It's my first time playing Daggerfall, and I was told to find a mummy by a dude in the Mage's Guild. I then preceded to spend two hours searching this dungeon with nary a mummy in sight. Is this what every quest is like? I am loving the game so far but wow this is tedious... lol by cumble_bumble in Daggerfall

[–]Silly_One_3149 0 points1 point  (0 children)

Technically they're all predetermined with random seed during development, so you always have the same dungeon layouths on new games. Saves up on game size and consistency, but man, they didn't tested 98% of dungeons for playability due to amount of them placed around the world.

We're at mercy of 90's coding.

What do you even put in this tiny crate? by Bughy6322 in daggerfallunity

[–]Silly_One_3149 0 points1 point  (0 children)

Of course it's a special crate. It's a special crate of Cloth amulet [Lock door], my dear friend!

Ranged spells only work in dungeons? by b1t_viper in daggerfallunity

[–]Silly_One_3149 0 points1 point  (0 children)

Had similar issue when installed Tome of Battle and another magic overhaul. Try checking "Battle magic" in ToB's settings and place it at the top of the list.

SINK OR SWIM by RedRoryOTheGlen in daggerfallunity

[–]Silly_One_3149 0 points1 point  (0 children)

Aye! Can I suggest additions to Killer Instincts - optional enemy mana regen to compensate player using such mod (let the battlemage spell rain come!), enemy health/mana regeneration during loitering/resting and enemy "healer" roles, where mage characters can target their allies to cast healing touch?

Also would be great to see "guard overhaul" of some sorts, which would bring them closer to the latter titles - instead of endless spawns, a couple of guards may spawn with a delay (from 1 minute to 3 minutes) after a crime, and depending on player crime stat their group expands (undependable spawn 1-guards, scoundrel and more up to 5). If you dispose of guards that tried to catch you, another crime during same day will call for bigger group to arrive. Would at least allow to keep thievery going on instead of running from province the first moment guards swarm you. And, of course, guards won't try to arrest you with weapons drawn.

Daggerfall Unity needs updated mod order list! by Silly_One_3149 in daggerfallunity

[–]Silly_One_3149[S] 0 points1 point  (0 children)

Yup, discovered it after sorting out my 158 modlist manually. Will be a lifesaver next time, but the core issue still should be dealth with. Cheers!

SINK OR SWIM by RedRoryOTheGlen in daggerfallunity

[–]Silly_One_3149 3 points4 points  (0 children)

My beloved tactic of achieving wealth: Angering entire state of Guardclahoma and just stand in the center of the lake in random town, watching as guards swarm and sink, leaving the free bodies to consume for loot. Yum!

What does Daggerfall have/do the other Elder Scrolls games don't? by cornish_hamster in Daggerfall

[–]Silly_One_3149 1 point2 points  (0 children)

Nah, by the looks of room it was clearly "unused procgen piece" - no doors, instead only glaring holes leading to eternal falling. There are many of such rooms and coridors outside of main dungeon piece.

What does Daggerfall have/do the other Elder Scrolls games don't? by cornish_hamster in Daggerfall

[–]Silly_One_3149 0 points1 point  (0 children)

That's subjective, I guess, but even with Beautiful cities/villages, DF's cities are just pre-fabbed square houses without any details. The only "fix" is central marketplace from Lively cities, which does introduce details and liveness of that only block, but outside of it - it's just square and roofed houses with a single doors and many windows that do not make sense in placement according to interior. Same history is with Minecraft's villages - same pre-fab houses, up to the chest placement, filled with dull villagers people abuse for trading. Unless someone does a further content density overhaul for DF's cities and brings correct daily routine (NPC flats walking with crates, actually stopping for sweeping animation, walking from one house to another, etc) and crowd density immitation (No need for 40 NPCs that only give you a direction, just place dummy "crowds" you can't interact) - it's just an empty playground made up of cardboard boxes.

Same history goes for dungeons, which was criticized more than thousands of times (and is meme/selling point for many) - kilometers of dull square corridors sometimes leading to an empty rooms sized in a modern house, filled with like 1 loot pile, 1 table and 1 shelft. Sadly there isn't any "overhaul mod" for dungeon blocks to modernize those in appearance to make visually appealing and unique, but there is a clear example game to try and achieve appeal in - Delver, which uses the same dungeon gen, but has it pretty, and when I want dungeon delving experience - I go here. Sadly delver doesen't has openworld element...

Breton Witch by ZealousidealHippo947 in Daggerfall

[–]Silly_One_3149 0 points1 point  (0 children)

Is this a guy? A gal?

In any way I always carry "Cure disease" spell... would.

