Planning a Morrowind all-faction speedrun with simulated annealing, part 2
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Re: Planning a Morrowind all-faction speedrun with simulated annealing, part 2
#2Reflecting on the pieces, the author is pretty talented at communicating effectively—I found the material interesting, the writing style lively enough to enjoy, and the presentation to have just the right balance of explanation and example. It's so well done I didn't think of any of these things as I read.
The author's bio is also a standout piece of writing to me: http://mildbyte.xyz/about.html
Re: Planning a Morrowind all-faction speedrun with simulated annealing, part 2
#3stealth archers best build confirmed empirically https://imgur.com/gallery/4xAA7
Re: Planning a Morrowind all-faction speedrun with simulated annealing, part 2
#4> marksman, mysticism and sneak secondary stealth archers best build confirmed empirically https://imgur.com/gallery/4xAA7
Re: Planning a Morrowind all-faction speedrun with simulated annealing, part 2
#5> marksman, mysticism and sneak secondary stealth archers best build confirmed empirically https://imgur.com/gallery/4xAA7
This is Morrowind, not Skyrim. Stealth archers are not a thing here. In fact I'd say magic-based characters are much, much better than combat or stealth-based ones.
It's incredibly impressive that a game can have hundreds of hours of content, yet be speedran in 7 minutes.
Re: Planning a Morrowind all-faction speedrun with simulated annealing, part 2
#6> marksman, mysticism and sneak secondary stealth archers best build confirmed empirically https://imgur.com/gallery/4xAA7
This is Morrowind, not Skyrim. Stealth archers are not a thing here. In fact I'd say magic-based characters are much, much better than combat or stealth-based ones.
Re: Planning a Morrowind all-faction speedrun with simulated annealing, part 2
#7Earlier quoted context omitted.
This is Morrowind, not Skyrim. Stealth archers are not a thing here. In fact I'd say magic-based characters are much, much better than combat or stealth-based ones.
Morrowind is sufficiently broken, in the best possible and most fun way, that any character can become a god. Abusing alchemy, 1pt levitate spears, doors, the teleportation shrine in Vivec, or infinite potions can be done by any class. It's incredibly impressive that a game can have hundreds of hours of content, yet be speedran in 7 minutes.
Re: Planning a Morrowind all-faction speedrun with simulated annealing, part 2
#8Earlier quoted context omitted.
This is Morrowind, not Skyrim. Stealth archers are not a thing here. In fact I'd say magic-based characters are much, much better than combat or stealth-based ones.
Morrowind is sufficiently broken, in the best possible and most fun way, that any character can become a god. Abusing alchemy, 1pt levitate spears, doors, the teleportation shrine in Vivec, or infinite potions can be done by any class. It's incredibly impressive that a game can have hundreds of hours of content, yet be speedran in 7 minutes.
From memory it might have been similar to that spell you find at the early part of the game on the way to Balmora.
Morrowind was IMHO the perfect game. The fact that if you were lucky and skillful you could get the best weapons and spells early in the game, or be gutted in 3 seconds made it far more risky to pay but way more fun when you figured out how to overcome it.
I would dearly love to play it but with some decent physics to make the bows fun and with slightly upgraded graphics.
Re: Planning a Morrowind all-faction speedrun with simulated annealing, part 2
#9Earlier quoted context omitted.
Morrowind is sufficiently broken, in the best possible and most fun way, that any character can become a god. Abusing alchemy, 1pt levitate spears, doors, the teleportation shrine in Vivec, or infinite potions can be done by any class. It's incredibly impressive that a game can have hundreds of hours of content, yet be speedran in 7 minutes.
I wouldn't call it broken. It's by design. Proof is that most of the "exploits" were carried over Oblivion and then Skyrim. For example, creating very very overpowered potions is possible in all games. It's your choice if you want to spoil the fun or not.
In Arena, you start humbly, but rise high enough that you destroy Jagar Tharn, one of the most powerful mages in the whole of the history of the Elder Scrolls games.
In Daggerfall, you're the right-hand man of the Emperor, and seek out a world-ending superweapon, and may just take it for yourself.
In Morrowind, you are a god, or very close to. The reincarnation of the Nevarine. That you can become overpowered makes sense. Bandits should fear you. Ordinary people should.
In Oblivion, you're the right-hand man of someone who ascends. You walk into literal Hell and fight demons. The bare mysteries of the world are laid clear by you. You steal the book of spells of immortal characters.
In Skyrim, you're descendant from a man who became a god. You have a gift that can shatter the heavens, and break open portals between worlds. You kill the son of Akatosh.
You're right, it is design, because it makes sense.