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1/20/2014 8:28:03 AM
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[url=http://www.nexusmods.com/skyrim/mods/37994/?]Falskaar (Skyrim)[/url] [url=http://www.nexusmods.com/fallout3/mods/2761/?]Fallout Wanderer's Edition (Fallout 3)[/url] [url=http://www.nexusmods.com/newvegas/mods/40040/?]Project Nevada (Fallout: New Vegas)[/url] [url=http://www.blackmesasource.com/]Black Mesa (Half-Life)[/url] [url=http://www.nehrim.de/indexEV.html]At Fate's Edge (Oblivion)[/url] [url=http://www.jc-mp.com/]Just Cause 2 Multiplayer Mod[/url] [url=http://thenamelessmod.com/real/]The Nameless Mod (Deus Ex)[/url]
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  • [quote]Falskaar (Skyrim)[/url][/quote] And this video doesn't even mention the anticlimactic "ending" and the numerous bugs (One even forced be to TCL out of one of the retarded dungeons to progress) Basically, Falskarr is an exercise of quantity, not quality.

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  • Seriously?!? That guy spent over 2000 hours on that game. I'd like to see you try and make something half as good!

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  • It doesn't -blam!-ing matter if the guy spent 20 hours on the CK or 2000 hours on the CK, if the end result is a poorly designed turd, it's a poorly designed turd. This isn't -blam!-ing Primary school sports day where you get a medal for turning up

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  • I should mention that Falskaar's modder got hired by Bungie for his work.

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  • Which is -blam!-ing bullshit and causes me to worry for the future of Bungie level design.

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  • Shut the fuc­k up, I'd like to see you do better all by yourself.

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  • "You can't criticize anything unless you can do better!" Welp, nearly every critic known to man just lost their job. :/ In all seriousness, while I commend Falskaar's creator for making the mod all by himself, that doesn't give it immunity from criticism.

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  • Edited by Elrond Hubbard: 1/24/2014 3:41:44 PM
    1 person should not be expected to produce content at the quality of a AAA development team. And yet Falskaar is one of the best, most ambitious mods available for Skyrim. Do you people even understand how programming/modding works? If polished content were easy, there'd be no such thing as a bad game. [quote]that doesn't give it immunity from criticism.[/quote] Oh bullshit. That wasn't criticism, that was being a jackass. Note how he didn't actually explain what he doesn't like about the mod.

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  • [quote] Oh bullshit. That wasn't criticism, that was being a jackass. Note how he didn't actually explain what he doesn't like about the mod.[/quote] >Bad worldspace design. It's literally just flat plains at multiple heights with trees and the odd dungeon sparcley place around. It's so flat you can even see the shitty LOD waterfalls >Nothing New. Falskarr offers nothing you can't do or see in vanilla Skyrim. The landscape is exactly the -blam!-ing same, the Dungeons are exactly the -blam!-ing same the characters, exactly the -blam!-ing same. >Glitchy as -blam!-. I had to restort to console commands because a gate wouldn't open after I killed the boss. >Litterally the only enemies are the same generic bandits you fight all over Skyrim, generic necromancers (Who all worship Sithis for some reason, demonstrating a lack of lore understanding) >Voice acting issues. I know these guys aren't professionals, but jesus christ you can hear them breathing into their mics sometimes. >Anti-Climactic ending. You duel with this guy as the final boss and this dragon just comes by and swoops him up right out of the -blam!-ing blue after you defeat him. >The "Epic Battle" at the end is literally "charge down a flat plain hitting sword-sponges as you go" >Fetch quest after Fetch quest after Fetch quest. The entire main story is literally just a fetch quest. >Arrow to the knee jokes > So many repeating assets in Dungeons >Generally lacking polish everywhere [quote]1 person should not be expected to produce content at the quality of a AAA development team. And yet Falskaar is one of the best, most ambitious mods available for Skyrim.[/quote] One Person should not try to produce the quality of an AAA expansion pack either, which is exactly what AJV tried to do.

