@@postindustrial76 I don't think people know you can rewind... Tis a shame. I've pinned this comment so that others who have the same complaint can see that this is something they can do. So, to recap, if you enter into a premiere late, you can rewind and watch from the beginning anytime you want.
The modding community for these games is like those UA-cam videos where the guy finds a 20 year old neglected rusted knife and dunks it into dollar store vinegar and cleans it up in a day.
Just goes to show that if publishers wanted to, they can make some masterful remakes, but most are too busy dicking around with microtransactions and rip-off mobile games. EDIT: And you know what, I don't even care per se if they don't wanna do remakes and wanna make something new. That's totally cool and awesome. But how about you actually make something NEW? Or at least improve upon what came before? Where's the Assassin's Creeds and BioShocks that we used to see way back in the early and late 2000s?
There's a reason I never play Skyrim on PC cause once you add in a mod that gives you a new continent like Skyblivion or the Morrowind mod, you can't stop. It's like crack, thus one never plays a new game ever again. Oh and just watch Bethesda take everything from TES Online including the continents and use em all to make Elderscrolls 6, it's already done, why not, they don't have to bother with a new world, just take the old Skyrim engine and slap all the shit from online, expansion packs and all and it makes 6 , sure it's gonna be 200 gigabytes of data but it's Bethesda, masters of lazy, they even use the modding community to sell shit that you can get free as content creation shit. Bethesda doesn't bother fixing up there games cause the modders do a better job fixing games than Bethesda does.
@laflugantabastardo I see this criticism around a lot, then see people bring up Unreal and other very old longterm engines still also being super popular. If the devs pull off whatever it is that we agree is fun, why does the engine matter?
The Altmer being able to be easily turned into a game-breaking demigod makes the fact that they canonically believe they got nerfed even better, honestly
@@queenelizardbeth770 so you can easily make a custom class, and give them weakness to paralysis, it gives a lot of points on custom class creation and the weakness doesn't matter because they're immune anyway.
22:03 "This lock has nothing to fear from you" You know, I've often said that not enough modern games attack your lack of skills on a personal level. :D
I recall divine divinity's character sheet mocking the crap out of your lack of skill. Agility: "You are clumsy as an ox an half as smart." Strength: "Frail old ladies beat you at armwrestling." Good fun.
In Fallout 1, my science skill was so low that I never successfully hacked a computer. However, my character also had 9 luck. In one of the final levels of the game you have to hack a security terminal to disable a forcefield. In the text crawl, it said my character spent an hour playing the Blackjack application and accidentally disabled all the forcefields in the process.
The story of The Elder Scrolls series is a story of slightly fixing the stuff that was broken, slightly improving stuff that was crap, while completely removing everything that was great from the start.
Arena was classic RPG, Elder Scrolls was truly born in Daggerfall. Well... we lost many factions in Morrowind, but we had big world, many mysteries, building your own stronghold and achieving CHIM. We can argue that if they had more time they would implement house Dres and Indoril at full, with some more lands amd maybe some more things like one or two witch covens or more daedric mission, but Morrowind was well enough. Oblivion questwise in my opinion os still good... but rest of game.... uninterresring towns, dumb npcs, only 4 types of dungeons, which are extremly repetitive (Ayled ruin, Fort ruin, Cave and Oblivion plane). And of course when from Daggerfall to Morrowind you lost some of skills they were not so very important, but what happen from Morrowind to Oblivion??? We were buchered. Dont ask about Skyrim. Game after 11 years is still NOT an RPG just a sandbox which impersonates RPG, magic was butchered, skills were butchered. Perks are ok, but at what cost? And main quest is boring.
@@tObito687 I truly hope it flops harder than Starfield and we grt a shift back to real RPGs or an end to this overhyped farce of a studio. Signed someone who started with fallout 4.
@@kingofhearts3185 The problems with the industry aren't so much problems with the industry as they are problems with the entire world. We're not going to get good AAA and AA games back until the entire world is free of socialism's yoke.
I remember one of the first quests I did in kingdom come deliverance, something about getting a pint for my dad I believe.. I grabbed it but I took my sweet time exploring around and talking to a bunch of people... when I got back he complained to me that the beer was warm and made me go get another one. That blew my mind and was the moment like damn, I really cannot treat this like other games and I’ve truly been spoiled. I LOVED it!!
@@pepo_pipi There's a time limit for some quests, unlike some modern games when you do a quest that's supposedly urgent and that you can finish next month with no consequences on your playthrough.
The randomised fever-dream dungeons combined with mobs spawning behind you in rooms you've already cleared makes this into a survival horror real quick. 10/10 ruined my life and I can't stop playing.
@@dakota9821 I don't understand what he said. With game? I'm guessing he meant this game. Todd howard was one of the devs that contributed to this game the head lead is Julian Lefay a man that knows what makes a TRUE rpg.
@@jamesmccloud7535 did you really need three sentences to point out a minor error that doesn't really obscure the meaning. or are you just a racist fuck? a question for the philosophers
I remember when I first died of the plague in Daggerfall. I had been aware of it, and I wasn't sure how far I could make it without dying. Learned quickly that I couldn't make it back to the capital, so I reloaded and changed tactics. I found the closest village possible and traveled there, managing to find a temple where I purchased healing from the disease. It felt great to figure something like that out for myself and find a realistic solution.
If you're apart of the mages guild, you can make a teleport spell where you set an anchor (in the start of the dungeon) and once you reach a dead end and explored a section of the dungeon, you can tp back to the start.
I watched this AFTER Morrowind video, but this comment still hit me with more nostalgia. I loved "Mark" and "Recall" spells in MW (work exactly like what you described, most likely also called the same) and I never realized how much I miss "Mysticism" school in last two games until now...
