I wrote a review for the game and posted it on Blistered Thumbs and battlereports.net. Unfortunately, part of the polished, final product got wiped by Blistered Thumbs, but most of the review + a polished dlc update can still be found at battlereports.com.
Now, I want some of the things I highlighted in my review to be in Skyrim. I've accumulated a list of different cool things that I hope Bethesda adds.
A new XP system
zone focused level scaling
trading fast travel for mark/recall + town based teleport spells
deeper, tour-like main quest
more difficult, spell-emphasized combat
Unique bosses
Banks
Which of these improvements should skyrim have?
Also, I am sad, sad, sad that hand to hand has been eliminated to Skyrim. I played through Oblivion twice and Nehrim once with a hand to hand/spell character
Now, I want some of the things I highlighted in my review to be in Skyrim. I've accumulated a list of different cool things that I hope Bethesda adds.
A new XP system
zone focused level scaling
trading fast travel for mark/recall + town based teleport spells
deeper, tour-like main quest
more difficult, spell-emphasized combat
Unique bosses
Banks
Which of these improvements should skyrim have?
Also, I am sad, sad, sad that hand to hand has been eliminated to Skyrim. I played through Oblivion twice and Nehrim once with a hand to hand/spell character
You will be pleased to know that it is confirmed for Skyrim that indeed the experience system has been revised and levels of creatures in the world have been set; the environment no longer scales with you in level.
I would very much like to see a less generic game world (Oblivion...), with much more detailed and varied areas (Nehrim!): from what I've heard and seen, the developers have heeded my call!
I would very much like to see a less generic game world (Oblivion...), with much more detailed and varied areas (Nehrim!): from what I've heard and seen, the developers have heeded my call!
Skyrim does levelscale. It's just ALSO dependent on the region.
I can't say Nehrim's combat is more difficult than Oblivion's - Oblivion used to become very hard (apparently not on purpose) on high levels.
I am pretty sure they will have unique bosses in Skyrim. I don't think they will have XP though.
I can't say Nehrim's combat is more difficult than Oblivion's - Oblivion used to become very hard (apparently not on purpose) on high levels.
I am pretty sure they will have unique bosses in Skyrim. I don't think they will have XP though.
What I really liked in Nehrim was this sense of loneliness in a dark, realistic and unknown world. It wasn't over the top dark like Diablo but still dark enough to be realistic. Violence was normal thing. I especially enjoyed the quest that goes through the old Star People's home. You were all alone in a dark place miles deep underground. The quest log says to meet the dwarves but they are no where to be found. For hours you advance and advance. You see only ruins. Quite sad and tranquil. Never have I experienced something this amazing in a video game.
I honestly think Nehrim had better combat because the attack animations and range were enhanced, not to mention that the creatures could really do a ton of damage.
Oblivion was impossible to finish around level 18 if you created a bad character as I did during my first run-through. But I never really had much difficulty with Oblivion once my Spellfist Nord got 100 strength, ie: level 12 or so.
The best parts of Nehrim were the very unique dungeons you entered along the main quest, but my second favorite part had to be the cities. I love, love, love cities, and especially the distinctly and realistically crafted ones in Nehrim.
Oblivion was impossible to finish around level 18 if you created a bad character as I did during my first run-through. But I never really had much difficulty with Oblivion once my Spellfist Nord got 100 strength, ie: level 12 or so.
The best parts of Nehrim were the very unique dungeons you entered along the main quest, but my second favorite part had to be the cities. I love, love, love cities, and especially the distinctly and realistically crafted ones in Nehrim.
I defiantly hope Nehrim doesn't use Skyrim's exp system. I dislike Skyrim because of it. :S
good sharing
Nemesiidae wrote:I defiantly hope Nehrim doesn't use Skyrim's exp system. I dislike Skyrim because of it. :S
Enderal will use a similar EP/exp system and will NOT be based on Oblivion/Skyrim skill-up leveling.
Last edited by Daniel on 25.02.2013 21:45, edited 1 time in total.
I want to see caves like in Nehrim 
Well, if you want a taste of Nehrim in Skyrim, download the Dragonborn DLC, then go to Solstheim via Windhelm (Morrowind, do you remember?
); more precisely you must enter the Raven Rock Mine, possibily doing the "Final Descent" quest, then going down the mine and further. I felt it nearly the same as the Nehrim Tutorial (it's very dark inside, I think torches or light spells are mandatory), but Nehrim Tutorial is far more longer...
Changes I would like to see in Nehrim
Reduced clutter in all settlements & ownership by the settlement.
For instance it should not be possible to steal that bow in the first outpost this is a far flung outpost of empire they would not have hard to come by resources laying about like that.
