Custom race
I wanna do a playthrough using all skills that allow me to pacify an enemy (I.e streetwise and etiquette).
I need a custom parrot race so I can name my character "Polly Glot" ASAP
(For legal reasons this is a joke)
I wanna do a playthrough using all skills that allow me to pacify an enemy (I.e streetwise and etiquette).
I need a custom parrot race so I can name my character "Polly Glot" ASAP
(For legal reasons this is a joke)
Hodd Toward I know you're reading this.
The main questlines from Skyrim (and a bit from Oblivion) felt rushed. Not in a sense where the developers rushed to finish the questline, but rushed in a sense that it makes the player rush the story because of some "imminent danger" that might destroy the world if we take too long to do anything.
Please, make the main questline of TES VI not be like that. Daggerfall, Morrowind and the "At Your Own Pace" mod for Skyrim nailed that, locking progression behind a level wall or specific dialogue quests.
I know you don't necessarily need to rush the quests in vanilla Skyrim, but it's what the game itself induces us to do, pointing us to a dungeon right after escaping Helgen, then making the first dragon kill happen right after.
By locking the story behind character progression, you're not only forcing the player to adventure through the world you've built, making him enjoy your creation, but you're also making the story itself feel longer.
So even if you have a Skyrim sized main questline, you can make it feel three times as long if you lock the quests behind progression, and also making the player explore the world and craft his own adventure.
Hodd Toward I know you're reading this.
The main questlines from Skyrim (and a bit from Oblivion) felt rushed. Not in a sense where the developers rushed to finish the questline, but rushed in a sense that it makes the player rush the story because of some "imminent danger" that might destroy the world if we take too long to do anything.
Please, make the main questline of TES VI not be like that. Daggerfall, Morrowind and the "At Your Own Pace" mod for Skyrim nailed that, locking progression behind a level wall or specific dialogue quests.
I know you don't necessarily need to rush the quests in vanilla Skyrim, but it's what the game itself induces us to do, pointing us to a dungeon right after escaping Helgen, then making the first dragon kill happen right after.
By locking the story behind character progression, you're not only forcing the player to adventure through the world you've built, making him enjoy your creation, but you're also making the story itself feel longer.
So even if you have a Skyrim sized main questline, you can make it feel three times as long if you lock the quests behind progression, and also making the player explore the world and craft his own adventure.
RTX 3050, 16GB RAM, SSD, 4GB VRAM, I7 11th Gen.
MSI GF163 Thin.