@@NaoyaYami Well, Skyrim's dungeons were hand-made so they actually have shortcuts to the entrance. Also aren't fricking labyrinths. So Skyrim didn't really need Teleportation, and I liked that about it. I don't know how it is with Oblivion though, didn't get there yet (I'm playing Daggerfall now, will play Morrowind and Oblivion in order, Skyrim was my first game though). But from what I've heard, all dungeons in Oblivion were made by one guy. I don't expect much complexity lol
Edit: holy crap, that turned out to be quite a wall of text... Sorry... @@masterblaster2678 I don't think that people used Call/Recall to quickly exit a dungeon though - at least for me it was means of fast travel across unlimited distances. I don't remember much about Arena and Daggerfall, since I've only played a tiny bit of each, but Morrowind didn't have fast travel like Oblivion and later Bethesda games. Instead of just clicking an icon on a map, you had to find a Silt Strider station, use intervention spell/scroll (it only teleported you to the nearest temple however) or use Mages Guild's teleportation service (there were also Dunmer Strongholds but getting all Indexes to get full access to those portals was a lot of work). Also, I think that this horseshoe dungeon design is bad in itself - it's unrealistic and artificial. I still remember one quest in Skyrim where I had to go through a whole fort just to unlock a blocked door leading straight outside. That's dumb and nonsensical. Just because there was no lock to pick (doors were closed by horizontal plank) I could insert a blade through slit to lift the plank, burn the doors, etc. if it wasn't just a simple case of "let's make players go another way". Since it's much, much more work to give players so much freedom in most cases, situations like these should be designed by avoiding it altogethere, aka "go through the dungeon to do stuff, go back through it to exit". You could even make it so that new enemies/obstacles appear when you're going back to the entrance to make it more interesting. Skyrim has few good moments (can't remember specific things, I just remember feeling impressed few times while playing), but it's overall very restrictive and boring game, which is hillarious considering you can be anyone and everyone at once (I had most fun while restricing myself to one specific playstyle, like thief, assassin, illusionist, etc.). Back on topic: Morrowind didn't NEED teleportation spells (you could easily play without them), it was Oblivion's and later games design choices that made those kind of spells (along with levitation. jump) too hard to work with. Bethesda just started simplifying/casualizing the games (levitation or even just short-distance zoom/blink spells from mods made Oblivion's Oblivion Gates trivial).
@@masterblaster2678 The simplification of Skyrims dungeons was one of the worst fucking things about the game. After the 3rd or dungeon you've been in in that game you've essentially have seen them all from a design perspective. And they rarely deviate unless you happen to get lucky with a few of the decent ones and Black Reach. This is made worse when you consider how the game shoehorns a Draugr Crypt at every possible chance for a quest (fetch quest) so Bethesda didn't have to think of something creative.
As I said in the live chat, I think procedural generation has its place... at the beginning of building the world space. It is a good tool to use to create the foundation of your world, but then you should go in and manually refine it after that. A lot of the work will have already been done, and that saved time and effort can then go into handcrafting and tailoring the pre-built world even further. It is a good tool, but it should never be the only tool.
that is exactly what daggerfall did - the regular dungeons are all the same across all copies of the game, they were procedurally generated and then checked for viability and “polished” a bit. all of them. except the main quest ones - those are handmade.
@@kasinokaiser1319 Because you can generate something and then, when you get one you're generally satisfied with, you can save that instance of it as your base for refinement going forward. It's not newly generated every time you open the program.
@@kasinokaiser1319 Procedurally generated doesn't mean random every time. It means generated pseudo-randomly, but based on rules. If you generate a map in Minecraft, then generate another map using the same seed they will be identical. As long as every copy of Daggerfall uses the same "seed" they will all be the same.
It should be combined with AI learning algorithms. Plug in all the handcrafted dungeons so far and then procedurally generate them with the what the AI learned. I think that could be very promising and remove a lot of the randomness.
I was almost murdered a few weeks ago and ur videos have helped my memory immensely. Please keep up the good work and help me recover. I was ambushed on my way to my car after work and wound up with a fractured skull and brain damage. Everything goes numb and I can barely function as a grown adult. I'll never work again. Please keep at it as these videos help me remember things I cant normally recall
I remember I got stuck in a saveloop around an end of a quest, dying to either poison or disease, I didn’t know what to do for hours until I gave up and looked up how to make a spell to cure it. Lol good times.
@@kolardgreene3096 If you have high medical skill you can detect diseases and poision earlier. However increasing it outside of trainers is difficult because it is one of those passive skills that "just sort of goes up" as you play the game.
Daggerfall Unity has an option in the settings file for `SmallerDungeons`. I don't know why it's hidden away and not accessible from the menus, but it makes dungeons way, way more fun. Objectives can still be behind secret doors and whatnot though. :)
THANK YOU SO MUCH RANDOM 2 YEAR OLD COMMENT I was looking for a mod to somehow make the dungeons "smaller" so they aren't a chore every single time you've saved my life
@@KingLich451 Install the Archaeologist guide mod, they have a locator tool you can buy that does exactly that (once you've uncovered a certain amount of the dungeon map).
"Once Lost Games" has the main programmer of Daggerfall, Julianos, working on a successor to the ideas of Daggerfall. As in a fantasy simulation "game". Where a sort of dungeon master AI works around the player with quests etc. Might catch your interest if that ever comes to be.
@@dallyink7412 Capitalize? He hasn't asked for any money from anyone for years now. Julianos mostly just likes... programming... also saying washed up dev is wrong there since he left gaming due to gaming being the worst way to make money. In his own words there are ways to make a lot more money for a lot less work with programming, like government contracts. Plus Sheogorath is in on it too alongside Julianos which is hilarious. Madness and Logic together. Though I'm not particularly sure on the "capitalize on the success of..." bit. Since a completely RNG based RPG is very, very niche. So extremely niche that the discord of the game more than likely has 3x more people than would actually be interested in playing it.
@@peluca7135 In morrowind you can join one guild that then prevents you from joining another because they oppose. In skyrim you can join everything and the only choice in the civil war storyline is just a part of the plot and isnt really harming you in any meaningful way
Its incorrect: in daggerfall, its possible to "join" all the faction. In fact, only reputation can stop you for asking quest from them, but reputation can be gain in many ways.
@@juliengiraudo1419 Fair, my assessment may not be entirely accurate with regards to Daggerfall itself. But I do feel the correct way is to have reputation be faction-specific. Being advanced with one faction should sour or at least influence your standing with an opposing faction, unless there is a script for betrayal.
