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Is dalies pritariu , Deadalus . Oblivion tikrai uzknisdavo tas dalykas, kad priesai keldavosi kartu su tavo veikeju . Pvz reikedavo pavargti kol rasdavai koki glass armor ar glass sword , bet kai tik pasikeldavai iki tam tikro lygio kiekvienas pakeles plesikas jau turedavo visa glass armor set'a ir ginklus. Aisku kurejai taip norejo islaikyti zaidimo sunkuma , bet idomiau zaisti tikrai nebuvo. Noretusi , kad priesai butu pasiskirste nuo stipriu iki silpnesniu tam tikrose teritorijose , tam geras pavyzdys yra New Vegas.

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All the details have been extracted from the Elder Scrolls V scans which were posted earlier today from the issue of GameInformer. There are a lot of changes which some fans might find disturbing. For example you wont be able to select your class at the start of the game. You can choose to boost health, magicka or stamina after each level. The level cap hasn’t been detailed yet but its definitely above 50 which was the max level you could achieve in the Oblivion.

 

The story of Elder Scrolls V takes place 200 years after Oblivion. This is a time when the dragons have returned to Skyrim. You character is put to the task of killing the dragon’s God since you are dragon born and hence it’s your destiny.

 

The combat in this sequel will be more tactical. You can assign each hand a function. The developers have focused on improving the combat and weaponry this time. Enemies level will progress with your own. Also some enemies might be replaced with tougher units

 

Quests will alter your missions as you go along depending on the actions you have taken. Killing quest givers will either cost you that quest or else the quest will be inherited by someone close to that NPC. However, you’ll have to work extra to have them give you the quest.

 

* Third person view has been improved

* 5 massive cities, more variation in caves and underground stuff.

* There is an option for no HUD.

* On Conversations: Conversations aren’t done in a zoomed in static shot anymore.Start a conversation with some and they will act like someone would in real life, looking at you occasionally and walking around a bit and also continue doing a task if they were doing one while talking.

* On Weapon smithing: Go to a forge and carve a new weapon out of red hot metal.

* Dual-wielding: you have two hands now in combat and you can wield anything to both hands. You may assign a dagger on left hand and use a mace with right hand. The choice as they say is yours.

* Duel: You may duel any NPC on the streets western style.

* Inheritance: When you kill a shopkeeper, his/her family member will inherit the shop and will be angry about you, but stil give you missions.

* Level-scaling: It is coming back

* 18 skills: supposedly even less skills to play with?

* No mysticism

* Perks: Rumored to be in Skyrim. I may have understood it wrong.

* Boosts: Pick stamina, health, magic boosts on level up.

* Enchanting: This skill makes a return.

* “Radiant storytelling” or Level Scaling 2.0: “The game eventually logs a huge storehouse of knowledge about how you’ve played, and subsequently tailors content to your capabilities and experiences. Entering a city, a young woman might approach you and beg you to save her daughter from kidnappers. The game will look at the nearby dungeons you’ve explored, automatically set the mission in a place you’ve never visited, and designate opponents that are appropriately matched to your strengths and weaknesses.”

* Fast-Travel: As you probably expect, you can instantly travel to previous locations with a tap of the button

* Sprinting: You can now sprint about!

* Town visiting: You may do more in towns, like tailor weapons, cooking, farming or mining. Not much details about this or how detailed they are as jobs.

* Dynamic Shadows

* Improved Faces/Improved Models Example: Faces have been dramatically overhauled. Characters now exhibit more emotion show of distinctions between different races and just plain looks better.

* Radiant AI

* Updated Engine Snow falls dynamically (not as a basic texture on the ground)

* Trees and branches move independently with the wind

* Water flows

* Randomly generated quests

* Beards

* You can’t run backwards as fast as you do forward.

* 10 races to choose from (Holy crap thats a lot of races)

* Confirmed creatures: zombies, skeletons, trolls, giants, ice wraiths, giant spiders, dragons, wolves, horses Elk, mammoth, saber-toothed cats

* Presumably open cities (as dragons can attack)

* Hud-free first-person view and improved third-person perspective

* Very unique landscapes! Also unique dungeons! In other words, lots of uniqueness!

