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File: 79 KB, 728x551, aid6704603-v4-728px-Kill-Giant-Scorpions-in-Elder-Scrolls_-Daggerfall-Step-1.jpg [View same] [iqdb] [saucenao] [google]
4807374 No.4807374 [Reply] [Original]

Daggerfall thread

>> No.4808665

dead board
just allow morrowind already

>> No.4808890

Daggerfall is fun, but I don't think I've ver actually done any of the main quest. Is it worth it at all?

>> No.4809639

>>4807374
www.dfworkshop.net

>> No.4809791
File: 60 KB, 1600x1200, The Blind God.png [View same] [iqdb] [saucenao] [google]
4809791

>>4808890
Yes.

>> No.4809834

Sell me on Daggerfall, what makes it differentl? As far as I can tell besides the fancy 3d graphics it's quite generic, every quest is killing something or fetching something, you technically have a variery of ways to kill (magic, stealth, melee, range) but they're pretty much all the same. What makes Daggerfall different from other RPG's, different than Morrowind?

>> No.4809903

>>4809834
It's the best sandbox game of the 90s and you can basically live in its world. There's tons of shit to do, and even though I love Morrowind as well, it missess many of Daggerfall's features - banking, buying houses, excessive clothing options, ships, elaborate fortressess you can get lost in, diverging MQ storyline etc. It's a flawed but amazing game.

>> No.4810291
File: 488 KB, 709x721, DaggerfallScale.png [View same] [iqdb] [saucenao] [google]
4810291

>>4809834
IIRC, it has the biggest map of any game ever made

>> No.4810301

>>4808890
the two best dungeons in the game, woodborne hall and the mantellan crux, make it worth it. they're the only dungeons that stand out from the generic random dungeons.

>> No.4810343

The size of the map is pointless though, since literally everything between towns is an empty wilderness.

I mean, Daggerfall is one of my favorite games ever, but I don't understand why anyone would mention its square size as a selling point, it's hardly the game's strength. If you actually play Arena, the wilderness in that game was handled way better, since it was populated by randomly generated pathways, inns, rivers, churches and wheat fields. It can be genuinely interesting to wander around in Arena to see what kind of landscape the game creates, and it was probably mindblowing in the early 90s. You could also frequently encounter dungeons scaled to your level in Arena, whereas I don't think anyone would actually go far enough to find a dungeon without fast travel in Daggerfall.

I'd love to see some kind of remake of DF where the landscape would be filled out with interesting shit, even if it was randomly generated. As it is though, there is literally no point of going outside a town in the original game.

>> No.4810415
File: 39 KB, 960x600, Countryside Promo.png [View same] [iqdb] [saucenao] [google]
4810415

>>4810343
>I'd love to see some kind of remake of DF where the landscape would be filled out with interesting shit, even if it was randomly generated.
judging by some of the prerelease screenshots, this was originally intended.

pic related was included in one of the demo versions. judging by the trees and terrain, it's in the wilderness, and yet, there's both a road and some building. also pictured is the cut horseback enemies. according to the promotional text in the demo, this was already in the game at that point. but at some point in development, it was cut.

>> No.4810425

does this game work with dosbox?

>> No.4810472

>>4810425
yes

>> No.4810605

>>4810472
ty will check it out this evening

>> No.4810624

>>4807374

Can you make this game unwinnable by killing the wrong person? If yes, how do you know if it became unwinnable?

>> No.4810635

>>4810624
you can't. you can, however, make it unwinnable by failing time limits in the main quest.

the best way of avoiding this is to always seek out the main quest givers as soon as they contact you, and complete their quests as quickly as possible.
also, always keep at least three saves: one before you accept a quest, one before you enter a dungeon, and one inside the dungeon. apart from failing quests, you can also get stuck in places due to glitches, and the game is prone to save corruption. always having a save before you start a quest should make you relatively safe.

>> No.4811000

>>4810291
is it bigger than dwarf fortress if you equate each modular tile of polygonal building blocks to a single tile in that game's worldspace?