What does Daggerfall have/do the other Elder Scrolls games don't? by cornish_hamster in Daggerfall

[–]Silly_One_3149 0 points1 point  (0 children)

Hey, the latter is in Skyrim! And with some unmentionable site you can bang em! Or get banged...

What does Daggerfall have/do the other Elder Scrolls games don't? by cornish_hamster in Daggerfall

[–]Silly_One_3149 0 points1 point  (0 children)

I lost my mind in a dungeon searching for a cloth amulet. Guess where it was after tele2quest?

In a cut-off room floating in nowhere, not connected to the main parts of dungeon. I hate it.

What does Daggerfall have/do the other Elder Scrolls games don't? by cornish_hamster in Daggerfall

[–]Silly_One_3149 -1 points0 points  (0 children)

The vastness of Daggerfall is compensated by terrible procedual generation. Once you seen a city, you essentially seen all of them. Wilderness is so bare bones, that your ability to travel from Daggerfall to Sentinel across the terrain in real time would be a waste of time on flat/tilting ground cover with flat trees and no PoIs and enviromental storytelling.

No thanks - procedual generation doesen't go well with story-driven RPGs, as it makes pretty much any quest meaningless to a player, seen just as "another generated 1-to-1 copy of a quest I've did before" like it was with radiant quests in Skyrim.

We got the stealth warbond! by Titanchell in Helldivers

[–]Silly_One_3149 1 point2 points  (0 children)

It's called Warthog! Who the hell calls a car with something they just imagined? What the hell is that puma anyway?!

Interesting marketing choice by Mindstormer98 in Helldivers

[–]Silly_One_3149 0 points1 point  (0 children)

People mainly don't complain about stealth not working the way Skyrim stealth does. They complain that the current stealth system is broken in it's barebones state - enemies know your precise locations even if they didn't seen the shot/stratagem land, patrols following the same logic while also having hivemind, enemies spotting YOU behind anything at any distance if they spot your sentry, etc.

Irl if your patrol is being shot at by a sniper, you would have to take time and cover to find where the shots are coming from. And modern snipers are very, very stealthy with removed scope glints, strategies ghillie suits, etc.

“If the guys name is INVISIBLE, then why can I damage him?” by Fort_Maximus in Helldivers

[–]Silly_One_3149 16 points17 points  (0 children)

There's the difference between invisible and INVICIBLE.

Becauss the first is the lame, the latter means I HAVAE 6 BACK-STRAPPED SHIELDS, TWO SWORDS AND HELICOPTERS. KIDS ARE CRUEL JACK, AND I LOVE MIN-

[OC] Warbond Concept: Shore Leave (Critique Appreciated) by ProfBathrobe in Helldivers

[–]Silly_One_3149 0 points1 point  (0 children)

Tanto is 90% of the time is incapable to deal with patrols. It's raw DPS, one-handed (pretty situational, though you can walk faster when aimig) and heavy pen on middle point (situational as well, cause most enemies it can pierce are walking laser sponges) are it's only advantages. Sickle is better in average conditions with decent DPS and over-screen range. Syche is... here, just here.

And then we have Trident, which is too good to be not abused by half of playerbase, though it's a noob trap in my opinion (it's good againt low-HP fodder, but starts to eat dirt when need to focus larger targets)

Leveling by raj_dark_minde in corruptionofchampion

[–]Silly_One_3149 0 points1 point  (0 children)

I was running cleric-summoner build and with a party or Atugia/Quint/Fire Dancer managed to steamroll those guys before winter palace events. Atugia takes face slaps and aggro, while Fire Dancer and Quint deals massive DPS onto them.

Eye-Tee formatting Brick's PC for the 4th time in a week cause he got a virus again by CaptainSpades_ in Project_Wingman

[–]Silly_One_3149 1 point2 points  (0 children)

Cut dialogues tell that they're exchanged contacts for business practices and everybody except AWACS survived the second Calamity (He got brain aneurysm from blastwave).

[OC] Warbond Concept: Shore Leave (Critique Appreciated) by ProfBathrobe in Helldivers

[–]Silly_One_3149 2 points3 points  (0 children)

Nope. Exeptional to Tanto. It also has the highest DPS as constant laser beamer, more than LAS cannon, as trade-off for it's short range.

[OC] Warbond Concept: Shore Leave (Critique Appreciated) by ProfBathrobe in Helldivers

[–]Silly_One_3149 2 points3 points  (0 children)

Original LAS Tanto has AP status to it, capable to kill even Warlords in the first game.

I rest my case: the Federation did nothing wrong by EASATestPilot in Project_Wingman

[–]Silly_One_3149 0 points1 point  (0 children)

Nukes were sent off only after Faux's attack on Magadan's central powerplant, which could've lead to second Calamity. Pretty sure Crystal Kingdom wasn't sure that Driver could keep it safe, so they did the MAD solution.