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The Elder Scrolls IV: Oblivion


Crusader
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Måste säga att destu mer jag ser av spelet destu mer längtar jag. 20 min. DVDn (Som för övrigt släpps lagligt på ElderScrolls.com nästa vecka och antagligen kommer finnas med i olika engelska spel tidningar) var cool och enligt utväcklarna var den rena skräpet igämförelse med det färdiga spelet.

Och nu har dessutom titel låten till Oblivion släppts. B)

Man ska kunna göra karaktärens ansikte väldigt detalj rikt, alla möjliga hår och hud färger, köpa hus, ha husdjur, rymma från fängelse (Om man blir tagen) och en massa annat kul. Spel världen kommer vara 16 Square Miles (ca 28 Kvadrat Kilometer) stort och då räknas varken de över 200 Dungeons eller hellvetes dimentionen Oblivion med. (Morrowind var 9 Square Miles (ca 16 Kvadrat Kilometer) stort var av 6 Square Miles (ca 9 Kvadrat Kilometer) var land och 3 Square Miles var vatten)

Lite info so fans sammlat på sig från intervjuer: (Länkar till mer info finns längst ner)

Note: New items added to the list since the late major update will be blue. An asterisk (*) denotes a footnote detailing the item lower down the list.

Yes List

(Things that WILL be in the game)

* 1st and 3rd Person Views

* 1500+ NPC’s*

* 121 Plant Types

* 150+ Quests

* 16 Square Miles (Not including dungeons or the realms of Oblivion)

* 200+ Dungeons*

* 200+ Hours of Gameplay (Main Quest is 20-25 hours long)

* 21 Skills*

* 40+ Creature Types (Many broken down into sub-types)

* 400+ Books

* 5 Counts Fighting for Power*

* 5 Different Breeds of Ride-able Horses for Purchase (Will be kept in stable while in towns or not using)

* 6 Factions/Guilds (The Arena*, Blades*, Dark Brotherhood*, Fighters’ Guild, Mages’ Guild, Thieves’ Guild*)

* 7 ‘Big’ Battles (Entailing more than the average 6-8 NPC’s fighting on screen at once)

* 9 Major Cities*

* 9000+ Objects (All of which are movable, and react accordingly with the environment)

* Ability to Purchase Homes (One in every major city)

* Birthsigns (Same 13 from Morrowind but apparently with more detailed and specific effects)

* Borders*

* Cast-on-Strike Enchantments

* Compass (Will only show places relevant to current selected quest)

* Daedric Quests (Shrines scattered across the world where you can pick up quests)

* Decoration (For your homes but unknown what kinds)

* Dynamic Soft Shadows (For all objects and NPC's/creatures)

* Dynamic Weather and Time

* Elven Power Crystals (Wield great power that you can use, but unknown what powers they are)

* Essential NPC Indicator (Subtle icon appears when looking at an essential NPC)

* Expanded Character Creation Process*

* Events/Festivals (Official mod downloadable for PC and X-Box 360)

* Evidence chest (When you're arrested all of your belongings end up here)

* Fast Travel Map

* Full Character Voice Acting (50+ Hours, Announced: Sean Bean, Linda Carter, Terence Stamp, Patrick Stewart)

* Greater Powers for Each Race (Imperials: Star of the West, Voice of the Emperor)

* Hoods/Hooded Robes

* Horse Armor (Official mod downloadable for PC and X-Box 360)

* Improved Combat*

* Increased Graphics Options (More optimization for lower end systems)

* Infamy Rating (Crime level that goes up but not down, helps calculate NPC disposition)

* Interactive Jail (Serve your time or find a means to escape)*

* Light, Shadow and Sound Based Sneaking

* Lockpicking Mini-game*

* Magical Staves (Fire spells from staff (oversized wand?))