>> No.4811039
File: 98 KB, 1177x818, df world sizes compared to texas.png [View same] [iqdb] [saucenao] [google]
4811039

>>4811000
the daggerfall map is around 161000 km2 big. meanwhile the largest maps DF can generate are around 156000 km2 big, but you normally play smaller maps because the large ones are extremely performance heavy.

>> No.4811050
File: 60 KB, 1014x1024, 1502861361641.jpg [View same] [iqdb] [saucenao] [google]
4811050

>first playthrough
>random quest to get scroll X from dungeon Y for faggot Z within 54 days
>find main hall of dungeon Y, figure it will be similar to Privateer's Hold
>but it keeps going deeper
>and deeper
>and deeper
Eventually I found it guarded by a dremora, fortunately it wasn't on his person so I was able to grab it and sprint to the exit
This game is great

>> No.4811064

>>4811039
I was kind of just saying it as a funny joke that might be true but this is actually quite interesting

>> No.4811081

>>4807374
Just what I was waiting for. I played the first one and didn't love it. Giant towns with nothing in them. Unmemorable dungeons. Unmemorable quests. I think the main quest was to collect all eight inches of the staff of life and somewhere along the path I had convinced myself it was seven, and this great dismay I felt when I had to do more. Or whatever it was, it was a long time ago.

But now I've finished the might and magic series and am thinking of going back. Is there anything I should do or avoid to get the most out if this?

>> No.4811097

>>4809834
>you technically have a variery of ways to kill (magic, stealth, melee, range)
A lot of monsters have a language you can learn that makes them less likely to be hostile. A master linguist could technically avoid a lot of fighting.

And in addition to what >>4809903 said, once can also
>climb walls
>flee from the law by traveling between different kingdoms
>go to trial for crimes you commit
The setting is pretty generic, but the sheer amount of things you can do more than make up for it.

>> No.4811136

>>4811081
>Is there anything I should do or avoid to get the most out if this?
Race and gender don't matter much, their starting attributes are overwritten by their class attributes. Nords get a resistance to cold bonus and High Elves get immunity to paralysis. Everything else is written over. Immunity to paralysis is pretty useful, there are a lot of enemies (Giant Spiders and Giant Scorpions for example) that can paralyze you. So High Elf is a good pick.

Most quests have time limits, so be prepared to make quests your primary concern when you seek them out. The limit limits are pretty generous though, so you can still prepare after you've gotten the details. If the quest involves doing something in a dungeon, just know that these are some very large and mazelike dungeons. You can rest to heal and recover magic/stamina, but this takes up several hours of time.

I could probably go on for a long, long time about this game but the best way is to play it yourself.

>> No.4811254

>>4810624
No need to worry about that. You can't attack/pickpocket/cast spells on/really do anything to most NPCs in Daggerfall. If they offer any services or provide any quests or are in an interior at all, then the only thing you can possibly do is talk to them. Random civilians in town CAN be killed, however, but you don't need to worry about breaking anything if you do; none of them are of any significance and they'll never do anything more than provide the same directions you'll get from everyone else.

It's much easier to just plain forget about Daggerfall's main quest than it is to break it, and I suspect the former is the real reason that most players never actually complete it. It's pretty slow paced and often advances by sending letters to you X days/weeks after you've completed all the prerequisite quests and achieved the required level and reputations, and with so much else to distract you in the game it's very easy to not remember what the hell you were doing in the first place. But if you actually read all the letters you're sent and complete the quests as described (ideally without betraying your questgiver by turning in the quest to one of their enemies instead) then you'll find that it does a good job of telling you what to do and where to go and provides all the reputation needed to advance on its own. In the end all that focus will be rewarded with a run through the best dungeon in the series.

>> No.4811512

>>4809834
Full frontal nudity.

>> No.4811990 [DELETED] 
File: 36 KB, 354x286, 1512039280087.jpg [View same] [iqdb] [saucenao] [google]
4811990

Some Day SOTA

>> No.4812756

Why would I play Daggerfall when Morrowind exists

>> No.4812810

>>4812756
because they're entirely different games, with entirely different mechanics, and they both have their vices and virtues?

"why play x when there's y" is such a brainlet argument in the age of abandonware and emulators. it's not like there's a hard limit on how many different games you can try.

