Axeface wrote: ↑Wed, 14. Jun 23, 01:49
alt3rn1ty wrote: ↑Tue, 13. Jun 23, 15:44
Thats pretty much my thoughts, every time I see Todd Howard pushing to the masses I think "Once bitten, twice shy, three times a fool ... ooh look there's a crowd full of gullible"
I still remember the promises about radiantAI for Oblivion, months before release. When the game dropped I kind of forgot about it all because I was so into the game, but looking back in hindsight, they really hyped the game into something it wasnt.
They do hyping very well.
But despite my grouchiness about them, eventually they do become really good games.
Morrowind (with Bloodmoon and Tribunal) was excellent, especially after the modding community got established. For me Morrowind is an old favourite with huge amounts of nostalgia, though its a bit dated now.
Oblivion, especially after the modding community had matured was really quite good, I loved the forests. And quite a few really good modders got together to make the Unique Landscapes project and did a superb job. I used to play with Duke Patricks Combat Archery installed, sneaking through the UL crafted landscapes was very immersive.
Skyrim Special Edition I liked eventually, we had someone called Sclerocephalus reworking the scripting for things like the upside down barmy butterflies and many other scripting fixes which changed a lot of things once seen could not be unseen. But I ended up using a lot of my time testing stuff for the Un-Official Patch team, and occasionally contributing some texture fixes for them to the patch. The DynDOLOD mod for SSE was modding on an exceptional level and did a lot for the broken distant visuals which Bethesda never fixed.
Fallout 4 was fun, but again needed a lot of very in depth work from Arthmoor and individuals again like Sclerocephalus to weed out some awful complicated scripting bugs. It also had as usual the problems incurred by not completely reloading the game from desktop if you died, a bad thing about GameBryo is a lot of in game items get a memory register, so if for example you walked over a mine in Fallout 4 and blew up, reload from a few meters back, then walk over the same area .. The same mine would not blow up because in memory it was already noted as gone.
I spent a few minutes once firing at the floor to try and hit where I knew it was, and then found I could just walk over it. Load up from completely quitting the game and you go boom again.
Then came the Creation Club, which had a file which needed updating in some advanced modding tools every time a new CC Mod was added to the list, which became very often and very tiresome .. I have a long story on Bethesdas monumental and consistant bug peddling to the masses, and eventually I got really fed up with them. Been playing and modding their games since 2006 and my first purchase of Morrowind.
Around about the same time I got into Egosoft X series with X2 The Threat. A much more worthy publisher who do follow through with years worth of polishing.
What a contrast.
Apparently Bethesda in recent years though have become more attentive to bug fixing (since Microsoft became involved), so I am once again nearly attracted to this next game Starfield .. Will see how it gets received first for a few years.