* Magicka Regeneration (Based on Willpower)

* Necromancy (Ability to reanimate defeated enemies or NPC's and have them as followers but unknown for how long)

* New and Improved Dialogue System (Listen in on conversations for new topics)

* New Persuasion Interface*

* Oblivion Realms Locked after Main Quest

* Pets (Horses, Dogs)

* Physics-based Sound (A sword sounds different when hitting stone then it does when hitting wood)

* Potion Application to Weapons*

* Quiver (Container for arrows you wear on your back and arrows visibly disappear)

* Races from MW (Altmer (High Elf), Argonian, Bosmer (Wood Elf), Breton, Dunmer (Dark Elf), Imperial, Khajiit, Nord, Orc, and Redguard)

* Radiant AI*

* Realistic Physics (Havok Engine implemented, meaning objects have mass, weight, and react to one another accordingly)

* Red Hand (A hand will turn red if an item you're looking at belongs to someone)

* Respawning of some NPC’s (Guards and Bandits)

* Sitting/Lying Down

* SpeedTreeRT Technology (Realistic trees and vegetation that will animate in real time to the weather)

* Stats Menu (Tracks kills, stolen items, necks bitten as a vampire, etc.)

* TES Construction Set (PC Only)*

* Traps (Physics based booby-traps)

* Traveling NPC’s

* Vampires*

* Visibly Sheathed Weapons (Swords at belt, bows and long-swords on back)

* Yielding*

No List

(Things that will NOT be in the game)

* Aging (In-game aging of the player character or NPC’s)

* Banks

* Beheading/Dismemberment (Hacking apart limbs of NPC’s)

* Capes/Cloaks

* Cast-On-Use Enchantments (Except for staves)

* Children

* Cliff Racers (Quite pleasing)

* Climbing

* Combat Staves

* Crafting (Forging Weapons/Armor)

* Crossbows

* Dual Wielding

* Experience Point Leveling System (This is a good thing)

* Forced Reloads*

* Imperial Legion or Nine Divines (Ability to join)

* Jobs (Non-quest employment through an NPC)

* Locational Damage

* Locking of Doors (With a key)

* Making Traps

* Mark and Recall

* Modeled Breads/Facial Hair

* Mounted Combat

* Multiplayer

* New Playable Races (Just the same 10 from Morrowind)

* Nudity

* Sleeping Anywhere (Sleeping will be restricted to taverns, inns and camp sights)

* Spears

* Thieving of Your Possessions (NPC’s stealing from you)

* Throwing Weapons (shurikens, darts, throwing knives)

* Terrain Destruction or Deformation

* Were-creatures (Bears, wolves)

Maybe List

(Things that are unknown)

* An Appearance of MW NPC’s (Such as Caius Cosades, Fargoth or Jiub)

* Breaking Down Doors (Using your sword to open a door)

* Chains, Flails and Whips

* Clocks (In-game item clocks that indicate what time it is in the game world)

* Dragons (LOL, I don’t ‘think’ so, but it has been hinted at)

* Mercenaries (NPC’s you can hire for assistance in combat)

* Naming of Pets

* Realistic body/hair/clothes movement*

* Sinking in Water (Of objects and/or yourself when overweight)

Footnotes

(Some side information about the various items listed)

* 1500+ NPC’s: There has been some debate over whether this includes the respawning guards/bandits/etc. Until I find something more specific, while the number is confirmed NPC's, the number that are unique is not and will just have to be something that is up in the air.

* 200+ Dungeons: The dungeons are all hand crafted and will be darker this time around, with more diverse and ambient lighting.

* 21 Skills: You will be able to choose 7 major skills (these will start at 15 and are the only ones that effect your leveling) and then the rest will be minor skills (will start at 5 and not effect your leveling). Also, the two attributes chosen to be your main ones will be raised 15 levels each. Each skill will have ranks (novice, apprentice, journeyman, expert, and master) depending on how high your level in it is, and for each new rank in that skill you will receive perks that are used automatically when needed. Here is the list of the skills over the 7 attributes (Luck plays a little into all skills) and the known skill perks. At the moment, we do not know how they are split up by specialization:

o Strength

+ Blade (Master: Random paralyzing “neck-strike”)

+ Blunt (Master: Random paralyzing “neck-strike”)

+ Hand to Hand ("High-end" Levels: Probable counter-attack and disarming of enemies (when blocking), Master: Random paralyzing “neck-strike”)

o Endurance

+ Armorer (Master: Repair items to over 100%)

+ Block ("High-end" Levels: Probable counter-attack and disarming of enemies)