>> No.4812909

>>4811512
kind of but not really. you can almost make out a penis and balls on the male model, but the female has no pussy to be seen

>> No.4813081

>>4812909
the greek and italian statues don't have labias either
really makes you think

>> No.4813136
File: 459 KB, 1200x1600, Houdon - Diana.jpg [View same] [iqdb] [saucenao] [google]
4813136

>>4813081
eh at least some of them did it right

>> No.4813610
File: 3.04 MB, 2041x2041, Dereth.png [View same] [iqdb] [saucenao] [google]
4813610

>>4810291
It's "big", but it's all pretty bland, just endless procedural hill for days and days.

Asheron's Call will always be the winner in my book for huge contiguous maps, not as mathematically large but it has much more meaningful terrain types and unique geographic features

>> No.4813669

>>4813610
Most of what you see in Daggerfall is a town/city or a dungeon. At this point Elder Scrolls was still very close to classic tabletop RPGs, there wasn't much of a focus on the space between cities and dungeons.

>> No.4813680

>>4812756
>>4812810
Fucking owned you fat neet!!!

>> No.4814748

>>4813669
IDK about you, but I like when tabletop games have an occasional unexpected encounter when traveling somewhere. Daggerfall doesn't have anything like that.

>> No.4814757

>>4812756
It's free, you lose nothing but time. You're posting on 4chan so I don't believe you're lacking in free time.

>> No.4814797

>not playing DF until you start to understand its dungeon generation althorigms and actually get good at navigating its immense complexes
Morrowind has an amazing outside world, but the dungeons are tiny and boring. Daggerfall has some of the best dungeoneering in any video game, though it doesn't even have a proper landscape. It's a different sort of pleasure, but I love it. The sheer mystery and weirdness of the game keeps you coming back, you really have to play it a lot to figure how the world works.

>> No.4814814

>>4810291
Does it really matter how vast the map is when it's just empty vastness?

>> No.4814861

The one problem I have with the game is how absolutely bland it is. Everything is randomly generated so there's absolutely nothing to explore, every stretch of land is the same, every town is the same, every interior is the same, it doesn't matter that I have this massive land to explore because one edge is the exact same as the other

>> No.4814882

>>4810635
>>4811136
On the subject of quest time limits, most quests tell you outright what the time limit is (e.g. "I will wait for you at this tavern for one month"). But some of the really cool unique sidequests do not. For example, the Dark Brotherhood will send you a letter inviting you to join if you meet certain conditions, but has no mention of any time constraints anywhere. But if you wait too long, the letter will literally disappear from your inventory and you will never be able to join them. I'm pretty sure all the main quests are explicit about their time limits though.

>> No.4815317

>>4810291
>it has the biggest map of any game ever made
Elite:Dangerous has 400 BILLION star systems that you can go to.

>> No.4815336

>>4814861

>Everything is randomly generated so there's absolutely nothing to explore,

There's a bunch of stuff to explore in it.

>every stretch of land is the same, every town is the same

Daggerfall has like 5 different main regions with several sub regions, it's a pretty good variety for 1996 standards.


>every interior is the same


There are loads of interiors in Daggerfall that provide different situations.

>> No.4815642

>>4815336
>There's a bunch of stuff to explore in it.
Like?
>Daggerfall has like 5 different main regions with several sub regions, it's a pretty good variety for 1996 standards.
Doesn't mean it's good
>There are loads of interiors in Daggerfall that provide different situations.
Oh SO many different situations, like a hallway, or a different hallway, or a slanted hallway, ooh maybe a pit! In the first dungeon there was a staircase and a raised platform, that's about as creative as it gets

>> No.4815658
File: 117 KB, 322x329, 1527947722529.png [View same] [iqdb] [saucenao] [google]
4815658

>>4807374
Basic Daggerfall tips?
The character creation is overwhelming and with old RPGs bad builds can be game breaking.