* Character creation improved, body features customizable

* 2-handed weapons and duel wielding confirmed.

* Finishing moves, unique to each weapon and enemy you fight.

* Dialog will pop up when you approach an enemy

* Cooking/farming/mining/woodcutting/blacksmithing

* Perk picking at every level-up

* 5 Magic Schools Destruction Alteration Conjuration Restoration Illusion.

"When you kill a shopkeeper, his/her family member will inherit the shop and will be angry about you, but stil give you missions.".. :)

 

* Dynamic Shadows ..tai bent !!

* Radiant AI .. yup :)

..finishing moves..tipo mortal combat ?..na idomiu cia naujienu tikrai..

Redagavo scalman

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* Level-scaling: It is coming back

Kaip suprantu cia klaida, nes kurejai teigia, kad lvl kelimas bus panasus i Fallout , o ne i Oblivion ir jei taip tai, aciu jiems :thumbsup4:

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Kaip suprantu cia klaida, nes kurejai teigia, kad lvl kelimas bus panasus i Fallout , o ne i Oblivion ir jei taip tai, aciu jiems :thumbsup4:

man tai obliviona levelia kelimas geras buvo

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man tai obliviona levelia kelimas geras buvo

man tai galetu but visai naujas. na kaip iki F3 nebuvom mate tokio koki jis pasiule. tip ir cia galetu but nematytas ,negirdetas,naujo tipo vel koks nors. arba F3 tipo tada. siaip Oblivion irgi nera blogas, jis tinka tam zaidimui. tai matysim kaip tiks Skyrimui kas. as noreciau nieko apie ji nezinot ,o pasemes zaidima pamatyt ir galvot kad tai yra cool ir man visai nesvarbu ar jis kaip Oblivion ar kaip F3,ar kaip Mario :thumbsup4: ..anyway who cares..svarbu kad gerai lostusi zaidimas juk.

 

 

 

dar keli idomesni picai is rodyto video kas susije butent su Skyrim

 

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As you can see there's some pretty excellent information buried within - like the new meats of the world. There's also scribblings of stealth mechanics, showing the mechanic is being built upon. Thanks goes out to Game Informer for the awesome video.

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4 days ago the world wide web was buzzing with The Elder Scrolls V: Skyrim GameInformer magazine scans which brought with them bountiful heaps of information on Bethesda Game Studios upcoming game. It all sounds very impressive with a new and improved game/graphics engine capable of dynamic shadowing and even realistic looking snow fall. Various other improvements to the current game mechanics plus the newly added features put The Elder Scrolls V on our “most wanted” list for 2011. However there is one aspect of Skyrim that people may take issue with, that is of course level scaling.

 

Level scaling is principally described as the process by which as the game’s protagonist levels up by gaining experience points, the enemies level up alongside them, basically as the player gets tougher and more powerful, so do your enemies. Of course level scaling can apply to various other aspects of the game such as how much loot is dropped by enemies or the number of enemies faced by the player.

 

Level scaling returns in The Elder Scrolls V: Skyrim:

 

“The game eventually logs a huge storehouse of knowledge about how you’ve played, and subsequently tailors content to your capabilities and experiences. Entering a city, a young woman might approach you and beg you to save her daughter from kidnappers. The game will look at the nearby dungeons you’ve explored, automatically set the mission in a place you’ve never visited, and designate opponents that are appropriately matched to your strengths and weaknesses….”

 

The above quote may bring a smile to your face, or a frown – depending on your perspectives on how a fantasy RPG should be structured. What this presents us with is 2 schools of thought with polar opposite views. On one side level scaling means the game remains fresh from start to finish, at each turn the player has a challenge to overcome and thus can never truly rest on their laurels, secondly it can be argued that with the inclusion of level scaling each mission will feel more unique as with each task the player is greeted with a different environment and different enemies. Level scaling also means that the player can never come across a situation where they become too powerful for the game, which often leads to boredom.