+ Heavy Armor (Progressive: Smaller penalty on using magic)

o Agility

+ Marksman (Progressive: Zoom-in feature, Expert: Knock down opponent)

+ Security

+ Sneak

o Speed

+ Acrobatics (“High-end” Levels: Dodge)

+ Athletics

+ Light Armor (Progressive: Smaller penalty on using magic)

o Intelligence

+ Alchemy (Progressive: Able to drink more potions and have more current effects)

+ Conjuration

+ Mysticism

o Willpower

+ Alteration

+ Destruction

+ Restoration

o Personality

+ Illusion

+ Mercantile (Master: Invest in stores to increase merchants maximum amount of money)

+ Speechcraft

Additional Note: It has been said that each weapon will have its own sneak attack, and that when used will ignore an opponent’s armor rating to inflict more damage.

* 9 Major Cities: Fully identified cities from 20 min video: Anvil, Chorrol, Kvatch, Imperial City, Skingrad and Sutch. The rest have either been confirmed through screenshots, or are educated guesses. Special thanks to Astarsis for the list (check here for a much more detailed list with pictures of the towns):

o Anvil - West (Italian type port city, stone buildings with red tiles rooftop)

o Bravil - (Suspected South) (Small rundown buildings)

o Bruma - (Suspected Northern Skall Village) (Skaal type city)

o Chorrol – North West (26 houses, walled city, fort, church with green windows, classic imperial style)

o Cleydinhal - (Suspected South/East) (Wooden buildings, paradise pond and natural surroundings)

o Imperial City - Central Island (Capital, 2.5x Vivec, main hub 4x Chorrol, ~100 NPC’s, smaller hub and port around, roman stone builder with green rusted cooper domes)

o Leyawiin - Southern Jungles (Similar to Bravil)

o Kvatch - Southwest (Seems classic imperial style but in ruins) (Doesn't count as one of the 9 major cities)

o Skingrad - Southwest (Tall stone buildings)

o Sutch - Southwest (Classic imperial style)

Additional Note: You must use the city gates to enter and exit cities now. You will be unable to levitate/jump over the walls (But you will be able to see landscape if it’s high enough to be seen over the walls). I’m guessing that there will be invisible borders at the walls, preventing you from going over.

* The Arena (Guild): You’ll be able to bet on fights as well as work your way through the ranks.

* The Blades (Guild): You’ll most likely do quests for them during the Main Quest (and perhaps various side quests), but will be unable to join.

* Borders: Borders are invisible walls that prevent you from going beyond the edges of Cyrodiil. These borders will be comprised of natural boundaries (i.e. rivers, mountains, etc.) and other times will just be unnoticeable invisible barriers blocking your path with a message telling you to ‘go back’. Additional Note: You’ll still be able to see ‘beyond’ the borders so you don’t feel awkward about them.

* The Counts (5 Houses): You'll be able to do quests for the five Counts that are fighting for power in Cyrodiil, but will be unable to join any one of them.

* Dark Brotherhood (guild): To gain admittance, you will need to kill someone innocent. Only then will someone confront you about joining the guild.

* Expanded Character Creation Process: The new character selection has gotten a complete overhaul from the one in Morrowind. You will now use sliders to pick custom age, face, brow, cheeks, chin, eyes, forehead, jaw, mouth, nose, skin tone, beard, eyes, eyebrows, lips, and nose. There will be no ability to change body type (as this could result in clipping issues). Additional Note: There will be no modeled beards/facial hair. There will only be beard/facial hair shaders, so you will look like you have a heavy 5 o’clock shadow. Also, there is a RGB slider for hair color, so hair color can be as wild as you want.

* Forced Reloads (No List): Ok, they changed it again, and to our liking, I’m sure. They have taken out the forced reload and inserted in its place a new condition. If you happen to attack and kill an essential NPC, they don’t die, but instead go unconscious for a time. Eventually they will get back up, and go about their daily business (most probably with a lowered disposition towards you for killing them). Additional Note: Fortunately, it has been said that when an essential NPC has served their purpose, the flag on them will be turned off and you can kill to your hearts content. Also see the Yielding footnote.

