Dear lord, now Alvor is dead as well??

EVERYBODY seems to die in my game… :-(

I remember how in Oblivion, random NPCs would clip through the terrain when crossing bridges and fall to their deaths.

Is Alvor a follower?

EDIT: never mind, I looked him up. Riverwood was a long time ago. :-)

I think, that even though this is a spoiler less thread, I can tell that he is a blacksmith :-)

My daughter is playing this on the 360 while I am playing this on PC.

She was running through a town with Lydia behind her when for some reason Lydia killed a chicken, which led to the townsfolk being upset and the guards being upset. Well Lydia basically wiped out the town. My daughter reloaded a save and made sure all weapons were put away before they entered the town.

Haahahaahaahahaahhaha, that chicken must’ve been some beloved, yet really threatening chicken.

One thing that is funny to me - I am having a hard time leveling up now that I’m at 53. I’ve maxed out the skills I use, like sneaking, archery, smithing, enchanting, etc. so it’s tough to advance a level. So - I made myself a nice Dragonbone two handed sword, improved it to Legendary, enchanted it with Paralyze and Fire Damage, and decided to kill some stuff with it (my 2 Handed skill was close to nothing) to increase my two handed skill and thus move my level up.

So I can sneak up to a bandit or thief and get so close I can tap them on the shoulder before they know I am there. Figured I’d just kill some deer and antelopy animals in the wild to up my skill - but noooooooo. THEY can see or hear me sneak up on them from behind and run away before I get close enough to sword them to death. A high level priest of awesome evilness? I can sneak close enough to breathe in his ear. A deer? Can’t get close enough to touch.

One of the annoying parts of the Dawnguard expansion is that it spawns random vampire attacks which can kill off npcs, including vendors and ones with less important quest roles. I lost the smith couple in Whiterun because of that.

I have had two random vampire spawnings upon fast traveling to that exact location. Both times I didn’t even realize I was under attack before the townspeople had killed the vampires. Strange you would lose both of them as the guy is rarely out of the store.

It sounds like you’re comparing Skyrim with the mouse versus Dark Souls with the controller? If so, then yeah, I agree. The difference is huge. So is the difference between Skyrim with a mouse and Skyrim with a controller, for me.

No arguments about the animations. Dark/Demon’s Souls does a really good job with the animations. Plus it’s third person, and designed to be played that way, so they really take advantage of the fact that you can see your character performing these actions. I still like first person perspective better though, for purposes of putting me into the world.

As for button mashing in Skyrim: that wouldn’t work with ranged combat at least. I have to pull the trigger to pull back the bow, then let it go to let go of the arrow. There’s a real tactile sensation of performing that action along with the character, even in first person, as you let go of the trigger. And how you use magic spells has to be pretty tightly controlled because of lack of mana, so you can’t button mash for spells either.

  • Dark Souls has a little bit of a slower pace so you have time to identify and respond to the enemies actions. In Skyrim the enemies glide around like ice skaters on steroids and the animations happen quicker.

Yeah, there’s no doubt that the animations are still subpar in Bethesda games/engines. That skating/gliding is still there, though it’s a lot less obvious than it was in Morrowind and Oblivion. Once you gain the ability to slow down time when you zoom in with the bow, that helps a lot too, since you slow down the world around you, so all the animations slow down too. In fact, it slows it down to a slower pace than even Dark Souls. :)

  • Dark Souls has a better feel for melee weapon length. Fighting with a long weapon has a distinctly different feel then a shorter one. The different type of animations for thrusting and swinging weapons, light vs heavy, etc, just feels better.

Great point. I love using the spear in Demon’s Souls, since it keeps me away from the enemy. Being up close with shorter weapons feels a lot more dangerous. On the other hand, this is also a consequence of the 3rd person camera, I think. Good things do come from it, though I love the good things that come with the first person camera better.

One interesting phenomenon I observed while playing Demon’s Souls the other day is that when my character was going into a small cramped corridor, it really emphasized that I was observing her from pretty far away. She was going into each new room, all alone, while I was stuck a few feet behind her, watching helplessly as she went in by herself, while I had to stay outside for a brief time. I still controlled her actions: she went in with the shield up, ready for anything, but I wasn’t there with her, I was quite a distance behind her, a disembodied camera, hovering helplessly outside the room as she went in to a possible ambush. So the game actually uses the 3rd person camera in an interesting way.

  • Dark Souls stamina implementation feels more natural to me and something that needs to be actively managed.

I manage stamina a lot in Skyrim as well. Whenever I’m out of Stamina, I can’t zoom in with the bow, which means I can’t slow down time, which means the enemies are a lot harder to hit. This is quite the contrast from Demon’s Souls, where enemy behavior is usually much more predictable. The enemy doesn’t really have AI as much as a set of patterns. There are exceptions, but for the most part, once I’ve played a level, I even know exactly where the enemies are and where they’ll be and how they’ll react and what animations and moves they’ll use because they’ll be the same every time. Whereas in Skyrim, every time I die, there is variation when I re-enter the room because enemies might be on a different part of their patrol, they might have heard me and started scanning the room for me, etc. It plays out quite differently from my self-imposed checkpoint (I don’t like saving in the middle of a fight or situation) than Demon’s Souls does, which for the most part plays identically every time. And this is by design of course. I enjoy both designs for different reasons.

Sure Skyrim isn’t necessarily easy, but it just doesn’t feel natural to me and makes me feel like my success isn’t tied to learning my opponents, but more what my stats and equipment are compared to its.