>help

>> No.4815770

>>4815658
>Pick a High Elf because paralysis immunity is really useful and the racial attributes are all overwritten by the class attributes.
>Critical strike should be a primary or major skill if you aren't a non-contact wizard. Go custom if a class you like doesn't have it.
>Dungeons are serious business. Don't go into one or accept a quest to enter one unless you're prepared for several hours of wandering.
>Many quests have time limits, but they're pretty generous

>> No.4815790

>>4815770
Thanks anon

>> No.4815816

>>4815790
Also give your high elf a critical weakness to paralysis since it's just immune anyway. That way you can give it even more/better advantages.

>> No.4815832

>>4815642
why you hating? Dont you have some tendies to eat or peanut butter fingers to jam up your stinky poop chute?

The f' outta here

>> No.4815870

>>4815658
Your reputation is important. Taking a quest from someone and not finishing it will lose you reputation with that person, their entire faction and all the factions that are influenced or related to them.

So if you take a quest from a noble or a royal, and you don't complete it, you're going to be losing reputation with almost everyone in the region. If you do this a few times, no one will talk to you and that makes it very hard to do anything - you might as well just start a new game, move to a new region, or begin your new life as a criminal that never talks to anyone (even shopkeepers).

>> No.4815874

>>4815642
>Like?
Exploring dungeons is always pretty intense - since they're randomly generated its a different layout each time and you can literally get lost. Each section holds something different and new. Same with houses, you never know what you'll find inside a house... especially once you start getting into people's attics.

>> No.4815878

>>4815870
this is the brilliance that new RPG games just dont have (fucking skyrim)

Small things like this add layers of depth and complexity that increases the flavor of the game through long term decision making for how to live the characters life.

To be fair, in Skyrims defense, if you do kill enough guards you will be KOS and it makes doing anything else there a pain, but Skyrim is too small for it to actually mean anything. In DF, trying to run in a particular region or county becomes practically impossible and encourages roleplaying elements as your character has to start life over somewhere, forcing the player to adapt and change their life and playstyle. Its easy and free extra content.

>> No.4815892

>>4810291
aren't all the games past daggerfall actually have world maps that are scaled correctly in relation to each other?

>> No.4815913

I've played Daggerfall for a few hours with a pure melee character and a Rogue / Mage character and it seems.... very tedious and boring. All there is to the game is taking kill quests, delivering items or stealing shit. Dungeon crawls seem to be boring with repetitive randomly generated halls and rooms. The overworld is a complete snore to explore, there's no reason not to fast travel. All of the shops in town are the exact same except for their generic fantasy names. Stealing from houses is boring, it's the same thing layed out somewhat differently, what's exciting, they have a gold ring and 23 gold instead of a silver ring and 15 gold?

Is this all there is to the game? Am I missing something? I understand why this game was absolutely mindblowing in the day, but I see literally no reason to revisit it, except for maybe fucking around with climbing

>> No.4815928

>>4814748
my dungeon master did this by creating scenarios inbetween the given map and rolling for random encounters.
Could be helpful, could just be a merchant, could be an encounter that could literally kill the party.
How fucked do you feel when you get on a boat and get killed by a random kraken that you were entirely unprepared for, yeah we knew they existed, but fuck me man.
After that play I always was prepared for literally anything. In ways it made me a better player. In ways it made me also not relatable or realistic anymore. Since my characters always seemed a little paranoid.
Sometimes you have to dumb down a game to actually enjoy it for what it is.

>> No.4816187

how do I stop missing every time I attack? Im sick of dying to skeletons because they block every time

>> No.4816193

>>4816187
skeletons are the toughest enemies you'll fight early on. they're resistant to blades but weak to blunt weapons. you can try skilling blunt weapons at character creation, or attacking the skeleton with magic, or running away from the skeleton (though that might not work so well in some dungeons)

>> No.4816284

The funny thing is that Morrowind's dungeons are even more repetitive than Daggerfall's, yet nobody seems to find fault in it. Some of them are literally identical few corridors, and almost all the dunmer tombs are the same few boring rooms arranged slightly differently. Randomized dungeons were always a thing in TES, it's just that they work far better here.