* Improved Combat: With the new combat system implemented you'll be able to manually block, attack quickly using different combos, or use one of the five 'special' or 'super' attacks (per skill) all of which have their own benefits when fighting. Holding up you shield will slow you down (unable to run), and you also have to be facing your opponent to block an attack. Some damage might get through based on you shield's armor rating, you block skill, and your Luck and Fatigue, and what doesn't get absorbed you recieve. You can also block arrows, it your block skill is high enough aand you have a good shield, they will just bounce off. Additional Note: Also this time a hit is a ‘hit’. There is no ‘to-hit roll’ for hitting or missing, it only does ‘rolls’ on your stats and skills to determine what damage is done to the enemy. Also see the Yielding footnote.

* Interactive Jail (Escaping): Picking the lock, stealing the key from the guard when he walks by, starting a fight with the other prisoner so the guard investigates, bribe the guard (possibly), wait until another prisoner is to be released and then run out of the cell, etc.

* Lockpicking Mini-game: You are now taken to a different screen when attempting to pick a lock. You will now have to use a lockpick to tap tumblers into the “unlock” position. The harder the lock, the more tumblers there are and they are difficult it is to lock the tumblers in place. Additional Note: You can tell the game to solve the lock itself without having you do it manually, and the game does a dice roll against the lock using your security skill. The higher your skill, the better chance it opening without breaking your pick.

* New Persuasion Interface: The new interface is almost a mini-game in itself, but not really on if you think about it (just a new way of looking at it). The new interface has an option for Boast, Admire, Joke, and Bully and you will have to watch the subtle cues on the NPC’s face to see which one will work the best (ok, maybe a little like a mini-game). There is also a button for Demand as well as one for Bribe.

* Potion Application to Weapons: You when you make a potion, you can use it on a weapon of your choice to add that effect to the weapon, and will be transferred to the next person you hit with the effected weapon. A small green droplet icon appears on the screen indicating a potion has been applied to the weapon

* Radiant AI: NPC’s will have 24/7 schedules, such as closing their shop at night, or locking their door when they go to bed. They also have full facial expressions and will react accordingly to what race they are talking to (High Elves would have a lower disposition to a Wood Elf, than say another High Elf). Additional Note: It has been said that NPC’s will have many more parameters that go into decisions that they choose. Just a couple of them are confidence and responsibility.

* Realistic body/hair/clothes movement (Maybe List): Such as bodies, hair, and clothes moving realistically to simulate such things as gravity, momentum, winds, etc. Go here for the thread that is discussing this issue.

* TES Construction Set: The CS has been improved to be simpler for the developers and modders. Dialogue, landscaping, quests, scripting and more have all been made easier to use. Modders will still need a separate program to create objects, and another for skinning (just like for Morrowind). Here is a quick rundown of some improvements to the scripting:

o Ability to call functions on any reference anywhere

o If statements can use the full range of logical operators: &&, 7C7C, >, !=, etc., as well as nested parents

o Integration of script functions with "conditions" in the editor -- basically, any function that returns a value will be available to conditionalize dialogue, etc.

o Variables can be used as parameters for most function calls

Unfortunately arrays, lists, pointer and string variables are unlikely to be added.

* Thieves’ Guild: To gain admittance, you will need to be thrown in jail for a non-violent crime, or go through the conventional means of talking to NPC’s.

* Vampires: If you should become a vampire you'll still be able to continue the main quest, possibly everything, except that you'll be required to stay out of the sun and get your daily helping of blood.

* Yielding: To balance the improved combat and help solve the essential NPC issue, the yield system has been implemented. So if in a fight with any NPC, there is a chance they might yield (based on their disposition, will to fight, etc.). You also have the chance to yield yourself (just by clicking on the NPC during combat) and they can either accept it or continue to fight (based on the same stats above). Additional Note: Creatures will never accept if you try to yield to them. Also see the Forced Reloads and Improved Combat footnotes.

