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IwubCheeze: You've missed the point about the cliff racers, it isn't because they're hard to kill, quite the opposite actually. The problem with cliff racers is encountering them at all. Getting from A-B is already tedious and adding an easily killable monster en route only makes getting to B take more time with more tedium. Also, if there's one cliff racer, there is definitely more. Just let me get to B without adding more tedium to an already tedious journey, thank you.
I haven't. Just cast a spell and the Cliff Racers will all die. Or, try casting an area of effect long duration Absorb Fatigue and runnning away: The Absorb Fatigue will keep your Fatigue topped off until it wears off or the Cliff Racers despawn or get tired.

They are common enough so that, if you are not short on money, it is worth making a spell to specifically deal with them.

(How much Fatigue do Cliff racers have anyway?)
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dtgreene: I am playing Morrowind for the first time and am enjoying it so far, although there are issues like lack of money to get all the spells I need (I have fixed that for now with an exploit) and slow movement.

Righteousness is a good spell at the start. It's cheap (half the cost it should be) and heals you while damaging a nearby enemy.

I have finally, after all these years, been able to use the Super Potion trick myself. It is fun making potions that improve my Intelligence, allowing me to make better potions. Of course, I have decided not to run around with overpowered potions, so I sold some to raise money and am keeping the rest in case I want to do the trick again. It is fun being able to get over 2,000 Intelligence (and I could probably pass 2 billion with some patience), though I can see how that could create issues with game balance and game stability.

Edit: Also, if cliff racers are bugging you, make a few spells to destroy them. Regular Cliff Racers have only 45 HP, so a spell like Fire Damage 15 for 3 seconds on a large area should kill them. Also, I have heard that Levitate 1 point (on a big area) can force them to fall and take falling damage.
Max out alchemy, fortify agility super potion and jump over Red Mountain. Or run into Vivec and let loose with a frenzy human spell and watch the fun. Morrowind LuLz will always triumph over the banality of those that succeeded it.
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IwubCheeze: snip
I don't agree with most you said and I especially wonder why you make points like the limited role of every individual NPC whilst in Daggerfall the same applies to an even higher extent. Not to mention the huge spaces with nothing in it. :)
I don't think the world is too empty and I like the cities.
There could definitely have been more possibilities to make meaningful choices but in my experience, Morrowind is the TES game that allows you to shape the world the most.
I don't agree that characters simply act as envelopes, at all, but I have to say that there is little emphasis on the individual NPCs' personality and more on their place in the world and which faction they belong to.
That said, I certainly appreciate that there is quite a bit of room for improvement and polish.
So, Thank you for sharing your perspective. :)
Post edited September 09, 2015 by 0Grapher
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nightcraw1er.488: Would be nice to have a BigWorld type thing for each of the ES games.
Daggerfall...
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toxicTom: snip
Daggerfall might just as well not have any open world. :P
I mean, even in Arena you'll find NPCs, farms and settlements outside the cities whereas Daggerfall has only trees.
(Well, to be fair. It does add to the immersion to know that you theoretically could ride to the next city. :) )

Have you taken a look at the Daggerfall tools for Unity?
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0Grapher: Daggerfall might just as well not have any open world. :P
I mean, even in Arena you'll find NPCs, farms and settlements outside the cities whereas Daggerfall has only trees.
(Well, to be fair. It does add to the immersion to know that you theoretically could ride to the next city. :) )

Have you taken a look at the Daggerfall tools for Unity?
No. Looks interesting.
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IwubCheeze: snip
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0Grapher: I don't agree with most you said
Not to mention the dungeons being tiny and dull : every cave is different in morrowind, and most of them require a lot of observation/reading to figure out what is the story of the place (and a good detect magic spell can help, and levitate/breathe magic stuff)

Edit : and regarding the low difficulty of vanilla, I usually prefer slow scaling builds (enchant, mysticism, athletics, acrobatics ....). You have the possibility to set your own challenges in this game.
Post edited September 09, 2015 by Potzato
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nightcraw1er.488: Would be nice to have a BigWorld type thing for each of the ES games.
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toxicTom: Daggerfall...
Nah, bifworld is a package of.mods for baldurs gate, a lot of mods. And you can configure it for harder or just the extra content. It has an installer which does all the install. Would be nice to have the same thing for morrowind/oblivion which the only one for oblivion, the fcom superpack, was removed.
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Potzato: Edit : and regarding the low difficulty of vanilla, I usually prefer slow scaling builds (enchant, mysticism, athletics, acrobatics ....). You have the possibility to set your own challenges in this game.
Yeah... His problem seems a bit self-inflicted.
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OneFiercePuppy: He loves t3h sploits. You should see his posts in the Baldur's Gate subforum XD
i did notice that too actually, good thing for him Morrowind has more expliots than BG