I started recently and went to a tavern when I talked to a random npc he turned into some sort of wizard orc and said something along the lines of "My mortal enemy I shall exact my revenge" then he teleported me to a random dungeon I was really confused
Dude that's literally the first quest I had. Some kid that plays the tambourine in a tavern told me if I do a secret quest for his master then I'd get a decent amount of gold. He pointed me towards another tavern in the same town, I went there, then "his master" said "Know me for who I really am, I am your mortal enemy Baalul! I have a special fate in store for you." and I got teleported into a dungeon that took me around 20 minutes to find the exit to. In the end I didn't even complete the quest, it didn't have a time limit in the Journal so I assumed it didn't have one, but after I did 2 other quests for Fighter's Guild the Journal entries for that quest was gone. Fuck that kid though, like bro I just started the game and you're already fucking me over >:(
@@masterblaster2678 I mean not gonna lie it was definetely funny I feel most games don't have stuff like that which is a shame because random shit like that adds something to the game in a way
@@boheyo At launch, and this was the reason why it bombed critically and commercially, NV was a fucking mess. It took a while for it to be fixed with patches and between the official patches and the mods it runs plenty fin with infrequent - but still present- bugs. With that said, NV is still _the best_ Bethesda-era Fallout game(really, it's the only good one). There's a reason why the only part of FO3 that survived the years was Liberty Prime, whereas NV remains a sort of cultural icon of RPGs that's referenced all the time. FO3 was fucking dogshit, though, like legit dogshit. Going back to it a few years back really put it into focus for me.
@Twelve Sevven He's right tho, even if you just neglect the bugs and compare, no fallout after 3(and including) is as good as NV(i would argue its slightly better than 2 even but thats my opinion).
Detective PoofPoof IIRC, the Cliffracer fix is to lower their absurdly high agility with the Construction Tool Set. There was a PlanetElderScrolls mod that did it for you. Probably had an obvious name.
Aside from a quest actually being broken and the item being unobtainable without cheats, I really like Daggerfall's massive labyrinthine dungeons. But, I love dungeon crawlers in general. Just the feeling of finishing a dungeon that took a couple hours to complete, is fun to me. The only actual problem I have with them, is they're all the same. Outside of maybe some unique set pieces and enemies, every single dungeon is largely the same. I think if they spent more time creating more resources for the generation to pull from, it would be even better
When this game came out, it was the largest installation for a game at the time. If was 500mb install. I had to buy a new hard drive in order to just play it. I played the game for 2 or so years after it came out. Beautiful game.
Maybe someone already pointed this out, in Morrowind they kept mouse swinging to decide which attack you'd make. But they also added an "always use best attack" option and everyone just defaulted to that. Great video!
@@lucalinadreemur9448 pretty sure you had an option to always use best attacks on consoles too but yeah, I remember you could do different swings using attack+direction
When I was staying up all night working on my MBA (trust me, NOT a flex), I would take 15-30 minute breaks and play Daggerfall. It was one of the few chances I had to relax. Even the music brings back SO MANY memories and a feeling of having a much needed break
If you haven't heard of it, Julian Lefay, Ted Peterson, and Vijay Lakshman, the main guys behind Arena and Daggerfall, are back under one roof at OnceLost games. They're working on another projects that's basically become known as a Daggerfall spiritual successor titled The Wayward Realms.
hate unnecessary long dungeons for a fucking redundant fetch quest. In the main quest they're okay but if it's as something as dumb as that I can't bear it. Good thing the Unity version of it can now have smaller dungeons for side quests but still have the big and confusing ones in the main quests much better.
@@jamesmccloud7535 spent like 4 hours in a dungeon to kill an orc or some shit, I love the game but when I played it I didn’t know dungeons where that big
@@jamesmccloud7535 That's one of the reasons that I mostly love Daggerfall's dungeons though because even though you may get sent there for a menial fetch quest, you are increasing your skills and getting tones of great loot as you comb out every inch of the labyrinthian dungeons. However that said, I absolutely despise Wayrest's dungeon.
The dungeon problem is so interesting to me. I recently played through the chalice dungeons in Bloodborne, which are also randomly generated dungeons, and I found myself consistently excited prepping for and then completing a never ending string of random dungeons- I think at a base level, a lot of humans are just really attracted to that loop of “prep, execute, repeat”
One of the things I absolutely love about Daggerfall and one of the reasons it is cemented as my favorite Elder Scrolls game of all time is that even failed skill checks still factor into leveling up that associated skill. It is an incredible little detail that most Role Playing Games don't factor in and certainly no other Elder Scrolls game does. It is based around the idea that even though you suck at using a certain skill, you are still learning that skill by failing at it. In Morrowind you would have to have lots of gold and abuse skill trainers to train those skills that you are not good in just so you could use them competently. Daggerfall doesn't have this issue at all. Even if you fail at using lockpick or even if your weapon attacks miss an enemy, the game acknowledges this as contributing towards that skills usage which levels that skill up.
You don't even need the cheat mod if you're part of the Mage's Guild (or maybe just got lucky with the loot). Just use the mark and recall spells and you can teleport right back to the entrance of the dungeon or wherever if you left your mark there.
There is a swimming mechanic, so quest items being underwater is perfectly legit. But yes, the game wants to murder you. Like old school D&D, for that matter.
One of my favorite builds is making a character who cannot cast magic (inability to regen spells, unable to cast magic in light and darkness), and then spending all those benefits on a maxed out health meter as well as immunity to disease, magic, paralysis, and poison. You get to play a rampaging tank who can completely ignore what would otherwise be game-ending hazards.
@@KingLich451 Admittedly, I can't argue that this build is super optimized. It makes certain minor inconveniences such as magically locked doors much more of a hassle. It trivializes certain challenges, like dealing with vampires and lycanthropes early on, by making your character much less equipped to deal with other aspects of dungeoneering. Still, I would encourage giving it a try. It teaches a player a lot about the benefits of often overlooked skills like the Language Skills, and I also just love that this build is even possible to make and play as. Just goes to show how much freedom Daggerfall affords in play-styles and builds.
"Chance to Hit" is a way of simulating an actual fight, where blows are blocked and dodged and parried. Notice how you can recover arrows from enemies you "hit" but didn't damage.
Yeah cause let's be honest here if you get hit once with a sword it doesn't matter where it lands there's a good chance you'll go down with one hit in real life.
@@jamesmccloud7535 And you also need to consider that it's a real-time game, where you can dodge by... dodging. You need to first hit your opponent before you know if you hit your opponent. There are legitimate reasons to prefer to be in control of blocks, dodges, and parries, and only leave damage calculation to the numbers.
A minor correction. Failing to meet Lady Brisienna *does not* bar you from the MQ. You'll still receive letters from the various factions to progress the MQ along and you can go from there. Lady Brisienna is entirely optional. I forget whether or not this impacts you *spoilers* later in the game when you're deliberating on who gets the totem of Tiber Septim however, as Brisienna is one of the individuals you can give the Totem to.