Here I completely disagree. You’re playing Skyrim on Master difficulty too, right? I just don’t feel like my stats and equipment are as big a factor in Skyrim as what I choose to do. Should I summon someone to help me fight right away? Should my first shot be using magic, or should I try to take down a few people while stealthed with a bow? Can I handle the number of enemies in the room or should I first lay down some magic traps, then reveal myself with a flurry of activity and retreat and let them run into my traps? There are just so many options available to my mage/archer and most of those options usually result in my death unless I execute the perfect maneuvers to take care of some of the overwhelming forces in each room.

Those are my thoughts on why I like the Dark Souls combat and Skyrim just feels kinda lame to me.

I appreciate the detailed thoughts. You should give ranged combat a try in Skyrim, it’s a lot more tactical, especially when played on Master difficulty. It is tough, but it’s really fun to overcome the odds without going the menu and thereby pausing the game and taking oneself out of the real-time game world. In Dark/Demon’s Souls that’s a restriction imposed by the game, but in Skyrim I like to try to impose that myself, since it keeps me in the world and it just feels so much more satisfying. (Kinect voice commands help here too, since you can switch weapons and spells on the fly without needing to pause the game).

I will make a pitch for the following mod that I feel is absolutely essential:
Run For Your Lives (found both in the Steam workshop and Nexus).

It sends NPC’s running into their homes whenever there’s a nearby attack. Guards/redshirts stay out and fight, of course.

Skyrim’s shift improved some gameplay elements at great expense to others i enjoyed most in TES. Seems unfair though to straight up contrast its “not quite as bad as before” combat with D(emon’s)S’ focused and near flawless execution. Which i gather has been not exactly a revelatory experience on your end then?

Thanks for your equally detailed reply Rock8man. I’m not sure what difficulty I played at, I went to check and Steam started some conversion that is taking a bit of time so I will continue when Steam finishes its work…

I was playing on master. How do you use items during combat if you don’t go to the menu? Does Kinect handle that or do you need to go to the menu for some things?

I was playing mainly sword and shield, but I did use my shouts and an occasional spell. Any tips on making sword and shield a bit more fun? I’m about level 25 I think. This is my second character. I hit level 20 the first time I played and got bored. Then by the time I went back I decided I had been away for so long that I started over. I’m afraid I may be in the same boat again, but man I don’t want to play the beginning of the game yet again.

I have a hard time playing content for a second time, even as a different character. I had started a 2nd play of Dark Souls as a different character and I didn’t last very long even though I really liked the game. Skyrim if a game I want to like past the initial honeymoon period, but I just haven’t made it yet.

Just a tip for this specific part of your post, coming from someone who has started over countless times now…:

I find it’s very helpfull to create some saves at strategic points in the game, where you can start a new run from. I have one just after killing the dragon near Whiterun for example, and another one just after the first trip to the Greybeards. At these points, you’re still low enough in lvl to easily switch styles. If for example you where sword and board up to that point and want to go mage the next run, you may lose a few perks, but it’s just a few, and you’ll level up faster anyway because you’re using different skills.

The big advantage is obviously that you don’t have to play that whole starting bit again. Disadvantage may be that you always play with the same race and face. But faces can now be chanced (in Riften somewhere) and are often hidden by helmets anyway. As for race: I tend to go Breton anyway, no matter what style I’m going to play, because of the magic resistance.

In your particular case this probably isn’t very helpfull, since you probably wont have these saves yet, so you will still be forced through the beginning again to create them. But maybe someone else finds it usefull…

Thanks for the tip mjgreeny, I’ll keep it in mind. I never really care how my character looks so I’m ok if the look doesn’t change.

Dragonborn coming to PC on Feb 5th.

All previously unreleased add-ons will be available on PS3 in Feb as well, at 50% for the week of release.

Is there anyway to tell in advance how difficult dungeons and quests are? It kind of sucks going into a camp/dungeon/watermill whatever, and ending up locked in a room with a big baddy who is clearly about 10 levels higher than you (but you only discover that after you’re locked in the room with him, and your most recent quicksave thus does not allow you to leave). I’d like to have some idea which quests I should actually be going on at my level from in game.

None that I know of, however I also don’t remember too many quests where you are “locked” into the room. Most you can just follow your trail right back out again. For a part of the game I would always have a follower with me to at least the start of a cave etc, then I would leave them there. They were back up if I needed them (never needed them) or a pack mule for my silver and gold.

No way to know what you’re in for. There were a couple of dungeons where I had to “drop in” and had to fight my way out, instead of backing out of the exit, and I really thought I was stuck forever and have to go back to a much older save. But I just treated it like a tactical puzzle and thought “there has to be a way”. And eventually I found a way of beating it. There’s a lot of really tough dungeons like that, but the vast majority of them you can retreat and back out if you feel you can’t advance anymore.

This game really sucks you back in after a brief hiatus doesn’t it?

I’ve working my way through, Fallout NV, Red Dead Redemption and Far Cry 3 but decided to fire up Skyrim to see if I could actually complete the main quest.

Warts and all, it’s a pretty immersive environment. I’m very quickly into chasing those waypoint markers and getting the “thump thump” audio of quest completion.

Shallow as some elements are you have to love the beautiful world Bethesda created…

Alt-tabbed to make this edit:

fu*k dragons though.

You really think they would have learned from the Oblivion Gates but no. At level 41, every time I see a dragon shadow appearing I just roll my eyes and get on with the chore. Complete PIA. Honestly, they provide no challenge at this point in the game for me. Poor decision to keep a recurring element that pointless in the game at late levels. First few were fun but that’s it.

I have this image of some long-term Bethesda employee at the back of the meeting room demanding that a certain repetitive game element is included in every title regardless of how it improves the gameplay. He always gets his way.

Deadly dragons does a great job of making dragons the most feared thing in the game by far.