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  • Edited by Elrond Hubbard: 1/24/2014 5:12:38 PM
    A few of your complaints are of Skyrim itself and have nothing to do with the mod. You're completely disrespectful, too. And some of your complaints sound as if you don't even like Skyrim itself. How can we possibly expect a fair evaluation of a mod for a game you don't even like in the first place? [quote]It's literally just flat plains at multiple heights with trees[/quote] Did you even play the mod? 1) Flatness isn't necessarily a bad thing. 2) It's not entirely flat, and if you'd know that if you so much as looked at the map. 2) It's not plains, it's a forest. If it was plains, there wouldn't be trees. [quote] and the odd dungeon sparcley place around.[/quote] Elder Scrolls games have always been like that, that's why they're ES games. [quote]you can even see the shitty LOD waterfalls[/quote] Just like the base game. Have you even [i]played[/i] Skyrim? "Oh god, LOD anything! Akatosh save us!" LODs are standard fare in any large game. Turn up your damn uGrids. [quote]>Nothing New. Falskarr offers nothing you can't do or see in vanilla Skyrim. The landscape is exactly the -blam!-ing same, the Dungeons are exactly the -blam!-ing same the characters, exactly the -blam!-ing same.[/quote] Wow, so much class in your post. You can hardly go a sentence without cursing me out. I shouldn't be giving you an audience, but I will so I can put you in your place. You have voice-acted NPCs. New enemies or textures aren't necessarily a requirement of a mod, but if you wanted a completely new experience, I suppose this mod isn't for you. But that in no way means that it's bad, like you seem to believe. It's still new content, too. [quote]>Voice acting issues. I know these guys aren't professionals, but jesus christ you can hear them breathing into their mics sometimes. [/quote] Voice acting is a mixed bag, fair point. But it's not as bad as you make it sound. (Did you even play the mod?) [quote]>Anti-Climactic ending. You duel with this guy as the final boss and this dragon just comes by and swoops him up right out of the -blam!-ing blue after you defeat him. [/quote] Except he basically won anyway, and then he died. Did you even pay attention? [quote]>Glitchy as -blam!-. I had to restort to console commands because a gate wouldn't open after I killed the boss.[/quote] Finally, a legitimate complaint, but the meaning is lost over your immaturity. [quote]>The "Epic Battle" at the end is literally "charge down a flat plain hitting sword-sponges as you go" [/quote] Welcome to Skyrim. If you don't like the game, don't play it. [quote]>Arrow to the knee jokes[/quote] lol [quote]> So many repeating assets in Dungeons[/quote] Welcome to Skyrim. Or just any video game ever. [quote]One Person should not try to produce the quality of an AAA expansion pack either, which is exactly what AJV tried to do.[/quote] There is no reason why someone shouldn't try. And yet he did, and got pretty close. And yet you have the gall to "worry for the future of Bungie level design," never mind that he'll now be working on a team with experienced developers who know what they're doing. It's not like he's suddenly the lead designer or anything. [quote] >Generally lacking polish everywhere[/quote] Ok, fair enough. While that would be a tall order, polish should still be expected.

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  • [This is gonna get a bit long so I'm not gonna bother quoting and just number them] It may not be 100% flat, but when the only height variations are simply three different areas separated by sheer cliffs, there's a problem. But the difference is, there is always a dungeon on the compass on Skyrim or Solsthiem. Falskarr has huge expances of flatness where there is literally nothing. Meaning the whole island literally has no reason to be as big as it is and could be cut down to at least half the size and while keeping the same content level. Hell, it could probably improve the map design by quite a fair chunk. Yes, but the LODs in the base game are: A). Done better B). Obscured by terrain variations, mountains etc. When can stand right next to a tiny waterfall at a distance they fully render in Skyrim, there's a problem Oh please, voiced acted NPC's don't mean shit if the NPC's aren't unique or interesting in the first place. Oh, of course none of those makes it bad, but it does make it bad [i]IN MY OPINION[/i]. If there is nothing new, it's hardly worth playing because I can get the exact same experience in something else. Look at Wyrmstooth for example. That does something new by adding giant mushrooms to the landscape. Look at Aethernautics. That lets you go to space. Look at BR: L, let's me explore a realm made of sweet rolls and pilot a gaint dwarven mech. What does Falskarr let me do? Walk around a lobotomised version of the Rift and Falkreath with one town that offers nothing any of the other town do. It was bad enough to cause a serious disconnect between the me and the game. And in a game like TES where immersion is paramount to my enjoyment, that's a bad thing (And I might add, no other Mod I've played has caused this) "He basically won anyway". I bloody destroyed him in a fight and then this Dragon comes down and takes him away. AJV could of made it so the player himself has to save the day, giving a sense of accomplishment. But no, he opted for a deus ex machina ending for whatever reason. Mkay, so my point is irrelevant simply because I'm "immature" for using some choice words. In that case. But the enemies in Skyrim have nowhere near as much health as these guys, and offer much more strategic options. I can sneak and place some runes, stand at the back and fire arrows, watch them fight among themselves from a distance. It comes to something when the final boss of a mod is easier to defeat than a generic mook. So? I despise arrow to the knee jokes Did you watch the video in it's entirety? It may seem jokey at first, but it does bring up some legitimate points (Namely the part at the end where he's in the cave. Skyrim has multiple caves of that size and type, and yet it somehow avoids all dat tessellation)