The main quest only marks you a traitor if you don't meet the first person the note tells you to within the time limit, after that fucking around is fine till you start the next time sensitive part
I really love the uncertainty involved with the massive labyrinthine dungeons. The fact that I can be the biggest, baddest mofo in all of Tamriel, walk into a dungeon and still have the possibility of complete failure is something I find to be incredibly realistic. It makes success to be that much more rewarding. Consider actually living in Tamriel, for a moment. Just entertain the idea that it's a real world with flesh and blood people.... and cat people... and lizard people. In such a world, it wouldn't necessarily matter how hard you trained, or how powerful you became, because there would always be someone, or something there, better than you, who's just looking to knock you off. Imagine thousands of years before Daggerfall, when the King of Worms was just a young aspiring battlemage named Manimarco. When he went into a dungeon there would be no guaruntee of his survival, or of the success of his purpose. He spent millennia building up his power and training his skills, and still, even after amassing an army of undead, and a cult who worship him, he still finds himself at the mercy of some young upstart. This happened to him at least two times throughout his long life.
Best way to enjoy daggerfall dungeons for new players is to use the recall spell once you enter the dungeon and use tele2qmarker to go immediately to the quest target. Then just work the dungeon backwards so you can leave whenever you want with the recall spell.
Calls the serpents to the heel of my foes! Calls the ravens to pecks their eyes! Calls the jackals, carry thems away their children to gnaw bones in the night!
Sneaksie indeed. I'm putting off Shalebridge Cradle right now (og Xbox,) I've done it three times before, but those "puppets" are so deliciously creepy...and I want them to stay that way.
Daggerfall was my first PC RPG. I was determined not to cheat so I spent a few hours looking for a quest item in a dungeon. Finally I broke down and used a cheat that teleported you to quest items...it ported me into an empty room with nothing inside it.
One huge improvement made in Unity is the rappel function. Once you climb up, you need only run to the other side of the roof, point your tail to the open air, & you'll automatically begin climbing down when you walk off the edge.
22:15 I dont have to man 🤣 I was stuck in a dungeon for 8 hours long. The most harrowing elder scrolls experience of my life. I kept having to rest to survive the tigers. And when i found a dress with a healing spell, it was all made worth it. But my god, the 1 way teleporters that send me to another chunk of the dungeon that ended in another 1 way teleporter that was another seperate chunk with 2 teleporters, 1 of which sent me back to the last chunk. I almost thought there was no way out for too long 🤣 Edit: yea, it wasnt 2 hours 😆
I have a custom made Breton Healer with climbing as one of his secondary skills and I gotta say, having to climb the wall of one of the major cities (like Daggerfall) to get into the city while enemies are chasing you at night while you're low on health and magic is a blessing. Altho i forgot to put spell absorption onto my dude tho. LOL. Also ironically, my Breton is calleld B'aldum but he's not bald lol
Once again I am blown away at how much better this is than just about anything floating around that claims to be "entertainment." Your videos are funny, but not cringey, informative, but not bloated, and well produced while not feeling insincere and fake. The time and effort you put into these are readily apparent, as is the passion you have for the topics you cover. You are a refreshing voice in a sea of dreary sameness. Thank you for all the work you do.
@@LordDemitel Hahahaha, I can understand that. There are tons of things that people tell me are great that I cannot stand. These videos just resonate with me, and my comment was completely from my own perspective. I am glad we can both enjoy the video though, and I hope you are doing well during these...... interesting times.
He's...growing. Credit where it's due, his speechcraft has noticeably leveled up somewhat just in the last year or so. I'm still not subbed, but still interested. And I hope "disease" will not remove his input.
@@reesetorwad8346 Completely agree. His improvement is readily apparent. I hope he can keep going without losing what makes him interesting. There are a lot of people I am worried about amid this ongoing situation, and I wish them all luck.
I loved the scale of this game so much and the sheer number of options. It somehow despite the procedural-ness of it made it feel realistic. Later games like oblivion felt unrealisticly tiny by comparison. I spent so much time just dorking around in this game. Making almost indefinite duration levitation/flying spells and floating across the world was one of my favorites. Getting up to the top of palaces and mountain ranges, crossing the sea into northern red guard lol.
bethesda old ambitious design are dead within, by the time the video games technologies is far better than '80 techs, most video games developers who were once very ambitious about their passion, died by their own greed for money they saw in "shandification" of video games RPG genre. nowadays, a less complicated or simply complicated RPG became a niche to the old fans of the genre by which, still debating with younger generation of RPG fans who lacking common sense when it come to debating.
Im so glad I’ve found this video. I have spent over 36 hours playing this game in vanilla and I’m only level 6. I skimmed through some faq posts about making characters just enough to get my character to survive the first dungeon. The dungeons being labyrinths is what almost made me quit this game, and I was literally slogging through one when I decided to start looking up videos on how to beat Daggerfall. After I finish watching this I’m going to download Daggerfall Unity and completely start over. Hopefully I’ll be much further along in the game by the time I reach the 36 hour mark.
I really hate the graphics of the modded version. The original looks literally perfect. The graphics still look amazing and the aesthetic is great. It looks awful all smoothed out like that. As for the game itself, as long as you use the warp to points of interest cheat in some of the overly confusing dungeons, and use the mark/recall spell (or the glitch that lets you warp to dungeon exits), the game is easily the best TES game.
As for the impossible dungeons, theres an option in Daggerfall Unity's ini file that allows you to turn on simpler dungeons, which makes the procedurally generated dungeons actually bearable. They are a tad too simple for my tastes, but theyre godly compared to the regular ones so i keep it on.
I had a quest in a dungeon that put the target behind a wall near the entrance which opened when I interacted with a torch sconce beside it. I found this out after using the teleport to target command in DFU's console. Ironically, and to my sheer loss of sanity, I had spent the last hour exploring an entire half of the already large dungeon that was inaccessible as a teleportation door blocked my way into that other half, which I assumed would've had the quest target so I used a teleport command to just get beyond the teleporter door. Daggerfall is my favorite TES game but man did it outpace what should've been done in the 90s, this sort of game really needed modern technology.