>> No.4816292

>>4815658
Raise your agility and speed to AT LEAST 70 at the start of the game. You will appreciate it very soon.
Ability modifiers are essential for a decent character. Get x3 magicka points, rapid healing and preferably a weapon class specialty. Offset it with something easily done away with, like critical weakness to disease before buying a cure disease spell once you're out of the dungeon. Or just forbid your character some armor types.
Critical Strike and Dodging and a favorite weapon should go either in major/minor skills. You're gonna want some kind of spellsword whatever you do, so get healing and shielding spells at a decent level.

There's some basic shit to not suck at the game.

>> No.4816318

>>4815658
defense against magic will become very important later on, when spellcasting enemies become tougher.

>> No.4816532

>>4816187
>>4816193
>running away from the skeleton
I recommend this

>> No.4816685

>>4813610
>AC is ded
>all emus are C&Dd
>game is officially ded forever and all official resources of it got purged

>> No.4817557
File: 47 KB, 400x572, 1515304719621.jpg [View same] [iqdb] [saucenao] [google]
4817557

>>4816532
>>4816187
>>4816193

>> No.4817586
File: 39 KB, 424x469, Daggerfall Vamps.png [View same] [iqdb] [saucenao] [google]
4817586

Some one play as a vampire and post your screenies.

>> No.4817629

>>4817557
>www.somethingawful.com
oh shit, i remember that site. wonder if it's still running, was always one of my favorites (loved the icq pranks and reviews of shitty old video games especially)

>> No.4817998

>>4817586
Dunmer look the best as vampires. I've been thinking of making a character that starts out with all the camp weaknesses already given so I can offfset them with cool shit. But it's kind of a bother being a vamp in DF, Werewolves are a straight stat boost with little drawbacks.

>> No.4818014

>>4810343
>The size of the map is pointless though, since literally everything between towns is an empty wilderness.

Not only that, towns are generic. Having 100 of them would make the same impression as 1000.

But I guess, even when badly implemented, the first time you see an interesting idea in action it will impress you.

>> No.4818706 [DELETED] 

>>4815913

>I've played Daggerfall for a few hours with a pure melee character and a Rogue / Mage character and it seems.... very tedious and boring. All there is to the game is taking kill quests, delivering items or stealing shit.

Daggerfall has a lot of dungeon crawls but it's better than the other game's sidequests. There is also more than those standards formulas. For example, there's a quest template a shopkeeper gives you where you have to find 4 gold pieces in 4 different locations for the same amount of gold as a reward, and you get a small amount of time to do it so you have to manage it.


> All of the shops in town are the exact same except for their generic fantasy names. Stealing from houses is boring, it's the same thing layed out somewhat differently, what's exciting, they have a gold ring and 23 gold instead of a silver ring and 15 gold?


The shops are not the same at all, the shops have different qualities so they carry different items and buy/sell at different prices for you

>Is this all there is to the game? Am I missing something? I understand why this game was absolutely mindblowing in the day, but I see literally no reason to revisit it, except for maybe fucking around with climbing

It's a dungeons and dragons simulator. It's not a game like TES III onward where the goal is to do almost everything there is to do in it.

>> No.4820212

>>4810605
Daggerfall set up is the easiest way to play it you can find it at uesp wiki. Comes patched and no messing with dosbox

>> No.4820923

>>4816685
>all emus are C&Dd
doesn't stop any other game from having emulators
maybe if the boomers running the servers weren't a bunch of faggy cowards it could go on anyway

>> No.4822386

>>4820923
but it seems there are several emus/private serbs

>> No.4822396

I got the GOG version and have choppy video and music. Sound effects are fine though. I've messed with the options in that DOS Box configuration menu before launching the game and I can't figure out how to fix it. Anyone know how to solve that problem?

>> No.4822401

>>4822396
not sure, but I know that automatic cycles causes lots of weird shit with daggerfall. turn on manual cycles, and try setting the cycle count somewhere between 25000 and 40000. high enough to get somewhat decent fps, but not high enough to cause weird shit.

>> No.4822573 [DELETED] 

A lot of people who prefer Morrowind over Daggerfall look at the latter the wrong way I've noticed overtime on the internet. I don't think Daggerfall has the best worldspace but Daggerfall simulates a computer DM pretty well with all the randomization, it has one of the better main quests, and it's the most reactive title of the Elder Scrolls series of games.

