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Now that Daggerfall has been modded to be an MMORPG is it good?
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>Now that
Stopped reading here
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>>4123073
Okay I gotta ask, how does it handle the madness that is travel time?
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>>4123783
I haven't actually played it but from gameplay footage it looks like it might work on global time? Fast travelling works by pulling your camera out 100x and you enter an overhead travel mode were your character is sped up a thousand times and you can set waypoints or manually travel. Along the way you seem to get random encounters spawning in or shit like "hunting grounds" which I guess is like a minigame or a RuneScape skilling area. They also seemed to have replaced the gold cost for travelling with food and water and you also get a tent so you can't just go across the map without supplying yourself with water along the way free of charge. Hunger mechanics at least seem to fit in Daggerfall if you consider it a procedural simulation world.

I wonder how long it will be until they get something like Barrens chat since they implemented mmo chat as well.
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File: u1zw18rblcuh1.png (872 KB, 2086x1330)
872 KB PNG
>>4123073
At least post the link so that niggas can join in

https://daggerfalljs.dev/
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>>4123073
>>4125477
What's the best starting class? Spellsword?
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I've played all TES games from Morrowind onwards and I have no idea WTF is going on in this game. I tried looking some things up but the issue is that there's 3 different versions of the game, the original, the unity port and the online version and they are all different so idk what's applicable to the new MMO and what's not.
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>>4126934
>lizard tits
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File: 1767440737463478.gif (138 KB, 220x154)
138 KB GIF
>mfw default UI
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>>4127580
Online version is Unity with some tweaks
>>4123073
can't enjoy it without paper models, I know it would be fuckton of work making sprites but still
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It's pretty funny how they modded morrowind 3d models into 2d sprites



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