Ah yes, Daggerfall. Or, as I like to call it, "that game where I got the Black Plague during the fucking tutorial." I enjoyed the freedom and difficulty for a little while, but didn't enjoy the bugs at all, unfortunately. For my first quest, I remember exploring one dungeon top to bottom, looking for a kidnapped NPC, clearing it of all enemies, only to find nothing. I struggled with the godawful map for a bit, explored it some more for an entire day, finding a few secret passages, but still, no dice. Had to resort to cheats to teleport me to every single point of interest where my target could spawn... _and even that didn't work._ I finally found out that I apparently encountered a bug in which my target didn't spawn, making the quest unwinnable. I shelved the game right after that. I could appreciate a lot of what it did, including how harsh getting sick was, and how your race mattered a lot more than in subsequent titles (had to look for a bit before I managed to find a priest that was willing to cure me of the Plague rather than insult me for being an Argonian), but it had all the common flaws of procedurally generated games... and gamebreaking bugs. Looking back, despite everything, I can't find it in myself to get it to a workable state and play it. Too much work for something that had a few interesting design elements, but pretty boring environnements. Still, it did have something that more modern RPGs lack: gameplay systems meaningful enough that their interactions create emergent stories.
something to be noted, High Elves are only immune to paralysis. the description is worded weirdly but paralysis is the only thing they have immunity to. also, when you choose critical weakness it DOESN'T set it to normal in unity, it sets it to 50% resistance
I actually liked the dungeons. You always felt so hopelessly lost and confused while searching for what you needed. My most memorable gaming experience was when I spent 2 hours in a relatively small dungeon trying to find some fucking wizard that needed some supplies, only to be informed he also had a quest for me and could teleport me to it right away. So I got teleported to a dungeon filled to the brim with mobs that I couldn't beat so I had to run until I found a room to hide in for healing and mana regeneration, beating this dungeon took me months of in game days so when I got out and was about to hand it in it fucking expired and got me kicked out of my faction... It has been long since I've been so invested and heartbroken by a game
I feel like you didn't give the Main Quest enough credit. To me it was possibly the best part of the game, especially since it tied in so well with the major faction quests represented by the 6 or so political players (some like Mannimarco and his Worm Cult or the Underking and his agents being hidden major factions). It is arguably the most well designed main quest out of any TES game, or at least up to par with Morrowind, as well as the only one with multiple endings. The secondary quests tied to the main faction quests (such as the personal requests of Barenziah or Mannimarco) are all unique and take place in randomly generated dungeons with unique assets that you won't find elsewhere and that breathe a heck of a lot of fresh air into the game.
Problem is that its really fucking hard to do that and hold up to the standards of most modern rpgs. Game would have to be more simplistic to work which could hurt its appeal towards audiences quite a lot outside of its niche.
Having played TES 4+ and Fallout 3+ I think Bethesda should concentrate on big procedural content. Their story, quests, factions, npcs, graphics and games in general .. are not good. Still, they are a company that sell games for profit. If accounting and marketing report that people buy their mediocre games .. prepare for Skyrim 6, Skyrim 6 Special Edition, Skyrim 6 Portable ...
So...what if the dungeons are your favorite part? To me it's the most unique aspect of this game. They're huge, disorienting, and terrifying. They are intimidating enough to make me feel like an adventurer. There is no game I know of that does 3D dungeon crawling in such a heart pounding way. And this game is almost 25 years old. I only wish there were a Daggerfall Dungeon Maker to custom build your own.
@@havanaradio Look I'm a die hard Daggerfall fan too. I've even installed iron-man mods to make death permanent, and even hunger/survival mods to make it even more difficult. I have no problems with people limiting the dungeon size if they want, as long as they actually play Daggerfall and gives this wonderful game a chance. Overall I'm glad this option exists in the game because it's more accessible.
I theorise that the only people who play Daggerfall today are content creators, and even then the opportunity cost is probably too high. I put myself through this hell back when it released, and back then I boggled at the sheer size and possibility of what it offered, though it could never live up to what I or anyone else would imagine. Boredom and bugs conspired to prevent me from finishing it. When I watch footage now, I'm grateful for how far the medium has come, though wistful for the possibilities we've lost. Great video.
Did you know that you can create a 'open door' spell and use it after shop keeps close there will be no shop keeper, the gaurds will not be alerted AND, if you collect armor in a cart the game will use it to adjust what shop keepers should have so if you collect all silver peices, they will have the next tier until they have the most powerful in ever shop.
Just a minor point I would like to point out: the game isn't procedurally generating every time you start. The layouts are hardcoded after being procedurally generated. So the Crypt of Winsford Durnham will always have the same layout and quest item/npc/monster spawn points. Also, everything is built after modules/blocks that are stuck together (that's why dungeons often have red brick walls where doors are supposed to be, and if you clip you can see dungeon rooms and corridor floating in the void, the generation cut all these areas off) - excepting the hand crafted stuff that one can find in main quest locations like Castle Shedungent, of course. Even towns are built using this "lego" system, which is why sometimes when moving from one province to another you get the impression the towns are copy-pasted. And the last dungeon, the Mantellan Crux, is actually 100% hand crafted and one of the most obnoxious puzzle-solving or bust dungeons ever. One way to break the monotony of designs is to move from High Rock to Hammerfell and vice-versa when the locations gets dull, because Hammerfell has some different designs and textures at least. Dungeons themselves have tags like Bandit Fortress or Harpy Nest, which determine what kind of mobs will Spawn inside (the little message that pops up in the top of screen when approaching them hints at that, like large footprints meaning you are entering a Orc Stronghold). Treasure piles contentes are random, though, rolling a character level dependent loot table when you activate them, with results improved by the Luck stat. Also, if you somehow manage to grind to level 40+, the game will get way, way easier, because monsters have static levels and builds, so only the humanoid Mages/Knights/whatever will even have a hope to stand up to the player character, because those actually have levels that equals the player, Always, while monsters only go up to levels 40~50 (and few do, like Elder Vampires, Ancient Liches and Daedra Lords - the rest of the roster is like level 30 tops). Finally, the thing about monsters delivering "1000 attacks in 1 frame" might me a bug (because this is Daggerfall), but this seems to happen when you set the game "Reflex" to Very High and face enemies with high Speed. Spellcasters, like Liches and Elder Vampires are the worst, because they WILL empty their mana bar by casting all their spells in 1 frame and one shot you, because spell casting for them is instant (kinda like using magic items works for the player. Getting a item that shoots damaging spells and mashing the use item button will kill pretty much anything in this game). As for summoning daedra, don't even bother with mages guild and temples. Just google witch covens, seek the one that has the Daedra Lord you wish to summon as a patron, and travel there and ask for a summoning. You see, witch covens don't use normal summoning mechanics - they will always summon the same daedra lord, everytime. Which makes werewolves actually usable, because the Glenmoril coven is everywhere and their patron is Hircine, which will give you a ring that makes werewolves op, remove their disavantages, and his quest is easy as hell to start with. Great analysis, man, eaaaaaaasy like and subscribe
