of realism.
>a world that is 95% procedurally generated with procgen quests is exactly the same as a world that is entirely hand-designed and with every quest specifically designed
Are you legitimately mentally challenged?
>>
>>3885560
Is that what I actually wrote? No. I'm try to simplify: Morrowind also has many empty and pointless places(caves, tombs, etc.) that serve no real purpose and have no quests attached to them. Yes, they were handplaced, but that doesn't change the fact that most are empty.
>>
>>3885529
I've finished all I set out to do yesterday and retired in my estate on Solstheim. Raven Rock might be the comfiest place in vidya. I liked it so much I didn't even care enough to go kill Vivec
>>
>>3885562
They're not pointless just because they're not involved in any quests. Their purpose is to fill out the game world so you're not just marching from one quest marker dungeon to the next, checking boxes. They're there for the player to explore and have fun discovering, sometimes what seems to be a typical tomb or cave has something far more elaborate and interesting within. They help the worldbuilding in more subtle ways, too, like how most of the ancestral tombs have names that are shared by at least one NPC.
>>
>>3885566
>They're there for the player to explore and have fun discovering, sometimes what seems to be a typical tomb or cave has something far more elaborate and interesting within
I've played Morrowind on and off since it came out, and my last playthrough a couple years ago, I made a point to do a full clear of every dungeon on the entire map. There were definitely some cool and unexpected ones that I had never seen before, that you really have to go out of your way to find, and no quest will point you towards.
>>
>>3885566
But the same logic (which I also mentioned, btw) doesn't apply to dungeons in Daggerfall because..?
>>
>>3885570
Yeah. What's really neat is that some of them have hints in various forms, from random NPC dialogue or even appearing in random books, but it's entitely up to the player to put the pieces together themselves. Master Trainers are similar, a lot of them are mentioned in npc chatter or in various books.

>>3885575
So are they pointless or not? Make up your mind.
>but the same logic doesn't apply to dungeons in Daggerfall because...?
Have you actually played Daggerfall? Most of the world space is literally fucking empty, as in there's nothing there. And when you do get to a dungeon, 95% of them are procgen. Wow, riveting.
>>
>>3885578
I was using your own logic. And yes, a lot of them are empty and don't have anything of value in them. So I don't see how the matter of them being purposefully created like that vs an algorithm make any difference. Yes, there's a chance you could find something valuable inside. There's an even bigger chance you won't. The chance in Daggerfall's dungeons is more or less equal.
>>
>>3885581
>there's no difference in finding something a designer hand-placed in a specific spot and the algorithm randomly deciding to give you something
I guess you really are mentally challenged.
>>
>>3885551
>something like doing a few quests in your stronghold or your House's region after you climb to the top would be nice
Why? You already get your stronghold improvements as part of the faction questlines, what good would it do to gate some of them behind being the faction leader? There are post-endgame quests, but they require completing the Main Quest instead of just being head of a faction. And being head of a faction does give you some benefits (for example, when you hit max rank in the Imperial Cult you can go back and ask for the artifacts you collected during the questline and you'll get them back)

>let's take the Mages Guild as an example. The quests in there are largely formulaic, one-note, and don't offer any kind of insight into the world or the workings into how the guild works. It is the most blatant example of the '10 boar asses' in the entire game.
Were you not paying attention during the entire questline? This was possibly the worst example you could have used. The Mages Guild has four main quest-givers, each with their own completely different style of quest and each of which informs you about the guild and the game world in their own way. Ajira is the first questgiver you're likely to encounter and her quests are mostly basic fetch quests because that's what she should be doing. Her beginner quests are to go and collect ingredients from the starter regions of the game as a way to encourage the player to go out and explore for themselves. Ranis' quests are all about guild politics and power (she even tells you herself she doesn't care if you kill half of the people she sends you to deal with) and show both that Trebonius is a colossal retard and that she's completely justified in worrying about Telvanni infiltration of the guild. Or you could frame her as being a Telvanni spy, if you want to.
>>
>>3885551
>>3885585
Edwinna mostly cares about looting/"investigating" Dwemer ruins in complete defiance of Imperial law, which means if you find any Dwemer books you can take them to her and get her opinion. Skink is the only guild head who actually cares about researching the local phenomena or learning about the natives. Trebonius is an incredibly incompetent retard who by sheer random chance assigns one of the most interesting and lore-enlightening sidequests in the game, ninety percent of which the player has to completely entirely on their own initiative.

>The other factions fare better, though it's still not uncommon to find blandly written quests there.
>I can overlook this if it was something a random NPC in the town would task you with, but in a dedicated faction questline it sticks out too much.
All of the factions have proper motivations and an established place in the world, and the quests you complete reinforce that. The Hlaalu are divided between three different factions. The Legion have ongoing rivalries with the Redoran and Ordinators over peacekeeping. The Fighters Guild are a catspaw of the Camonna Tong, etc.
Every faction questline in the game has a lot of background detail and context, it's just that it's not all shoved in the player's face. If you want to learn most of it you have to actually go around and talk to people, ask them about the quests you're doing.