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OneFiercePuppy: There's a mod to reduce the number of cliff racers in the world, and you can scale it to take them all out, leave half in, or maybe even get finer detail than that. It's on my "must-have" list of Morrowind mods for personal use, even though it's mad fun to enchant up a bunch of jump and go leaping across the island, punching cliff racers to death in midair ^_^
Even though I shun mods for a first time playthough, I would recommend a mod like this. Anything that takes tedium out of this game would be an improvement

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IwubCheeze: You've missed the point about the cliff racers, it isn't because they're hard to kill, quite the opposite actually. The problem with cliff racers is encountering them at all. Getting from A-B is already tedious and adding an easily killable monster en route only makes getting to B take more time with more tedium. Also, if there's one cliff racer, there is definitely more. Just let me get to B without adding more tedium to an already tedious journey, thank you.
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dtgreene: I haven't. Just cast a spell and the Cliff Racers will all die. Or, try casting an area of effect long duration Absorb Fatigue and runnning away: The Absorb Fatigue will keep your Fatigue topped off until it wears off or the Cliff Racers despawn or get tired.

They are common enough so that, if you are not short on money, it is worth making a spell to specifically deal with them.

(How much Fatigue do Cliff racers have anyway?)
No you have missed the point. The problem with cliff racers is having to deal with them at all. It doesn't matter how easy you make it, just the fact that you have to deal with them is tedious.

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0Grapher: I don't agree with most you said and I especially wonder why you make points like the limited role of every individual NPC whilst in Daggerfall the same applies to an even higher extent. Not to mention the huge spaces with nothing in it. :)
Actually, it applies to Morrowind to a higher extent. This comment was mostly about quest giving NPCs. In Morrowind when the quests dried up, the NPC had no further use in the game. You could still get random quests in Daggerfall and some of these quests would affect your reputation with certain groups in the game. IIRC correctly, you could improve reputation within guilds but can't remember if you could affect your reputation with commoners, nobility etc as well.

Also, you'll never noticed I praised Daggerfall for the huge spaces but at least you could get around that by fast travel. Not so easy in Morrowind.

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0Grapher: I don't think the world is too empty and I like the cities.
I see what you did here so I'm just going to call you on it. Morrowind is indeed empty and the cities are tiny and lifeless, but you can't refute that because that is indeed the case. But hey, no problem, I'll just say I like it and that leaves no room for argument. I could just as easily say I like getting smashed in the ballsack with a sledgehammer. You can argue that but there's no point because I can just say "But I like it", leaves no room for argument.

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0Grapher: There could definitely have been more possibilities to make meaningful choices but in my experience, Morrowind is the TES game that allows you to shape the world the most.
By this I'm assuming you mean the dungeon editor. Because not much changes with the game itself.

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0Grapher: I don't agree that characters simply act as envelopes, at all, but I have to say that there is little emphasis on the individual NPCs' personality and more on their place in the world and which faction they belong to.
Oh look, you've done it again. You've just said "I don't agree" without expanding your point and adding "at all" for emphasis doesn't change anything. Also, what makes you think the NPCs has any emphasis on their place in the world? They were static props devoid of any life whatsoever, something else I hoped they would change from Daggerfall but .....................