>> No.4822928

>>4822396
there's a hotkey to increase the cpu speed, try that

>> No.4823070

>>4818014
The thing is, though, that's pretty representative of real life, where for the most part one small town is like any other.

I had some great experiences in Daggerfall picking a mid-sized town in an out-of-the-way province and just running quests for random NPCs and guilds in that town. Bought a house, worked my way up in the town, started taking quests from the minor lord of the town and increasing my reputation throughout the province, etc.

At a certain point Daggerfall is what you make it; if you're willing to do a bit of your own role-playing, it's pretty rewarding.

>> No.4823073

I loved the first ~10 hours of this game. It's so rad.
The pacing gets really bad and the random dungeons are unbearable. It's unfortunate, but still I enjoyed my time with Daggerfall.

>> No.4823554
File: 173 KB, 535x787, WLVQrGx.jpg [View same] [iqdb] [saucenao] [google]
4823554

Until now I've only ever played one playthrough of Morrowind, Oblivion and Skyrim. I want to get back into the series though from the start. In terms of lore should I start with Arena or go straight to Daggerfall?

>> No.4823559

>>4823554
buy Skyrim again

>> No.4825042

So is the unity version worth playing in its current state or should I stick to the original?

>> No.4825126

Is it possible to play this with a CRT filter of some sort?

>> No.4825127

>>4825042

http://www.dfworkshop.net/projects/daggerfall-unity/roadmap/

It's getting there.

>> No.4825134 [DELETED] 

>>4822396
You got Daggerfall from GOG? It's not listed for me.

>> No.4825140

>>4823554
Arena is pretty cool if you can get used to the Ultima Underworld style of controls, you can't really set up a comfy FPS scheme like in Daggerfall. The quest dungeons can be really fun, and being a spellsword or nightblade works as well as in later TES games. Just don't expect as much side content as DF, it's really a minor distraction from the main game.

>> No.4825278

Recommendations of making the controls less nightmarish?

>> No.4825305

>>4808665
Morrowind is overrated

>> No.4825329

>>4825305
Give us one (1) video game with a better setting and lore

>> No.4825337

>>4825329
System shock. And it plays well too. Damn. AND it isn't $15. Damn.

>> No.4825339

>>4825329
But also Daggerfall

>> No.4825341

>>4825337
sounds like you've been drinking

>> No.4825364

>>4809834
Honestly is a shit game. I guess people like it for the nostalgia or becayse they really like first person rpg games but don't have a good computer to play the modern ones.
This anon >>4809903 tells you that you can do anything, and you know what happens in real life when a game claims to be able to do that.

>> No.4825385

>>4825364
Yeah I'm sure it was nostalgia, after all I was 3 years old when the game came out. Must have been a real RPG fiend.
How about you fuck off with your assumptions? I love the game because it's great. I've played Oblivion and Skyrim, and didn't put nearly enough time in them as I do in DF. Skyrim is good for exhausting the content in a 100 before clicking uninstall.exe, DF is a game I'll probably be playing for the rest of my life.

>> No.4825492

>>4825337
>games cost money

>> No.4827545

>>4825329
planescape torment

>> No.4828315

Daggerfall is an example of quantity over quality. Sure there is a lot of content but a lot of it is randomly generated or stupid.

>> No.4828947

Is there any reason to walk between towns instead of fast traveling? Because seems to be just empty landscapes.

>> No.4829368

>>4828947

None, Daggerfall is realistic about the time it would take to travel from towns, you're not supposed to waste your time with it. The problem is that they didn't have enough time to actually put interesting landscapes between the towns so it's just empty. Hopefully it gets fixed one day with the ongoing Unity recreation.

>> No.4829378

>>4828315
And yet that content is more interesting than playing Oblivion, the worst game in the series, which doesn't have randomly generated quests.

>> No.4829868

I love how ships in Daggerfal make no sense. You can acess them even while you're in the middle of an inland city. Also, guards will appear to chase you if you bash on your ship's door, like in a town. It seems the only explanation is that they must exist in some other dimension, and buying a ship actually means buying a magical artifact that transports you to tue realms of Oblivion. Pretty cool.