this is impressive. i didnt quite expect such an accurate channel title. i could monologue about my own personal relations to this creator and video, however it matters not, simply know, your doingh gods work out ere my nigga
My impression playing Daggerfall many many years ago in a Pentium DOS PC. How do I get out? How do I get out this freaking first dungeon? I want to see how outside looks. My arm was tired swinging with right mouse button, player back and forth with those freaking skeletons than can't take a hit. Kept dying by the magic imp. Fell through the stairs in void and the load again. I was out. Wow,. it's empty! But the feeling was huge, especially when opening the map and seeing all these dots and that's only one of the main regions of the world. Protip: if you want to have the experience of walking from one place to another outside without using the map, if you escape Privateer's Hold, straighten the view to the North and walk, in a minute or two you are in Gothway Garden, a nice first town. Else it's pretty hard to walk and hit some other random town or dungeon or temple accidentally. I tried the main quest. Back in time, because of the complexity of the dungeons, I didn't even finish one quest, I didn't even found a random piece of scroll or prisoner or whatever the quest was asking me to. Went to shopkeepers and waited till it's night,. I was still inside but could steal everything and sell it to the cardboard animated shopkeeper. Great fun! Got horse and cart. Went inside daggerfall castle, killed all the guards, loot their stuff and threw them to the cart,. went outside and then inside and everybody was cool, repeat again. At some point I got a loan and a house. Did some more weird stuff. Then, my saves started being corrupted. Crash and back in DOS. Maybe I played 20-30 hours. Fuck this game is ambitious but if it's gonna corrupt my saves till I know it later (loading previous saves and playing would still corrupt after a while, it's like that disease where you only know you are already in trouble it when you die). Years later I try Daggerfall Unity. All these bugs were fixed. I spent 150 hours in the game. And wow,. in the process I have seen way more things I didn't even know existed in game! There are so many things, my jaw dropped when I was bitten by a werewolf and there is this whole transformation, and you get a letter from vampire hunter, you go to temple to cure the condition, there are two paths, one dark and another that leads you to a witch coven. And then I learn things I haven't tried yet, the whole deadra thing, the different guilds, the way people talk you depending on your race (I was Khajit in one play and an inn keeper told me to fuck off because he didn't like my race), the way reputations work,. the calendar with the faces of the moon (affecting things in the game), and way way more. I managed to proceed the main quest (thanks to the new archeologist guild added, which is highly recommended, because you can get tracking location wands to short of show you if you are close enough to the quest item, still a pain though to find some quest items). I have over 150 hours in the game and there are still complexities in the whole RPG systems I have yet to find. Whether it's tedious or not fun for new players, Daggerfall was the peak for me of what an RPG can be. It's just that you have to get used to it and it takes many many hours and trying to do different character builds (I did a lot during these hours of play) to discover how things work with different builds, then you start realizing how everything is interacting, politics, character classes, race, reputation, different main quest paths. How did they managed to make this over ambitious game back in the time when Bethesda was a small team, not a multi million or billion company.
My experience with Thieves Guild missions has been that casting Invisibility before entering any building with an item you need to steal basically trivializes the whole task and even if an enemy spawns, they won't react to you and you can just stroll on past them.
Congratulations, you have successfully described everything wrong with Daggerfall! I had these exact thoughts, and made the mistake of telling people and they called me ignorant ... Again, cool game, but it doesn't respect my time. The number of dungeons I cleared out and realized it had nothing to do with my quest. The number of times I had no idea whether something was a bug or a design. The number of times I didn't know whether I'd missed a clue in the storyline or whether I was waiting for something to happen, ARRGGHH!!! It's one of those really annoying games that's both terrible and great at the same time. It's terrible for so many reasons, but at the same it's great for a whole bunch of different reasons.
I kinda like Daggerfall dungeons. I never know if I can complete quest. Sometimes failure is an option, but it's okay because my character always comes out richer and more experienced. In weird and probably not intended way it adds new layer of depth to world building and immersivness. I am not feeling like THE HERO that can acomplish everything, but rather like random adventurer that is working for some guilds and sometimes just fails like every human being. In Skyrim for example there is nothing like it. There I would rip and tear through every dungeon in the game, because it is intended for me to do. Because of that Skyrim's dungeons feels more like amusment park than real threat or challenge. And don't get me wrong I really like Skyrim and I think it is the peak of whole series, but Daggerfall has it's unique charm that no other TES games have.
I highly suggest anyone thinking about playing this, pause the video at the start when he starts talking about the tutorial, and blind the intro dungeon. Amazing struggle. Going from 1 room, can barely fight a rat, to suddenly im 2 One punch manning. But do continue to watch, don't go into Daggerfall thinking you got it since got feel god tier all of a sudden lol.
If the next game is set in roughly the same area I would love to see some mechanics like Climbing,Disadvantages and some quests having a timer on them return
the problem isn't the diseases but how the game never lets you know you have contracted a disease and you just die out of the blue or you just become a werebeast which is a really bad system
a tip guys. daggerfall unity comes an option that reduces dugeon size by more than half. is an option called SmallerDungeons = True It is located in the ini of the game "AppData\LocalLow\Daggerfall Workshop\Daggerfall Unity" just change false to true and watch the magic happen.
Why tf premiere it live. Had to wait till it was over to watch from the beginning.
Sure, this will barely come up. But still
Yeah, I also hate this shit.
You could have re-winded it to the beginning idiot
@@postindustrial76 I don't think people know you can rewind... Tis a shame. I've pinned this comment so that others who have the same complaint can see that this is something they can do. So, to recap, if you enter into a premiere late, you can rewind and watch from the beginning anytime you want.
@@StratEdgyProductions cool
btw great video as always
@@StratEdgyProductions not on android tv you cant
The modding community for these games is like those UA-cam videos where the guy finds a 20 year old neglected rusted knife and dunks it into dollar store vinegar and cleans it up in a day.
Just goes to show that if publishers wanted to, they can make some masterful remakes, but most are too busy dicking around with microtransactions and rip-off mobile games.