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0Grapher: That said, I certainly appreciate that there is quite a bit of room for improvement and polish.
We can agree on that much atleast

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Potzato: Edit : and regarding the low difficulty of vanilla, I usually prefer slow scaling builds (enchant, mysticism, athletics, acrobatics ....). You have the possibility to set your own challenges in this game.
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0Grapher: Yeah... His problem seems a bit self-inflicted.
So playing the game normally and finding it too easy is a self-inflicted problem? Ooooooooooooooooookay..................
Post edited September 10, 2015 by IwubCheeze
Edited for double post
Post edited September 10, 2015 by IwubCheeze
Wall of text incoming
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IwubCheeze: In Morrowind when the quests dried up, the NPC had no further use in the game. You could still get random quests in Daggerfall and some of these quests would affect your reputation with certain groups in the game.
That's like saying your former head master doesn't have any further use anymore. Even if an important NPC in the game doesn't have a quest for you anymore, the NPC is still an important character in Vvardenfell.
The NPC will react to you appropriately to your past actions. Apart from that he probably has dialogue that only he or very few other NPCs have.
Btw, why would an NPC even have an unlimited number of quests for you?
You don't need any random quests that affect your reputation with certain groups because the regular quests already do that. If you haven't got the maximum reputation with a guild then there still are regular quests for you to do.
You are right that Morrowind lacks random quests if you've completed a guild. It would have been nice if after having completed a guild you'd get a specific task like in Oblivion.

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IwubCheeze: Also, you'll never noticed I praised Daggerfall for the huge spaces but at least you could get around that by fast travel. Not so easy in Morrowind.
I've never claimed that you did but you do seem to have double standards.
You want to fast travel in Morrowind? Take a silt strider, a boat or use the teleportation services in the mages guild.
You're right. That's not as easy as in Daggerfall. But I consider Morrowind's fast travel system better because it is more complex and realistic (realistic as in what would be realistic if we accept the premises of a fantasy game).
If you really don't like navigating through Morrowind at all then you can use the "coc" console command btw.

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IwubCheeze: I'm just going to call you on it.
Well you shouldn't because you are objectively wrong.
Is Morrowind empty? Well there are caves, tombs, hills, trees, mushrooms, NPCs, lakes, rivers, boats, huts, ruins etc in the wilderness, which means Morrowind's wilderness is objectively not empty.
What you mean is that Morrowind is relatively empty. This is something I don't have to agree with, especially not if you don't tell me what games you compare it to.
The same goes for the cities.
Compared to Daggerfall the cities may be small but Daggerfall's cities are not standard sized cities for a video game.
Btw, the cities are so unique and you still expected more than they achieved?
I agree that vanilla Morrowind could have used more NPCs in the cities. Do you need more NPCs, though, if you want a city to not appear lifeless? That may be a subjective question.

Like I said: There is a reason to criticise these aspects because there is room for improvement but what you claim is not an objective truth.

If you don't completely detest Morrowind then I recommend taking a look at the mod (compilation) Morrowind Rebirth. It greatly improves upon the points you made.

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IwubCheeze: By this I'm assuming you mean the dungeon editor. Because not much changes with the game itself.
Mostly, the changes are implied in the dialogue. Choices you have most of the time only concern your character whilst actions resulting in bigger changes (that are implied in the story) are mostly obligatory.
Compared to other TES games your ability to make choices and your impact on the world both seem more obvious to me.
What's most obvious is that you are able to kill anyone. This may not sound like much but if you are into role-playing this matters a lot.
If you do one of the Great Houses' quests you'll have a fortress built for yourself. This is not really something you can influence by choices (apart from choosing your quest line) and more like an example what quests can change in the game world. But it feels like you are changing the world.
If you do quests for a faction you are going to help it get more powerful whilst weakening its opposing factions. Unfortunately, you can't see that but it is suggested in the story and the reactions of the other factions' NPCs.
Your direct choices how to influence a quest are limited like in every TES game but you often have the choice if you want to ruin an NPC and make him hate you, not ruining him or helping him. Does that choice then reflect in the world?
Probably not, the NPC will likely still remain in his hut. But to me the choice does matter because I'll know that I have destroyed that NPCs life.
Morrowind allows you to make your choices matter for your character. Do you want to continue the Mages guild's quest line? If you do what is asked of you you'll break the rules of the Thieve's guild. Do you want that?

Morrowind is an intrigues and from rags to riches, fame and power simulator. Your choices matter as much as they need to for that kind of game. Having more impact on the world would be nice but I don't see it lacking in any way compared to the other TES games.

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IwubCheeze: without expanding your point
Oh, I just didn't want to bore you as I thought my earlier post included the relevant information.