 

On the other hand, there are those that believe that level scaling basically negates the entire point of having a levelling system in the first place. What’s the point in levelling up in a video game, if everything else levels up around you? It can be argued that level scaling destroys the feeling of progression in such video games, because no matter how powerful you get, everything else is just as powerful as you. Imagine driving down the highway and you decide to see just how fast your new flashy sports car can really go, only to find out that even when you’re going at a nauseating 120mph, everyone else is too. Just no fun.

 

Those that are against level scaling would much rather that game developers simply designated areas of the game world were you have to be a certain level to survive, whereby the enemies that exist in these areas are too powerful for you to overcome until you reach a certain level, others simply suggest that level scaling can be applied but should be limited to a set number of enemies, possibly tougher enemies so you don’t have your average thief clad in expensive daedric armour and armed from head to toe. Either way there is a debate on both sides of the issue.

jo butu nekas, is tikro koks pointas isvis kelt lvl tada, ir isvis kaip tada monstrai gali lvl keltis kartu su tavim,jie juk ne zmones. visas pointas kad jei pradzioj zaidimo tarakonas yra ten 1lvl su 100hp ,tai ir po 10 va zaidimo jis liks 1lvl su 100hp, o ne taps b* 10lvl su 1000hp kad tipo atitiktu tavo lvl. butu shh tikrai. :)

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Tai apie ka as cia visa laika ir snekejau. Oblvionas toki priciundala turejo, tik jis ne givybes kele o kas 5lvl tavo charakterio pakeisdavo i stipresnius monstrus. (ziurke->vilkas->sernas->lusis->meskos->vinotuarai). Aisku pasiekus dideli lvl jau budavo pokum, bet kad zaidas prei galo eidavo.... Nzn gal tas Radiant 2.0 biski pageres :] nes prisiminus FNV tai tas black mountain, nzn as 18lvl kirtau visus, bet ant to kalno mane kirto kaip kudiki ;]

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Tai apie ka as cia visa laika ir snekejau. Oblvionas toki priciundala turejo, tik jis ne givybes kele o kas 5lvl tavo charakterio pakeisdavo i stipresnius monstrus. (ziurke->vilkas->sernas->lusis->meskos->vinotuarai). Aisku pasiekus dideli lvl jau budavo pokum, bet kad zaidas prei galo eidavo.... Nzn gal tas Radiant 2.0 biski pageres :] nes prisiminus FNV tai tas black mountain, nzn as 18lvl kirtau visus, bet ant to kalno mane kirto kaip kudiki ;]

jo idomiai. gal bus geriau kas nors aisku. man tai patinka zinot kad va pradzioj geimo yra vietu kur priesai tokio lvl kad ju neikertu tai ju ir nelieciu,ateisiu veliau kai galesiu ikirst,ir zinau kad jie per ta laika nepasikele lvl dar b* ,cia tai butu zaidimo disko isemimas is konsoles iskart. :) logiska yra nes tu losi ir cia tavo zaidimas,ir tik tu vienas lvl keliesi.o ne visi susikti padarai zaidime. is kitos puses kas cia zino kais jis losis ten. niekad nezinojau kas per sistema naudojama Fallout 3 kai pirma kart pasemiau lost,nieko nezinojau apie Oblivion ,nes jo loses buvau gal valanda laiko daugiausia. ir is tirko buvo ph, losiau ir mokiausi kas prie ko.o ne tipo nu va dabar bus tokia sistema,tai losim kaip Oblivion sita zaidima,arba losim kaip Fallout3. juokingai butu jei va tu pamatei kur nors priesa bet na dar per silpnas esi, varai geimini toliau po geru N valandu grysti atgal nes jau turi geresni ginkla ir lvl geras,jau kalsi, pyst jis irgi pasikeites viska ir kerta tave vistiek. jis negali zinot kad as ateisiu cia b*, ir turi sedet lusnoj savo ir augint kopustus b* ir nelaukt manes. :) kas patinka tai F3 su New vegas patinka tikrai,viskas labai ok padaryta,nieko nera neikandamo. visos galvos nuskinamos ir visos galunes atskiriamos..lol ,tik reikia rast buda kaip tai padaryt.

beje matet picuose priesai keli su kokiom barzdom ten.. :) kalsim per barzda biski..