>> No.4831159

>>4829868
actually it transports you to aetherius, the opposite of oblivion, since you can get to the mantellan crux from your ship

>> No.4831294 [DELETED] 

Daggerfall deserves the criticism that it gets for having thin gameplay. But it has amazing atmosphere. The sound design and music contribute a lot. So do the simple but evocative graphics. The day/night cycles and weather effects are potent - sunrises and sunsets have a real magic in this game. There's something alluring and mysterious about the skyboxes despite how pixellated they are - one gets a real sense of distant vistas, and even though one knows intellectually that the huge game world is mostly empty, its enormity nonetheless makes itself felt. Wandering around some big city in this game, a stranger newly arrived, one really feels somehow viscerally the same sort of thing one would might in a corresponding situation in real life - small amidst the crowds and the hugeness of the world. The game is great at offering atmospheric moments. Walking out of a bright music-filled tavern into a quiet empty night street... spending what seems like weeks underground in a dungeon and then finally coming back up to the surface and noticing that a gentle snow has begun to fall... coming back to the city and watching snow fall past the big city gate... wandering through the bumpy terrain next to a city while a gentle rain falls... etc.

>> No.4831313

Daggerfall certainly lives up to the criticism that it is too thinly stretched. The quests and dungeons rapidly become repetitive, most NPCs have nothing to say, and the world between the towns is empty. I think, however, that Daggerfall also has a great strength: atmosphere. The sound design and music contribute a lot. So do the simple but evocative graphics. The day/night cycles and weather effects are potent - sunrises and sunsets have a real magic in this game. There's something alluring and mysterious about the skyboxes despite how pixellated they are - one gets a real sense of distant vistas, and even though one knows intellectually that the huge game world is mostly empty, its enormity nonetheless makes itself felt. Wandering around some big city in this game, a stranger newly arrived, one really feels somehow viscerally the same sort of thing one would might in a corresponding situation in real life - small amidst the crowds and the hugeness of the world. The game is great at offering atmospheric moments. Walking out of a bright music-filled tavern into a quiet empty night street... spending what seems like weeks underground in a dungeon and then finally coming back up to the surface and noticing that a gentle snow has begun to fall... coming back to the city and watching snow fall past the big city gate... wandering through the bumpy terrain next to a city while a gentle rain falls... etc.

>> No.4831319

I don't think anyone plays Daggerfall at all nowadays. Most people get into TES starting from 3 onwards and understandably.

>> No.4831657

Original version or Unity version?

>> No.4831740

>>4831657
I dont' think the Unity one is finished yet. You should play the original either way.

>> No.4833453

>>4831319
Most people get into it from Skyrim actually, and for obvious reasons.

>> No.4833457 [DELETED] 

Test test

>> No.4833460

I know I'm coming from a very casual perspective but is/will Daggerfall/DFU be easily playable on Android, and are they enjoyable on gamepads?

>> No.4835238

>>4833460
I've never tried it on either, but it heavily relies on keyboard/mouse.

>> No.4835243

>>4831319
Daggerfall gets spikes in users from my understanding. Once Daggerfall unity has full graphical overhaul mods expect a spike in users

>> No.4835246

>>4825329
Arcanum

>> No.4835708

>>4816685
The best emu that got C&Ded was "accidentally" leaked wink nudge and now there's servers all over the place for it.

>> No.4836108

>>4831319
Question - is it a Journal system? I don't get much time to game, hence I like Oblivion and Skyrim's quest window. With Morrowind, when I come back months later, I forget what I was doing.
I started with Morrowind

>> No.4836318

>>4835246
i always enjoyed reading all the books in Arcanum

>> No.4837369

>>4836108
Daggerfall has a journal system but it only contains active quest information, unlike Morrowind's journal which will record literally everything forever. So you shouldn't have that problem of forgetting what you were doing: when a quest ends, whether through failure or success, all of its journal entries are deleted. Furthermore due to the time limits you generally only try to take on one quest at a time in the first place, sometimes two or three if you're feeling confident. Basically what this means is that everything in your journal is almost always related to what you were doing when you last played.