EDIT: And you know what, I don't even care per se if they don't wanna do remakes and wanna make something new. That's totally cool and awesome. But how about you actually make something NEW? Or at least improve upon what came before? Where's the Assassin's Creeds and BioShocks that we used to see way back in the early and late 2000s?
There's a reason I never play Skyrim on PC cause once you add in a mod that gives you a new continent like Skyblivion or the Morrowind mod, you can't stop. It's like crack, thus one never plays a new game ever again.
Oh and just watch Bethesda take everything from TES Online including the continents and use em all to make Elderscrolls 6, it's already done, why not, they don't have to bother with a new world, just take the old Skyrim engine and slap all the shit from online, expansion packs and all and it makes 6 , sure it's gonna be 200 gigabytes of data but it's Bethesda, masters of lazy, they even use the modding community to sell shit that you can get free as content creation shit.
Bethesda doesn't bother fixing up there games cause the modders do a better job fixing games than Bethesda does.
This is the most appropriate parallel I've yet come across. Bravo, Sir!
@laflugantabastardo I see this criticism around a lot, then see people bring up Unreal and other very old longterm engines still also being super popular. If the devs pull off whatever it is that we agree is fun, why does the engine matter?
Matthew Morrison Not at all. The mods are amazing and the dungeons are amazing this guys just a casual that got filtered ¯\_(ツ)_/¯
The Altmer being able to be easily turned into a game-breaking demigod makes the fact that they canonically believe they got nerfed even better, honestly
I thought they only had immunity to paralysis
Yet.... Even that still can't make them likable
@@queenelizardbeth770 so you can easily make a custom class, and give them weakness to paralysis, it gives a lot of points on custom class creation and the weakness doesn't matter because they're immune anyway.
@@andreicalegari1837 i know that but in the video he said they had magic immunity
Maybe they do in dagger fall unity@@queenelizardbeth770
22:03 "This lock has nothing to fear from you"
You know, I've often said that not enough modern games attack your lack of skills on a personal level. :D
I recall divine divinity's character sheet mocking the crap out of your lack of skill.
Agility: "You are clumsy as an ox an half as smart."
Strength: "Frail old ladies beat you at armwrestling."
Good fun.
you can just break the door down, thankfully
You are not successful.
You feel somewhat bad.
@@EstTerminus You ARE DEAD. Cue the coffin dance meme that was seen first in daggerfall!!!!!!!!
In Fallout 1, my science skill was so low that I never successfully hacked a computer. However, my character also had 9 luck.
In one of the final levels of the game you have to hack a security terminal to disable a forcefield. In the text crawl, it said my character spent an hour playing the Blackjack application and accidentally disabled all the forcefields in the process.
The story of The Elder Scrolls series is a story of slightly fixing the stuff that was broken, slightly improving stuff that was crap, while completely removing everything that was great from the start.
nah, that was not true of 1 and 2 - and the biggest actual jump was done in 3, but morons blame 4 or 5, because they are brain damaged hypocrites.
Arena was classic RPG, Elder Scrolls was truly born in Daggerfall. Well... we lost many factions in Morrowind, but we had big world, many mysteries, building your own stronghold and achieving CHIM. We can argue that if they had more time they would implement house Dres and Indoril at full, with some more lands amd maybe some more things like one or two witch covens or more daedric mission, but Morrowind was well enough.
Oblivion questwise in my opinion os still good... but rest of game.... uninterresring towns, dumb npcs, only 4 types of dungeons, which are extremly repetitive (Ayled ruin, Fort ruin, Cave and Oblivion plane). And of course when from Daggerfall to Morrowind you lost some of skills they were not so very important, but what happen from Morrowind to Oblivion??? We were buchered.
Dont ask about Skyrim. Game after 11 years is still NOT an RPG just a sandbox which impersonates RPG, magic was butchered, skills were butchered. Perks are ok, but at what cost? And main quest is boring.
@@MiksusCraft something tells me TES 6 is gonna flop and wreck Bethesda. they already screwed the fallout fans.
@@tObito687 I truly hope it flops harder than Starfield and we grt a shift back to real RPGs or an end to this overhyped farce of a studio. Signed someone who started with fallout 4.
@@kingofhearts3185 The problems with the industry aren't so much problems with the industry as they are problems with the entire world. We're not going to get good AAA and AA games back until the entire world is free of socialism's yoke.
I remember one of the first quests I did in kingdom come deliverance, something about getting a pint for my dad I believe.. I grabbed it but I took my sweet time exploring around and talking to a bunch of people... when I got back he complained to me that the beer was warm and made me go get another one. That blew my mind and was the moment like damn, I really cannot treat this like other games and I’ve truly been spoiled. I LOVED it!!
Um...what's that have to do with daggerfall?
@@pepo_pipi There's a time limit for some quests, unlike some modern games when you do a quest that's supposedly urgent and that you can finish next month with no consequences on your playthrough.
@@ХристоМартунковграфЛозенски I know I have KCD but what's that have to do with the video?
@@pepo_pipi Daggerfall has the same feature.
@@ХристоМартунковграфЛозенски that explains it, tnx
The randomised fever-dream dungeons combined with mobs spawning behind you in rooms you've already cleared makes this into a survival horror real quick. 10/10 ruined my life and I can't stop playing.
Yes btw, the enemies comboing you is a intended mechanic of the game, not all enemies have multiple attacks, but a few do with deadly effect.
It's just like Dark Souls!
Yep. Blaze through orcs, then get 1 Hit by an Orc Warlord with a Battle Axe
G A R B A G E D A Y
@@eisenhorn5494 You will never convince me that he didn't say CARPET DAY.
Love how Todd didnt make this game but we still blame him for the bugs
He was project lead...
@@dakota9821 I don't understand what he said. With game? I'm guessing he meant this game. Todd howard was one of the devs that contributed to this game the head lead is Julian Lefay a man that knows what makes a TRUE rpg.
@@jamesmccloud7535 did you really need three sentences to point out a minor error that doesn't really obscure the meaning. or are you just a racist fuck? a question for the philosophers
@@wormwood3118 thanks i hate it.
@@wormwood3118 Obv he is a massive racist, how dare he give some interesting tidbits of information while correcting someone?
14:08 So you're saying that if you move slightly backwards when enemies attack the AI is incapable of hitting you. Some things never change.
Fun fact: That actually works in real life. Really shouldn't need to point that out.
@@reesetorwad8346 instructions unclear. Got shot several times.
