@Spoonbender:
Wow. I apologize for offending you -- I truly didn't mean anything I said as a flame. But seeing as you took it that way, so be it.
Quote: Oh, nice of you to tell us. Or maybe you're wrong? Or maybe you just missed our points? Lots of possibilities, and saying that "You're all wrong" isn't the most persuasive way of arguing.
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Yes, I suppose you could use the argument that everything is defined relative. However, if you want to do that then this conversation is pointless. And I didn't say "You're all wrong", I said many things said simply weren't true.
And yes, I know that isn't the best way of arguing. That's why I included the rest of the post.
Quote: Yes, and every cave looked alike, and every quest had you doing the same things, and every NPC said the same things. But yes, as everyone has said, the world was huge, no one is arguing with that. It was a huge, shallow, generic world, with lots of content that essentially wasn't worth seeing, because it was just like all the other content.
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I'm sorry, I just don't agree that the world was empty and generic. True the dialogue was horrible and lacking, and true the caves looked similar, but it is not true that they contained the same things and were all the same. Most caves were in fact very unique in their layout and contents. Some caves constituted three to four hours of exploration if you were to discover everything they hid.
And besides that, there was a lot of stuff that was not caves. There were farms, slaves, slave masters, slave trade centers, etc.
If you feel the world was lacking in content, then well that's your problem, because it's simply not true. You probably didn't pay near as much attention as you think you did.
Quote: And dull. Who cares about an underground grotto with pearls in it? Where does it relate to the game, to the storyline, to *anything*? It's a massive, but dull world. Yes, there were lots of secret caves, dungeons and nice-looking places, but none of it had anything to do with the actual game.
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Rich, detailed, yet dull? Those don't go together very well.
So just because something has no immediate purpose in the story means it's dull? You yourself just testified that it had lots of secret caves, dungeons and nice-looking places. I believe you've contradicted yourself here.
But you are right that most of the world didn't have anything to do with the story. And the story didn't have anything to do with most of the world. That's all fine and dandy. Here's the problem: the game wasn't made exclusively for the story, nor was it made exclusively for the "sandbox" exploration. It was made for both -- whichever one you wanted to do.
Therefore, whether the caves have purpose in the story is irrelevant.
Quote: I'd say it's populated by roughly 3 people. Yourself, and two NPC's who happen t be cloned 1500 times each.
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If you're implying the dialogue was repeated a lot, I'm already aware. So you're argument is partially correct, though there were technically, as I said, about 1500 unique NPCs.
Though saying only 3 had unique dialogue is just silly. In the first five minutes of the game you encounter quite a bit more than that. Generally every character with any significance in the story or any of the many quests had unique dialogue.
Quote: Yes they were. Especially the informal ones.
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I'm nearly convinced by now that you didn't play the game much at all. Perhaps I should elaborate on "informal" quests.
Did you ever hear about the Daedric quests? You can activate various daedric shrines throughout the world and do quests for the Daedric gods and goddesses. One of them has you resolving a conflict between two Gods who made a bet.
How about the "love" quests? Did you know about the key-hunting quest in the tower of the guy who cures you of Corprus? There's countless others, but I'll leave them unmentioned.
Quote: You liked a combat system that you found tedious and repetetive?
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For one thing, since we're being particular here, whether tedious and repetitive are bad is defined relative to the person. Therefore your question in theory is unanswerable. But nevertheless I'll assume for now that the above adjectives are "bad".
Yes, I liked a combat system that I found tedious and repetitive. Why? Because I considered it a nice step up from the standard combat of most RPGs which consists of sitting and clicking, which is infinitely more tedious and repetitive. So I liked the combat system
relative to the conventional system employed by most RPGs today.
Quote: No. :P No matter your attributes, you still ended up taking many of the same skills, just because you needed them.
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Alright, I admit this one is arguable. The reason I stand by my point is that my first character was horrible at combat because I had a bad class/style of play combination. In fact, I came to a point where I couldn't get beyond level 24 because I wanted to fight with swords exclusively, but my class was designed for swords and magic to be used in conjunction with one another. However, my attributes were too far geared toward close combat for me to make the switch.
Quote: And that's good? That's what turned into a sandbox which got boring after 3 hours, rather than a RPG where you felt compelled to play through it.
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Reread my post, please.
Quote: *shrug* Judging by my memory, some of your comments aren't correct. Thats because it's all subjective. And your subjective impression of the game is no more valid than others, even if you liked the game.
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No, my statements were not opinion-based. It is a fact that the game had lots of content. It is a fact that there were technically somewhere around 1500 unique NPCs (can't remember the exact number right now). It is a fact that you can use silt striders and mages guild transports to avoid walking. It is a fact that there was an underwater grotto near Seyda Neen. It is a fact that, if you explored thoroughly enough, the informal quests weren't repetitive. It is a fact that combat was tedious and repetitive. It is a fact that I liked the combat despite that.
Actually, the only thing I said that wasn't fact was about the classes merging. In my opinion class had a big impact, but I agree this one is arguable.