To be continued...
Post edited September 10, 2015 by 0Grapher
continuing
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IwubCheeze: Also, what makes you think the NPCs has any emphasis on their place in the world? They were static props devoid of any life whatsoever, something else I hoped they would change from Daggerfall but .....................
First of all, your character's relation to every NPC depends on your status in their guild and other guilds.
Random strangers like you more or less depending on what factions you do quests for. If you are a well-known agent of the Hlaalu who assassinated some Telvanni sorcerers already, NPCs belonging to the Telvanni faction will start to hate you. Maybe they'll attack you on sight or they refuse to give you information and trade with you, which can be a problem for you.
This is one aspect that isn't static for example.
Morrowind seems very detailed to me in that I get the illusion that it has a functioning world. The people who govern Morrowind do exist and an author of a specific book does exist. The slaves who work on the fields do exist as well as the maiden you would expect in a home of a rich NPC. You can see which NPC is poor and what he does for a living (otherwise you have to ask). If an NPC is important you may hear something about him which fleshes out his background.

Some strangers will never tell you more about them apart from their profession, but quest-givers often have a distinct personality.
Now, as I said I agree that most NPCs haven't got a more complex personality than a simple attribute like affectionate-friendly-arrogant-furious but there is complexity to be found in the composition of the whole population of Vvardenfell, which sometimes means that an NPC is not much more than a "role".
What's important about that is, that their role does not depend upon your character and doesn't revolve around you.

How does what I said compare to other Elder Scrolls games?
It's similar to Arena and Daggerfall, but in Arena and Daggerfall you encounter a random NPC. They may have a name and a profession but they haven't got a place in the world. The individual NPCs don't have any complex relation to your character. Something that's great about Daggerfall's system is that you can create a character that has a specific disposition to the nobility or the commoners.
It's also not too far off from Oblivion where more than a few dialogue topics are shared between NPCs so that you can ask people some things they would know. Now, the major difference is that most of NPCs have only a greeting and the rumors dialogue topic. You can't tell me that that's better than most NPCs having the same dialogue. NPCs in Oblivion also have complex day routines, which is something that suggests a personality and which I like a lot.
A real personality, though, is rare in Oblivion and is limited to quest givers. Their personalities are arguably more fleshed-out than Morrowind's.
In Skyrim almost every NPC has one or two lines of his own but no dialogue topics apart from that. You may argue that this gives them a personality but in my opinion what they say is too little and too unbelievable to be a good thing. To me, the NPCs don't seem to have a place in the world. They all seem to have a small background story but it seems to me like just a story. These minor background stories don't seem to be intertwined just like one city is the secluded mages' city, one is the warriors' city and one the thieves' City -instead of cities in which the factions of warriors and mages are in contact- there doesn't seem to be a connection that gives you a glimpse of the big picture.

Do you expect the unimportant NPCs to have a personality? If you ask someone for directions in real life do you want to know if they are a couch potato who likes classical music? I am glad that I can talk to the random NPCs. I like asking my way around (sort of in-character) and they give me the information that's relevant and only what makes sense for them to know. Since Bethesda understandably couldn't give every NPC that amount of unique dialogue, the alternatives would have been having each line of dialogue available only once or giving the characters some idiotic line like in Skyrim that gives at least a little bit of insight into the background of every NPC. (I detest the way Skyrim does it because the lines make its NPCs the most unbelievable NPCs I've ever encountered)
To me, it seems like most of what Bethesda could have done to make the NPCs feel like people in a real world has been done.

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IwubCheeze: So playing the game normally and finding it too easy is a self-inflicted problem? Ooooooooooooooooookay..................
I'm sorry. If you just played the game normally then I take it back. :)
A lot of people insist that you have to make the most-efficient build for a character and level him most efficiently.
Those people are very vocal about their opinion, you see.
It didn't seem unlikely to me that after having spent a lot of time grinding you then complain about the game getting too easy.
Sorry about that. :)

Being able to become really powerful is something that IMO really fits into this game and there are few games that allow for that to happen.
Combat that relies upon your personal skill simply isn't something Morrowind does and to me that's not a bad thing because enough games do that already.
Post edited September 10, 2015 by 0Grapher
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0Grapher: Combat that relies upon your personal skill simply isn't something Morrowind does and to me that's not a bad thing because enough games do that already.
Yes. I'm simply not interested in developing the twitch reflexes that so many games require. Morrowind doesn't demand that - it's other kinds of hard - which makes it a lot more fun.
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0Grapher: Wall of text incoming
That was quite a reply. I'm quite honoured you did that actually, makes me feel a little bad for not replying right away :)