>I'm not ignoring them. I'm saying they're not as compelling/sufficient as they could've been had Bethesda been given more time to develop their game.
You've repeatedly complained about quests being binary succeed/fail when that isn't always the case, though. Complaining that they don't meet your subjective standard for being "compelling" or whatever is a different argument.
>>
File: Trebonius.png (159 KB, 910x158)
159 KB
159 KB PNG
>>3885586
>Trebonius is an incredibly incompetent retard who by sheer random chance assigns one of the most interesting and lore-enlightening sidequests in the game, ninety percent of which the player has to completely entirely on their own initiative.
Last playthrough, Nord paladin, 90 INT, 100 skill restoration master, after doing the Cult/Legion/Fighter's Guild, I joined the Mage's Guild for shits and giggles, to see how far I could advance before hitting skill requirements I couldn't meet. Solved the fucking disappearance of the dwarves and immediately asked Trebonius for advancement to apprentice and got denied. Great stuff
>>
>>3885597
kek
Well, it makes sense. How is he going to claim responsibility for it if he promotes you?
>>
>>3885585
>>3885586
Like said before, the retard never left Balmora. He's been given examples of quests with multiple endings from the very beginning, he either ignores them or moves goalposts all the time.
I skipped through the text and saw that he's changed the subject from not enough animations to not enough branching quests to... Not enough quests altogether? Truly a clown
>>
>>3885505
>Kek, what are you angry about
The oversimplification of a complex and interesting system to "numbers and clicks". Uh yeah, that's literally every computer video game in the world
>>
>>3885599
>He's been given examples of quests with multiple endings from the very beginning, he either ignores them or moves goalposts all the time.
And you completely ignored the times I did agree with them.

>he's changed the subject from not enough animations to not enough branching quests to...
How is having several criticisms = changing subjects?

>Not enough quests altogether?
Literally never says that, but ok.
>>
>>3885611
>And you completely ignored the times I did agree with them.
Agreeing a couple times doesn’t undo ignoring the rest. That was the actual point.

>How is having several criticisms = changing subjects?
Because each time one gets answered, you jump to a new one. That’s why it reads as shifting.

>Literally never says that, but ok.
Just denying it doesn’t address why people read your earlier points that way.
>>
Opinions on Starwind mod?
>>
>>3885553
Every /vrpg/ thread eventually turns into two autistic fucks arguing about shit no one cares about.
>>
>>3885692
>you’re ignoring my arguments and arguing in bad faith
>no, YOU’RE ignoring MY arguments and arguing in bad faith
Sad! Many such cases
>>
>"omg, the world is so alien!!1!!!11!"
>mushrooms instead of trees in a small region
>the rest of the map is shitbrown and pigeon shit gray
>"but the MuShRoOOoOms!!1!!!!" "le so quirky >D"
at least the fauna is actually weird
>>
>>3885706
It's not about muh mushrooms and alien world so much as the artstyle being unique and anxiety inducing. Picrel looks better and more distinct than any mushroom you'd find in plastic looking Shivering Isles
>>
>>3885738
>mods + DLC that doesn't take place on vvardenfell
it's Skyrim all over again
>>
>>3885740
I just googled the most human (non-alien) thing I could think of and downloaded the first picture.
The point stands that it's not a matter of what's "alien" but of artstyle.
>>
>>3885706
I honestly only play morrowind because female dunmer being racist towards me makes my pp hard
>>
>>3885738
What is morrowind's artstyle?
>>
>>3885692
Nah, usually it's 1 guy samefagging an argument with himself to permabump his threads. 3/4 of the threads on this board should have fallen off months ago.
>>
>>3885857
I don't understand question
>>
>>3878419
1: Yes, use OpenMW.
2: Expansion Delay. I also like some of the mods that make the game harder, such as Beware the Sixth House. Lastly, Project Tamriel is pretty neat as well, if less finished than TR.
3: Really up to you. TR is balanced around starting it at any point in a playthrough, personally if its your first time I'd say head there after visiting Balmora, once you've started to settle into your kit and character.
4: Nope!
>>
>>3878408
Currently in Helnim and exploring surrounding areas. Gonna do guild quests.
>>
>>3880797
>Get daedric weapon from that cave quest near balmora
>keeps repeating it
Metafag. Commit sudoku.
>>
>>3884916
>and can't stand the gameplay
Sucks to be you then.
>Does anyone actually have fun playing Morrowind?
Yup.



[Advertise on 4chan]

Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.