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Gone Gold - Skyrim

The Bethesda Blog announces that The Elder Scrolls V: Skyrim is now gold, with the completion of the RPG sequel coming just in time for its planned release a week from today. Word is:

It’s done!!!

We’re pleased to announce that after more than three years of hard work, the team at Bethesda Game Studios has completed over 20 versions of Skyrim — across multiple platforms, languages, and countries. That’s right, Skyrim is officially gold!

The team celebrated last night with sweet golden mead brewed by Kurt Kuhlmann, Ryan Jenkins, and Shane Liesegang.

For more pics, check out the slideshow below…

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84 Replies. 5 pages. Viewing page 1.
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84. Re: Gone Gold - Skyrim Nov 5, 2011, 16:11 wtf_man
 
Mashiki Amiketo wrote on Nov 5, 2011, 15:40:
But you do need to have some understanding of how to make your own meshes.

I am aware you can make your own models with 3D Studio Max and import them to the game editor.

I'm just saying... they have limited "created meshes" in the first place as dungeon parts. At least that's the way it was in Morrowind and Oblivion. Obviously there might be more dungeon parts than were in those two games... but there still is going to be a limited amount... and they will re-use them to make many of the dungeons, which is why they "look the same".

Cutter wrote on Nov 5, 2011, 12:55:
That's the main thing that has me curious about Kingdoms of Amalaur. Apparently the game not only has a lot of dungeons but some of them are supposed to be HUGE and quite amazing to explore. The only downside bing it's so console centric and no editor.

Well.. it looks interesting but it's being published by EA. If I have to sign up for Origin... forget it. No Sale.

This comment was edited on Nov 5, 2011, 20:04.
 
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83. Re: Gone Gold - Skyrim Nov 5, 2011, 15:40 Mashiki Amiketo
 
wtf_man wrote on Nov 5, 2011, 12:50:
THAT is why many of the dungeons look the same, even with 8 people making them.
No the previous dungeons except core story dungeons had 1 person making them. This time around there is a team of 8 working on making all of the dungeons.

While what you say about the 'square and rectangle' part is true, you can still do a lot with squares, rectangles, T and X style parts for dungeons. But nothing is stopping you from using other things, or even using the editor to create unique topographic features either. But you do need to have some understanding of how to make your own meshes.
 
--
"For every human problem,
there is a neat, simple solution;
and it is always wrong."
--H.L. Mencken
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82. Re: Gone Gold - Skyrim Nov 5, 2011, 14:47 Creston
 
Look at it this way: If the dungeons are getting boring after having done only 6 of them, that's still 600% better than Dragon Age 2's dungeons.

Creston
 
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81. Re: Gone Gold - Skyrim Nov 5, 2011, 12:55 Cutter
 
That's the main thing that has me curious about Kingdoms of Amalaur. Apparently the game not only has a lot of dungeons but some of them are supposed to be HUGE and quite amazing to explore. The only downside bing it's so console centric and no editor.

 
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"Bye weeks? Bronko Nagurski didn't get no bye weeks, and now he's dead… Well, maybe they're a good thing." - Moe
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80. Re: Gone Gold - Skyrim Nov 5, 2011, 12:50 wtf_man
 
If you've ever used the editor, Dungeons are made up of mostly square or rectangular "parts" (from a top down view). hallways, one side with walls, corners with walls, stairways, etc. etc.

So, the level designers take all the parts, create the basic layout, then add objects to give it "clutter".

They only have so many "parts" to work with, and so many "clutter objects" to work with.

THAT is why many of the dungeons look the same, even with 8 people making them.
 
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79. Re: Gone Gold - Skyrim Nov 5, 2011, 12:06 LittleMe
 
MrGrosser wrote on Nov 4, 2011, 22:33:
Apparently, they all had the same designer. There were a couple that were over the top gorgeous but it was storyline related dungeons, not side quests.

They've said they had a team of eight people making dungeons.

 
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Perpetual debt is slavery.
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78. Re: Gone Gold - Skyrim Nov 5, 2011, 09:10 Saboth
 
And...I've no interest at all in trade skills, in any game. I'd rather explore dungeons.  
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77. Re: Gone Gold - Skyrim Nov 5, 2011, 07:37 Cutter
 
The vast majority of "dungeons" in all of Bethsoft's games - TES & FO - have been just small jaunts to go in, fight a few mobs and snag some loot. I'd much rather have a robust tradeskill system like UO had where you can do pretyty much everything. I'd rather hunt, fish, build houses, objects, weapons, etc. than do Bethsoft's version of dungeons.
 
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"Bye weeks? Bronko Nagurski didn't get no bye weeks, and now he's dead… Well, maybe they're a good thing." - Moe
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76. Re: Gone Gold - Skyrim Nov 5, 2011, 07:00 Dev
 
Fortunately, something like weight limit is easy to mod. I remember the first time I played morrowind, I wasn't happy with the selection of birthsigns, so I modded my own in just a few minutes.

As for repetitive dungeons, that's a common complaint of beth games. Things like oscuro's oblivion overhaul helps with some of that with thousands of hand placed things in dungeons. It also fixes oblivions leveling system.

Don't spend hours searching for mods, just try that ONE mod, OOO.
 
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75. Re: Gone Gold - Skyrim Nov 5, 2011, 05:52 Jerykk
 
Noooo... my biggest fear has come true :(.

Are you really surprised? If Bethesda thinks something is cool, they'll completely overuse it. See Oblivion gates, cliffracers and slow-mo kill replays. I'd be shocked if the dragons weren't overused in Skyrim.
 