Redagavo scalman

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Oblivion pasizymejo tikrai epin'iu muzikiniu takeliu ir profesionaliu igarsinimu , bet truko ivairoves. Tas pats zmogus igarsindavo desimtis veikeju , bet manau Bethesda pasitaise su F3 ir New Vegas , daug tiketina , kad ir Skyrim balsai nesikartos.

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YAY ..vienas naujas screenas..tipo labai idomu :)

tai reikejo idet kartu ir visa informacija kuri susuija su sito foto, ten gi apie engine upgrade kalba :))

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tai reikejo idet kartu ir visa informacija kuri susuija su sito foto, ten gi apie engine upgrade kalba :))

Ne į temą

tai ko pats neidejai tada tos info jeigu matei kad yra?

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Elder Scrolls V: Skyrim is going to benefit from an all-new engine, and Bethesda has detailed some of the improvements we can expect from the much-anticipated fantasy RPG.

 

Dubbed the Creation Engine, Skyrim's new powerhouse brings with it a suite of new tools and tricks that'll ensure this will be Bethesda's most technically impressive game to date.

 

"The big things for us were to draw a lot of stuff in the distance so we have a really sophisticated level of detail, more so than what we've had in the past for how things stream in and how detail gets added to them as they get closer to the camera," Bethesda Studio's creative director Todd Howard told Game Informer.

 

"Because our worlds are so big all of the lighting has to be dynamic," he said. "That's something we had a little bit of in the past with shadowing, but not on everything. Now we have it on everything. It just makes the whole thing a lot more believable when you're there."

 

The visual pass carries on to the minutiae of Skyrim's world; as it's set in a more Northern region that Oblivion's Cyrodiil, there'll be a more severe climate and the Creation Engine is well-equipped to deal with snow and rock-faces, while the foliage benefits from a bespoke engine for Skyrim's trees.

 

The improvements stretch beyond the visuals, and Skyrim's AI also promises to be a step up. The overhauled Radiant AI will deliver more believable NPC behaviour , with distinctive personalities being played out in the actions of Skyrim's inhabitants.

 

 

 

There'll also look more believable than before thanks to the implementation of Havok Behavior. "I think we're the first real big game to use it," boasted Howard, before explaining what the tech brings to the game. New animations make the characters much more lifelike, and that has various repercussions. "We definitely have made a significant jump in how it plays [in third person perspective]," said Howard, before cryptically declining to comment whether the technology could possibly be applied to player mounts in the game.

 

Finally, Skyrim's new technologies will also have an impact on the way the game plays out, having a bearing on player quests. "Traditionally in an assassination quest, we would pick someone of interest and have you assassinate them," Howard explained. "Now there is a template for an assassination mission and the game can conditionalize all the roles – where it happens, under what conditions does it take place, who wants someone assassinated, and who they want assassinated. All this can be generated based on where the character is, who he's met. They can conditionalize that someone who you've done a quest for before wants someone assassinated, and the target could be someone with whom you've spent a lot of time before."

 

Skyrim is down for release on November 11 on Xbox 360, PlayStation 3 and PC, and we'll have much more on the game for you over the coming months.

wa scalman :)

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Concept art plays a key role in designing games, helping studios visualize and craft the world before it ever gets put into code. As development continues, the art team continues to refine the aesthetics of the world and its characters, providing images to inspire the team and the outside world alike.

 

Lots of concept art at Bethesda is created by hand from scratch, such as the piece pictured at the top of this article. Artists summon these images from their imaginations, and the scenes and situations they craft are used by the rest of the team as they shape the game.

 

In addition to this approach, Bethesda employs another method to craft art for the game by completing paint-overs of existing screens to create a new piece of art. In essence, it is concept art created in the opposite direction from normal -- from a final in-game asset into a artistic visualization of the moment from the game. Bethesda was kind enough to give us a glimpse into this fascinating process, but our version is sped up so we can see the whole creation process in one brief video, complete with a new piece of music from Skyrim composed by Jeremy Soule.The concept artist creating the piece is Ray Lederer.

 

For more on The Elder Scrolls V: Skyrim, including extensive interviews with game director Todd Howard, details on the game's new engine, and the ability to translate the back cover of this month's Game Informer, visit our Skyrim hub, linked from the image below.

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