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  • I thought about this, and realized that this sub-thread has been completely derailed. You have your opinions about the mod, and I'll let you have them, because they're irrelevant. Let me explain. [quote]Which is -blam!-ing bullshit and causes me to worry for the future of Bungie level design.[/quote] This quote right here, completely ridiculous. Why? Because most of your complaints about the mod don't even have anything to do with anything relevant. Let's look at the requirements for a Bungie level designer. These are standard for a AAA developer: [quote]Prior experience designing campaign and multiplayer levels or mods for action games[/quote] Falskaar is huge. There are flat areas, elevated areas, mountains, caves, etc. A lot of variety, despite what you think. You see, back in the olden days, modding was how folks got jobs. Falskaar clearly shows game programming knowledge and, more importantly, vision and drive, in a variety of ways--applying textures, creating NPCs, giving them voices, scripting, placing trees, houses, rocks, and everything into the environment. There is a [b][i][u]HUGE[/u][/i][/b] amount of work that went into Falskaar, and the programming was done by one person. Forget the sub-par voice acting, or boring NPCs, or a story that you take issue with for no logical reason whatsoever (you're nitpicking), because those are moot points--for the most part, it all works the way it's supposed to work. Falskaar is a wannabe game dev's wet dream: a humongous world where things look good and mostly work the way they're supposed to. That's sometimes the best you can hope for. And thus, Bungie is incredibly smart for hiring this fellow. He is extremely dedicated and knowledgeable about programming, plus Bungie gets brownie points for rewarding his faith. But I still have to address some points anyway: [quote]Mkay, so my point is irrelevant simply because I'm "immature" for using some choice words. [/quote] It is, and you clearly are. There's a difference between respectful criticism and mocking. You've lost most of your credibility with your disrespect. [quote]Oh please, voiced acted NPC's don't mean shit if the NPC's aren't unique or interesting in the first place.[/quote] That's a load of bollocks and you know it. [quote]Yes, but the LODs in the base game are: A). Done better B). Obscured by terrain variations, mountains etc. [/quote] But they're mostly not. Base Skyrim has egregious LODs, and they're rarely ever hidden. [quote]So? I despise arrow to the knee jokes[/quote] You're nitpicking again.