However there are some quests in Daggerfall that fail to note important details like locations and names in your journal due to developer oversight, which can make them effectively impossible to complete if you forget them. Fortunately there's a fan patch, called DFQFIX, which fixes just about all such cases along with some more serious quest bugs:
http://en.uesp.net/wiki/Daggerfall:Files#Unofficial_Patches_and_Fixes

>> No.4837539

>>4810291
Shame it's just empty nothingness

>> No.4837560
File: 15 KB, 330x552, blue.png [View same] [iqdb] [saucenao] [google]
4837560

>>4816187
To do melee combat in this game take the highest AGI and SPD you can. STR does not really matter.

Agility determines both the hit rate and block rate in daggerfall, and I think it affects these more dramatically than strength affects damage.

>> No.4839717

>>4807374
I want to play more of it, but bugginess just kills my desire as soon as I actually play. Awful dungeons (often impossible to reach your goal because of generator mistake), questing scripts that work when they feel like it. It could easily be one of best games, but bugs and random stuff like banking/alchemy make it painful to play. So far one thing I can take from it without pain is music.

>> No.4839779

>>4831657
Unity version is both unfinished and plays nothing like the original. It may look like Daggerfall (sort of) but it's not at all. Was really hoping they'd focus more on recreating the game accurately before worrying about stuff like fancy graphics.

>> No.4840000
File: 48 KB, 455x455, 4f5.png [View same] [iqdb] [saucenao] [google]
4840000

>>4809639
>unity

>> No.4840189

>>4825305
filthy swit

>> No.4840893
File: 266 KB, 1200x1200, DKQptmcXcAAJJXn.jpg [View same] [iqdb] [saucenao] [google]
4840893

Daggerfall is my favorite along with Morrowind. And I just discovered Battlespire. It is as also awesome.

>> No.4840923

>>4831313
>>4831313
The realness of it is what what keeps me coming back. Oblivion didn't capture shit. Morrowind sort of did with the alien type environment , and Skyrim due to the heavy visuals captured the raw natural landscape of the mountains, but dagger fall.

Daggerfall just captures the Assassins creed like feel of being "nobody" You are nothing, in a sea of everything. The towns are big and many ( like how it could of really felt as an adventurer ) the atmosphere was huge and oppressive ( a warm tavern to an empty, dark winter night in a huge city ) and it captured the idea of you are just one person in a huge life going on with or without you that I cant get away from. Its almost like Falcon 4.0 in the RPG sense. No other game outside of Ultima series can capture it. Its a damn shame no one appreciates this feeling. Its all you are THE FUCKING HERO AND GO SAVE SHIT RAAAEEE.

www.dfworkshop.net

>> No.4840930

>>4815878
Imagine that. an RPG game where you actually have to RPG.

I hate being a nerd but fucking casuals and game-bros. Its like taking football, soccer, beer pong or whatever fucking people do that takes all of 2 brain cells to rub together and taking out the stuff that makes the stuff interesting int he first place.

So like take American football and just remove all of the inner level complexity of the defensive line strategy because its "too hard" or "too complicated" .

>> No.4841068

>>4815870
>>4840930
>Your reputation is important. Taking a quest from someone and not finishing it will lose you reputation with that person, their entire faction and all the factions that are influenced or related to them.

By that logic Elite Dangerous is a role playing game. Or even a game.

>> No.4841358

>>4839779
I've always assumed that the idea behind the Unity project was to make an open-source version of the Daggerfall game world with better graphics, then let other people do cool things with that world. Potentially, Daggerfall could not only be copied, but could also be surpassed.

>> No.4841472

>>4841358
Sure, so you'd think they'd at least make an effort to make the movement feel correct.

>> No.4841656
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4841656

>>4840893
Yeah, it's pretty good. The dungeons (especially later ones) are similar in design and have that same surreal qualities as Daggerfall's final one, which made it the perfect follow-up for me since that was my favorite part of Daggerfall.

>> No.4842201

>>4841472
Ah, got it. I haven't played the thing, I've just read about it and seen videos.

>> No.4842603

>>4841656
The inventory though

>> No.4842740
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4842740

>>4815832
based post

>> No.4843204
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4843204

>>4815642