To compensate more money & clutter on Corpses in the starter Dungeon & a slightly better starter weapon perhaps.
For instance on the corpses of the other invitees, why not a little more gold, a decent weapon & or a mortar & pestle, who would go out into this world without one?
More Loot in Caves & Outlaw bases why wouldn’t the big criminal organisation have supplies of gold, food & weapons.
Alchemy equipment & rare ingredients could be placed in the bases of renegade Mages.
No stealing from farmers, or at least make it stealing, guard dogs on farms maybe really formidable ones, this is a dangerous world.
Home made potions should have a really low value & be less effective than store brought ones.
After all, the store brought ones are made by professional Alchemists; to compensate the store brought ones could be really powerful.
A cure disease potion costs over 200 gold & once you find a few ingredients of cure disease is totally worthless, it maybe worth removing player made cure disease potions from the world, maybe place some on corpses to compensate.
All spells that have a single value, like unlock or cure disease could become rare or non existent. Cure disease should be something that works slowly a little bit at a time getting a disease should have penalties attached so that there is a point to resist disease potions. As it is now one plant root & it’s all over, maybe as this is a medieval world a pilgrimage would be another way to cure disease.
This was a wishlist I wrote for Nehrim after my first partial run through when the game got to easy & I started finding mods to make it more difficult .
When that didn't work out I started making my own & converting other mods to Nehrim . My one real contribution was E.L.N exponential Leveling Nehrim, changing the leveling from Linear to Exponential vastly increasing the points needed to raise a level as your rank got higher. Converted Progress for Nehrim to make skill raising much more expensive, in both skill points & money .
Used most of the combat mods Phitts fighting Fixes any of Duke Patrick's that I could get to work deadlier Creatures, Better blocking Economy mods to make wealth accumulation more difficult. Most of Kuertee Mods . I made changes to most of the weapons & much more to bows if you meet an enemy with a bow you better be real careful
.
I would have liked to make the world much more dangerous after dark, which with Darker Nights would make it a really good idea to stay in a Village & use that sleeping bag. "I would prefer that approach than mods like real sleep" I never did find a mod that did that though & by the end of the process I think I was Probably the only Nehrim player left
I am back building a new Nehrim game now for what maybe my one last play through
& hope I get a game built that I'm satisfied with before I lose interest
Regards Beebee
Reduced clutter in all settlements & ownership by the settlement.
For instance it should not be possible to steal that bow in the first outpost this is a far flung outpost of empire they would not have hard to come by resources laying about like that.
To compensate more money & clutter on Corpses in the starter Dungeon & a slightly better starter weapon perhaps.
For instance on the corpses of the other invitees, why not a little more gold, a decent weapon & or a mortar & pestle, who would go out into this world without one?
More Loot in Caves & Outlaw bases why wouldn’t the big criminal organisation have supplies of gold, food & weapons.
Alchemy equipment & rare ingredients could be placed in the bases of renegade Mages.
No stealing from farmers, or at least make it stealing, guard dogs on farms maybe really formidable ones, this is a dangerous world.
Home made potions should have a really low value & be less effective than store brought ones.
After all, the store brought ones are made by professional Alchemists; to compensate the store brought ones could be really powerful.
A cure disease potion costs over 200 gold & once you find a few ingredients of cure disease is totally worthless, it maybe worth removing player made cure disease potions from the world, maybe place some on corpses to compensate.
All spells that have a single value, like unlock or cure disease could become rare or non existent. Cure disease should be something that works slowly a little bit at a time getting a disease should have penalties attached so that there is a point to resist disease potions. As it is now one plant root & it’s all over, maybe as this is a medieval world a pilgrimage would be another way to cure disease.
This was a wishlist I wrote for Nehrim after my first partial run through when the game got to easy & I started finding mods to make it more difficult .
When that didn't work out I started making my own & converting other mods to Nehrim . My one real contribution was E.L.N exponential Leveling Nehrim, changing the leveling from Linear to Exponential vastly increasing the points needed to raise a level as your rank got higher. Converted Progress for Nehrim to make skill raising much more expensive, in both skill points & money .
Used most of the combat mods Phitts fighting Fixes any of Duke Patrick's that I could get to work deadlier Creatures, Better blocking Economy mods to make wealth accumulation more difficult. Most of Kuertee Mods . I made changes to most of the weapons & much more to bows if you meet an enemy with a bow you better be real careful
I would have liked to make the world much more dangerous after dark, which with Darker Nights would make it a really good idea to stay in a Village & use that sleeping bag. "I would prefer that approach than mods like real sleep" I never did find a mod that did that though & by the end of the process I think I was Probably the only Nehrim player left