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  • [quote]Falskaar is huge. There are flat areas, elevated areas, mountains, caves, etc. A lot of variety, despite what you think.[/quote] If by "elevated areas" you mean, "Two flat areas separated by a sheer cliff" then I agree. And mountains? Pfft. The only thing mountains are used for are to block off the unplayable areas, not like vanilla Skyrim where said mountains are an obstacle where you have to go over, around through etc. [quote]You see, back in the olden days, modding was how folks got jobs.[/quote] >Implying I didn't know this. [quote] Falskaar clearly shows game programming knowledge and, more importantly, vision and drive, in a variety of ways--applying textures, creating NPCs, giving them voices, scripting, placing trees, houses, rocks, and everything into the environment. [/quote] Let me ask you a question. Have you ever used the Skyrim creation kit? Applying textures, Creating NPCs, giving them voices, placing stuff into the environment is incredibly, [i]incredibly[/i] easy to do, just requires alot of patience. The only thing that is difficult is thing you mentioned there is Papyrus scripting, which Falskarr: A). Uses alot of basic scripting (Fetch quests, radiant quest systems etc.) B). It's usage of Scripting is incredibly minor compared to so many other Skyrim mods (Please note I'm not saying he's a bad scripter, as he is clearly more talented then most of the mods out there, it's just not particularly a good example of what a modder can really do. Nor am I saying there was no effort put into it, which there clearly was) [quote]Forget the sub-par voice acting, or boring NPCs, or a story that you take issue with for no logical reason whatsoever (you're nitpicking), because those are moot points--for the most part, it all works the way it's supposed to work. [/quote] I take issue with the story because it somehow manages to be even [i]more[/i] cliche and badly written than the Skyrim main quest. To sum it up: I get railroaded into helping this wise, honourable king, save his land from the evil, corrupt king who only cares about power from using a macguffin to rule the land". That is literally one of the most generic fantasy storylines I can think of. So what if it works that way it is supposed to work if the way it is susposed to work is bad? [quote][quote]Mkay, so my point is irrelevant simply because I'm "immature" for using some choice words. [/quote] It is, and you clearly are. There's a difference between respectful criticism and mocking. You've lost most of your credibility with your disrespect.[/quote] Really, I don't care. Maybe it's a difference between our personal views or our backrounds or whatever. [quote][quote]Oh please, voiced acted NPC's don't mean shit if the NPC's aren't unique or interesting in the first place.[/quote] That's a load of bollocks and you know it.[/quote] No it's not. There are tons of extremely shitty mods on the Nexus with Falskarr levels of voice acting. [quote] [quote]Yes, but the LODs in the base game are:A). Done betterB). Obscured by terrain variations, mountains etc. [/quote] But they're mostly not. Base Skyrim has egregious LODs, and they're rarely ever hidden.[/quote] (Just a heads up, I am specificly talking about he Waterfall LODs here) Yes they are bloody well hidden, considering how they're only really an issue in the Karth valley, and most of the time the steep sides and waterfall height make the issue relatively minor when Falskars size and flatness lets you see them for miles around. [quote][quote]So? I despise arrow to the knee jokes[/quote] You're nitpicking again.[/quote] I genuinely don't care. Those jokes are a problem to me, simply because I find them horrendously cringe worthy and just simply not funny. Yes, It is a minor issue. But it's still an issue I have. [spoiler]this is just gonna go on forever isn't it?[/spoiler]

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  • Edited by Elrond Hubbard: 1/25/2014 12:06:13 AM
    [quote]If by "elevated areas" you mean, "Two flat areas separated by a sheer cliff" then I agree. And mountains? Pfft. The only thing mountains are used for are to block off the unplayable areas, not like vanilla Skyrim where said mountains are an obstacle where you have to go over, around through etc. [/quote] [i]What difference does it make?[/i] [quote]>Implying I didn't know this.[/quote] The way you've acted in this thread, I just thought you were uninformed/not nice. [quote]Let me ask you a question. Have you ever used the Skyrim creation kit? Applying textures, Creating NPCs, giving them voices, placing stuff into the environment is incredibly, incredibly easy to do, just requires alot of patience. The only thing that is difficult is thing you mentioned there is Papyrus scripting, which Falskarr: A). Uses alot of basic scripting (Fetch quests, radiant quest systems etc.) B). It's usage of Scripting is incredibly minor compared to so many other Skyrim mods (Please note I'm not saying he's a bad scripter, as he is clearly more talented then most of the mods out there, it's just not particularly a good example of what a modder can really do. Nor am I saying there was no effort put into it, which there clearly was)[/quote] Everyone has to start somewhere. [quote]I take issue with the story because it somehow manages to be even more cliche and badly written than the Skyrim main quest. To sum it up: I get railroaded into helping this wise, honourable king, save his land from the evil, corrupt king who only cares about power from using a macguffin to rule the land". That is literally one of the most generic fantasy storylines I can think of. So what if it works that way it is supposed to work if the way it is susposed to work is bad?[/quote] Writing in games is notoriously difficult when put into practice. Lesser modders would have avoided story altogether. [quote]Really, I don't care. Maybe it's a difference between our personal views or our backrounds or whatever. [/quote] You should care. People don't take you seriously when you use profanity and insults. It sounds like you're either mocking them or trolling for attention. It was one of the first things I ever learned in high school English class: profanity should only be used in dialogue (and by extension of that, first-person narratives). It weakens your argument, plain and simple. I'm actually guilty because I cursed you out in my initial reply to you, which I apologize for. [quote]I genuinely don't care. Those jokes are a problem to me, simply because I find them horrendously cringe worthy and just simply not funny. Yes, It is a minor issue. But it's still an issue I have. [/quote] I hear you. [spoiler]Probably, but there is another way...[/spoiler] [spoiler]We could make peace and put this behind us?[/spoiler]

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  • [spoiler] Probably for the best. This is just gonna go round in cirlcles otherwise :)[/spoiler]

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