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74. Re: Gone Gold - Skyrim Nov 5, 2011, 05:51 jdreyer
 
Mashiki Amiketo wrote on Nov 4, 2011, 20:29:
jdreyer wrote on Nov 4, 2011, 19:44:
EXACTLY. This is a 2012 purchase...
I haven't seen this many emo/wrist types since darek smart last posted here.

Says the person who never bought a Bethesda game on launch day.
 
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"Microsoft is the absent minded parent of PC gaming" - Verno
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73. Re: Gone Gold - Skyrim Nov 5, 2011, 05:09 foot
 
MrGrosser wrote on Nov 4, 2011, 22:33:
Dungeons have quickly started to get repetitive, and I think I've been to a total of 6 of them.

Noooo... my biggest fear has come true :(.
 
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72. Re: Gone Gold - Skyrim Nov 5, 2011, 04:55 Cutter
 
No inventory and no weight limits means it's not an CRPG. Thanks, but I want them both.
 
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"Bye weeks? Bronko Nagurski didn't get no bye weeks, and now he's dead… Well, maybe they're a good thing." - Moe
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71. Re: Gone Gold - Skyrim Nov 5, 2011, 03:02 EricFate
 
Anyone start a pool on how many game breaking bugs this one will ship with?  
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70. Re: Gone Gold - Skyrim Nov 5, 2011, 02:59 Pineapple Ferguson
 
Yup.. get over your OCD and accept the fact that sometimes you may need to leave that Bronze Tunic of Encumbrance behind.  
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69. Re: Gone Gold - Skyrim Nov 5, 2011, 02:21 Jerykk
 
And for every one of you there is someone on an RPG forum talking about how inventory limits are necessary for balance and roleplaying. You can't make everyone happy.

Personally if they removed weight limits I would complain about yet another example of dumbing the game down.

There are a lot of good reasons for weight limits. For one, it makes it much harder to get rich, since you can't just take everything you see and dump it all off at the local merchant. That said, fast travel seriously undermines that, as it lets you fill up at a dungeon, teleport to the local merchant, dump the loot, teleport back to the dungeon, rinse and repeat. That's why I generally avoid using fast travel until I've explored the whole map and looted all the dungeons. If Bethesda wants to make encumbrance more meaningful, they should remove fast travel.

That said, you can make an unlimited inventory system balanced. Simply have merchants pay less for stuff they already have. If a merchant already has 10 steel daggers, he shouldn't pay as much as a merchant who has none. If a merchant has tons of any one item, he should refuse to buy more. You could also have item values vary per region. A flask of water shouldn't hold any value in snowy northern regions but should be very valuable in southern desert regions.

As always, it's all about implementation. A seemingly tedious or annoying mechanic can add a lot of depth to a game if it is implemented correctly. That goes for time limits, escort quests, encumbrance, item degradation, fetch quests, etc.
 
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68. Re: Gone Gold - Skyrim Nov 5, 2011, 02:03 StingingVelvet
 
Sempai wrote on Nov 4, 2011, 23:08:
Well it sounds like those stupid mfers haven't learned a gdamned thing since their last outing.
The whole weight shit is going to make me fucking rage, I swear to God what's the point Bethesda? Ok fine, but give the player some flexibility. They're are obsessed with STUPID shit that a mod with a lick of common sense will later implement for these morons!

Hey guys! we want you to explore, craft, gather and loot all sorts of nifty things in our world but..wait you can only carry 2 pounds over your armor/weapon weight. You'd better stay close to a town.

Wtf..

And for every one of you there is someone on an RPG forum talking about how inventory limits are necessary for balance and roleplaying. You can't make everyone happy.

Personally if they removed weight limits I would complain about yet another example of dumbing the game down.
 
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67. Re: Gone Gold - Skyrim Nov 5, 2011, 00:25 {PH}88fingers
 
Jerykk wrote on Nov 4, 2011, 23:52:
I've never been a fan of trolling forums to try and figure out what mod out of so many that seem shit to try and find what to install to make the game experience tolerable.
I know so many say the PC experience is all about spending the time to tweak the game incl. mods to your liking but sometimes I just want to install the game and play not spend hours just to get it work; I really wanted to like Oblivion but unfortunately that never happened... then again I never went out and tried to find the mods which I now see people are saying made the game alot better... such a shame...

You don't need to troll forums to figure out which mods are good. There are sites dedicated to doing that for you. See http://www.skyrimnexus.com/. Expect that site to fill up quickly once the game is actually released. It has a list of the top 100 most popular mods. You can sort by ratings, downloads, etc, if you want.

Thanks Jerykk, bookmarked!
 
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66. Re: Gone Gold - Skyrim Nov 4, 2011, 23:56 space captain
 
Sempai wrote on Nov 4, 2011, 23:08:
I hope I'm jumping the gun and raging for nothing,

dont worry, you are

you really really are
 
Go forth, and kill!
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65. Re: Gone Gold - Skyrim Nov 4, 2011, 23:52 Jerykk
 
I've never been a fan of trolling forums to try and figure out what mod out of so many that seem shit to try and find what to install to make the game experience tolerable.
I know so many say the PC experience is all about spending the time to tweak the game incl. mods to your liking but sometimes I just want to install the game and play not spend hours just to get it work; I really wanted to like Oblivion but unfortunately that never happened... then again I never went out and tried to find the mods which I now see people are saying made the game alot better... such a shame...

You don't need to troll forums to figure out which mods are good. There are sites dedicated to doing that for you. See http://www.skyrimnexus.com/. Expect that site to fill up quickly once the game is actually released. It has a list of the top 100 most popular mods. You can sort by ratings, downloads, etc, if you want.
 
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84 Replies. 5 pages. Viewing page 1.
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