Misc. Notes

(Various items that don't fit into the lists above)

* Known Armors Types: Thanks again to Astarsis, go here for a more detailed list

o Quick notes

+ ~80 Armor sets (700+ pieces around the world, based on armor = helm + pauldrons x2 + gauntlets x2 + cuirass + greaves + boots + shield (9 pieces), matching horse armor not taken into account)

+ 2 armor skills (heavy and light)

+ Both cover 6 subtypes, for 12 subtypes total

+ Each subtype probably cover 6 armor sets and a bunch of unique ones for a grand total around 72 armor sets + a crap load of unique sets!

o Confirmed Armors

+ Daedric

+ Ebony

+ Dwemer (Real Dwaven)

+ Mythic Dawn

+ Elven types

+ Arena armors

+ Steel armor types

+ Blade (legionnaire) armor (on guard, foreground)

o Uncertain Armors

+ Imperial legion? Heavy Leather/Iron?

+ Leather armor?

o Guards armors (city associations not confirmed)

+ Cleydinhal guard

+ Choroll guard

+ Sutch guard

+ Anvil guard

o From artwork

+ Mithril

o Other armors known to be in

+ Glass

* Known Creatures: Thanks to Human_84 and Orix

o Clannfear

o Deadroth

o Deer

o Dogs (20min video)

o Dremora

o Ghosts

o Goblins

o Horses

o Insects (Butterflies (20min video), small bugs (dev quote))

o Land Dreugh? (crab thing in trailer)

o Lich

o Minotaur

o Ogre

o Rodents (Giant Rats (gameplay video), mice & moles (dev quote))

o Sheep

o Skeletons (Fall apart when killed)

o Unicorn (dev quote)

o Trolls

o Zombies

* X-Box 360 Controls: Based on the TeamXbox preview, commentary from players at X05, and other various other sources (thanks to Daemon782):

o Right Trigger – Attack

o Left Trigger – Block

o Right Bumper – Cast Spell

o Left Bumper – Grab Objects

o A – Pick Up, Use, Activate

o X – Draw/Sheath Weapon

o Y - Jump

o B - Menu Mode

o Right Analog - Look

o Right Analog (Pressed) – Switch 1st/3rd Person

o Left Analog – Move

o Left Analog (Pressed) – Stealth Mode

o D-Pad – Hot Keys for various weapons, potions, spells

Fakta lista

http://www.elderscrolls.com/forums/index.p...opic=174305&hl=]Encyclopaedia Oblivonicu

Encyclopaedia Oblivonicus II

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Man kan köpa ett hus i Morrowind. Jag kommer inte ihåg exakt när, men jag TROR man måste klara ut uppdragen för något av husen (eller vad dom nu kallade sig). Dom politiska husen? Bah...

Va, det visste jag inte? Makker, som spelat det länge säger att man inte kan. Men, men, om man vill ha ett hus är det bara att reta upp husägaren tills han attackera.

När kan man köpa ett hus då? Är det långt in i spelet?

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Mums. Fan vad jag längtar. :)

Man kanske skulle ta och installera om Morrowind... ;)

Håller med! :) Sitter och räknar dagarna till releasen...

Ska ni köpa Collectors Edition-utgåvan eller vanliga? Jag ska lätt försöka få tag på Collectors Edition :P

http://www.webhallen.com/prod.php?id=47716 :wub:

Jag ska nog också installera Morrowind, och Bloodmoon :rolleyes:

Fast inte Tribunal, för det sög :P

Redigerad av Fredrico
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Det ska bli spännande att se vad systemkraven ligger på :rolleyes:

Hoppas man kan köra på hyffsade inställningar så grafiken och allt fortfarande ser bra ut... :P Annars blir det inte riktigt samma känsla...

Förhoppningsvis är dom inte alltför höga. Ska nog klara av spelet, dock inte på högsta.

Post #1421

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Förhoppningsvis är dom inte alltför höga. Ska nog klara av spelet, dock inte på högsta.

Post #1421

Minimalt blir det säkert OK. Men vill man ha allt på lika högt som XBox 360 så får man, enligt utväcklarna, skaffa ett grafic kort för 4000 kr.

200 h gameplay och 25 h main story ska man nog ta med en nypa salt. Är som Final Fantasy spelen som ska vara i 30 timmar men jag har aldrig klarat ett under 140 timmar.

Edit: Kommer XBox 360 versionen av The Elder Scrolls IV - Oblivion Collector's Edition komma till sverige? Har inte hittat nåt om det.

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