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0Grapher: RE: NPCs
What I meant was after the quest is done, for the most part, that character won't play a part in the game anymore except as a static prop. In Gothic for instance, you might help an NPC with a quest. That same NPC later in the game will show up in a different part of the world and tell you what they are doing, possibly have another quest for you, give you some advice or tag along with you. To much lesser extent, this also applies to Fallout 2. Baldur's Gate had both generic "do quest and forget me" type NPCs but that game also had NPCs you could meet throughout the game. What NPCs in Morrowind do this? I can still remember Casius Cosades (I think that was the name) playing an important part on Morrowind but I don't ever remember him moving from his spot. The only NPC I remember moving from their designated standing spot (barring NPCs outside and starting a fight with those inside of course) was that one quest in Vivec. I forget the details exactly so I'm hoping you remember this one, you had to chase the guy.

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0Grapher: RE: travel and double standards
The double standards come from me wanting certain things improved in Daggerfall but such things didn't improve in Morrowind. Look above, I mentioned not liking the static NPCs in Morrowind. Well it would be down right fallacy to say Daggerfall was better in that regard because most of the time, NPCs in buildings were simple static sprites. However, Daggerfall had random shop inventory, big cities and ........... static characters. Morrowind was a step backwards with static shop inventories, small cities (often only containing 1 shop of each kind, Vivic was the exception) AND static characters.

BTW: That console command is good to know, I didn't know it at the time and would have sorted part of my frustration with this game. The other fast travel methods you mentioned are only at fixed points in the game. Not helpful if you've gone exploring.

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0Grapher: RE: Emptiness
Oops, I came dangerously close to flame bating and coming off as a troll here when I said Morrowind is empty. I didn't mean empty literally, I meant felt empty. It's the same idea as a lonely person living in a big city. You can't just say to them "How can you be lonely? There are lots of people around". Such a person is lonely because there is no connection with the people around them. I felt the same way with Morrowind. Subjective? More than likely but I'm not the only one with this complaint…….

That Rebirth mod looks very promising. However, I need to get my hands on my disc version of the game to try it out though. I'm not forking over $20 for a GOG version of the game when I was disappointed with it the first time around.

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0Grapher: RE: character faction reputation
In fantasy setting RPGs, I tend to shun thieves because they are usually poorly implemented; a problem in gaming which still persists to this day. However, Morrowind's character creation system can get you around this problem (credit is due here) but other games left a bad taste in my mouth about thieves so I never gave it a chance. It should go without saying, as I had nothing to do with the thieves’ guild; I never experienced conflict of interest between the thieves’ guild and mages guild as per your example.

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0Grapher: RE: Telvanni sorcs
I remember doing this quest but can't remember exactly how it played out. I can only remember after doing it, I didn't give it a second thought. It's been more than 10 years since I played Morrowind so I'm sure you'll understand if I don't remember every detail :P. Annoying that I can't give a better response here..........

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0Grapher: RE: NPC personality
I don't it's feasible or necessary for each and every NPC to have their own personality in any RPG, Morrowind included. My beef with Morrowind is the main characters didn't have much personality to begin with and the generic dialog options they had only drove that point home. The only NPCs I can remember is Casius Cosades and that's mostly because he looks like someone I knew :P and Juib right at the start of the game

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0Grapher: Re: Exploits
No need to apologize. Considering the amount of exploits in Morrowind and how people make a game of the exploits themselves, it's no surprise you thought I did the same thing. When creating a character, I had the game world in mind, not exploits. I felt Morrowind lends itself particularly well to playing a a scout/explorer type character so I went with a custom character with this in mind.

Skills I picked were Light armour as exploring in any other kind of armour didn't make sense to me (medium and heavy is for rank and file soldiers, unarmoured for mages and monks), acrobatics and athletics to get around easier and safer, long blade, hand to hand and marksman for marital skills that could handle different situations, security is always useful in dungeons, restoration for healing as well as combat buffing and enchant to get better use of magic junk I found (I know I never created anything with this skill). I forgot what my last skill was, it might have been mercantile though.

Not the most efficient build but conceptually, it makes sense as a lone scout/explorer. Coming to think of it, hand to hand was probably a part of the reason I leveled up too fast but I know I didn't grind that skill.
Post edited September 13, 2015 by IwubCheeze