
Great dungeon design - walls and shafts to climb, open areas to levitate, switches, multiple routes, pits to jump over, atmosphere, etc.
#Morrowind better heads plus
Well done random quests catering to different characters and role-playing, plus an option to decline a quest at minor advancement penalty. Truckload of guilds (more than 30), witch covens, vamps, werewolves, etc Needless to say, it's a great way to keep powerful items in check, and create unique characters with role-playing in mind (weakness in holy places, fast healing, using only leather armor for thieves, etc)

Most of the alternatives in skills have been removed.Īdvantages/disadvantages, both for the character system and crafting. The difference between DF and OB (short version)ĭF had very deep character system with many diverse skills that supported different chartacter builds: a thief who climbs walls, backstabs, does critical strikes, etc - all those skills are now gone a mage who levitates over obstacles - gone, a Conan-like fighter who doesn't rely on magic at all - climbing again, medicine for healing (no spells, no potions), swimming (great mechanics, btw) - gone, explorer who speaks creatures languages - gone, etc. I hate to explain things all over again, especially to people who claim that they've read the discussions, but you are trying to argue, so God fucking bless you for that. And also let me know why you think one is better than the other. So did I miss anything? If so let me know, I want to see the whole picture here. Paralyze = instant death, especially at low levels when it happens too often and you can't get ahold of potions/items Quest bugs galore.("The Nest of Aneloth" this target does not exist on map, does not exist, does not exist ARRRGGHHH!) No way to really tell rep unless they hate you or love you.

Looking up and down is very limited (see that hole, go climb it, good luck, break a leg.literally.) No guild requirement info (a lot of guessing here unless you use the beginner's guide)Ĭrime rep is bugged (whether guilty or not.you are pond scum, or pickpocket the guard before he arrests you and you only get charged for that) Merchant's buy back goods stolen from them Loitering in shops to do midnight shoplifting (nobody does a thing) Guards are only after you, never after anyone after you.ĭungeon's are too random, big (poorly made, pasted together, no flow, de ja vu, no real different interest) Theft is ridiiculously buggy, difficult (pickpocket a monster in a town.) Nothing interesting for miles if you set out from town (pointless to not use fast travel) Towns are too random (nothing of real differing interest, even Kansas has tourist traps) Indexer NPC's (plus what the hell are you wearing!?) Nothing to spend money on when you are rich (which is also much too easy)

Shop keepers have too little money (what do I do with 300 daedric katanas?) Last boss is not a challenge and have no choice but to fight him Monster AI is terrible (stuck, can't jump, run when you leap over their heads) Lockpicking is still too simple, traps are pointless Quite frankly I find thier flaws and qualities to be equal in qualitatively and quantitatively. While I'll agree it's very large, very fun, I fail to see why people say it was much better than morrowind. All right, as some may or may not know, I recently acquired (about a week or 2 ago, I've lost track of time) Daggerfall and have been playing it for hours on end (many times to the point of resisting sleep for many hours).