"Dodging" skill. ;D
Instructions unclear, tried to kite a vampire ancient and got insta-zapped into dust at level 3
@@thomasracer56 you just triggered my ptsd
I remember when I first died of the plague in Daggerfall. I had been aware of it, and I wasn't sure how far I could make it without dying. Learned quickly that I couldn't make it back to the capital, so I reloaded and changed tactics. I found the closest village possible and traveled there, managing to find a temple where I purchased healing from the disease. It felt great to figure something like that out for myself and find a realistic solution.
Pro Tip: Go to the city of Daggerfall and wait till its night. It's a perfectly safe and awesome idea. Trust me.
Yeah, it really is. I recommend doing it as soon as you get out of the tutorial dungeon, and preferably with as little health as possible.
Thanks for the advice.
Yes, wait a while after you hear a Ghost say "Vengeance", then you'll get a full set of Daedric Equipment with Level 1
Wow this worked so great! Thank you so much for this amazing tip!
My friends uncle tried this once and he said it set him up for life!
If you're apart of the mages guild, you can make a teleport spell where you set an anchor (in the start of the dungeon) and once you reach a dead end and explored a section of the dungeon, you can tp back to the start.
or you can not be in the mages guild and access the item maker through any of the religious sects and make a teleporting talisman or something.
I watched this AFTER Morrowind video, but this comment still hit me with more nostalgia.
I loved "Mark" and "Recall" spells in MW (work exactly like what you described, most likely also called the same) and I never realized how much I miss "Mysticism" school in last two games until now...
@@NaoyaYami Well, Skyrim's dungeons were hand-made so they actually have shortcuts to the entrance. Also aren't fricking labyrinths. So Skyrim didn't really need Teleportation, and I liked that about it.
I don't know how it is with Oblivion though, didn't get there yet (I'm playing Daggerfall now, will play Morrowind and Oblivion in order, Skyrim was my first game though). But from what I've heard, all dungeons in Oblivion were made by one guy. I don't expect much complexity lol
Edit: holy crap, that turned out to be quite a wall of text... Sorry...
@@masterblaster2678 I don't think that people used Call/Recall to quickly exit a dungeon though - at least for me it was means of fast travel across unlimited distances. I don't remember much about Arena and Daggerfall, since I've only played a tiny bit of each, but Morrowind didn't have fast travel like Oblivion and later Bethesda games. Instead of just clicking an icon on a map, you had to find a Silt Strider station, use intervention spell/scroll (it only teleported you to the nearest temple however) or use Mages Guild's teleportation service (there were also Dunmer Strongholds but getting all Indexes to get full access to those portals was a lot of work).
Also, I think that this horseshoe dungeon design is bad in itself - it's unrealistic and artificial.
I still remember one quest in Skyrim where I had to go through a whole fort just to unlock a blocked door leading straight outside. That's dumb and nonsensical. Just because there was no lock to pick (doors were closed by horizontal plank) I could insert a blade through slit to lift the plank, burn the doors, etc. if it wasn't just a simple case of "let's make players go another way". Since it's much, much more work to give players so much freedom in most cases, situations like these should be designed by avoiding it altogethere, aka "go through the dungeon to do stuff, go back through it to exit". You could even make it so that new enemies/obstacles appear when you're going back to the entrance to make it more interesting.
Skyrim has few good moments (can't remember specific things, I just remember feeling impressed few times while playing), but it's overall very restrictive and boring game, which is hillarious considering you can be anyone and everyone at once (I had most fun while restricing myself to one specific playstyle, like thief, assassin, illusionist, etc.).
Back on topic: Morrowind didn't NEED teleportation spells (you could easily play without them), it was Oblivion's and later games design choices that made those kind of spells (along with levitation. jump) too hard to work with. Bethesda just started simplifying/casualizing the games (levitation or even just short-distance zoom/blink spells from mods made Oblivion's Oblivion Gates trivial).
@@masterblaster2678 The simplification of Skyrims dungeons was one of the worst fucking things about the game. After the 3rd or dungeon you've been in in that game you've essentially have seen them all from a design perspective. And they rarely deviate unless you happen to get lucky with a few of the decent ones and Black Reach. This is made worse when you consider how the game shoehorns a Draugr Crypt at every possible chance for a quest (fetch quest) so Bethesda didn't have to think of something creative.
As I said in the live chat, I think procedural generation has its place... at the beginning of building the world space. It is a good tool to use to create the foundation of your world, but then you should go in and manually refine it after that. A lot of the work will have already been done, and that saved time and effort can then go into handcrafting and tailoring the pre-built world even further.
It is a good tool, but it should never be the only tool.
that is exactly what daggerfall did - the regular dungeons are all the same across all copies of the game, they were procedurally generated and then checked for viability and “polished” a bit. all of them. except the main quest ones - those are handmade.
Well procedurally generated means random every time so how do you refine something that only has a chance of showing up from an algorithm?
@@kasinokaiser1319 Because you can generate something and then, when you get one you're generally satisfied with, you can save that instance of it as your base for refinement going forward. It's not newly generated every time you open the program.
@@kasinokaiser1319 Procedurally generated doesn't mean random every time. It means generated pseudo-randomly, but based on rules. If you generate a map in Minecraft, then generate another map using the same seed they will be identical. As long as every copy of Daggerfall uses the same "seed" they will all be the same.
It should be combined with AI learning algorithms. Plug in all the handcrafted dungeons so far and then procedurally generate them with the what the AI learned. I think that could be very promising and remove a lot of the randomness.
I was almost murdered a few weeks ago and ur videos have helped my memory immensely. Please keep up the good work and help me recover. I was ambushed on my way to my car after work and wound up with a fractured skull and brain damage. Everything goes numb and I can barely function as a grown adult. I'll never work again. Please keep at it as these videos help me remember things I cant normally recall
Holy shit, I hope you're doing better friend.
How you doin' bud?
I hope you’re doing well man
Sorry to here❤
Safe travels i suffer from an illness too and survived near death
Hope you find Peace and happyness in this life
"There's no indication that you have a disease"
*You feel somewhat bad x8*
@Yol Riin Lask I got seriously shook when I first learned I had a disease. It took me 5 tries with the cure disease spell for it to work.
The problem is you don't get the prompt until it's too late most of the time.
I remember I got stuck in a saveloop around an end of a quest, dying to either poison or disease, I didn’t know what to do for hours until I gave up and looked up how to make a spell to cure it. Lol good times.
It's pretty vague though lol
@@kolardgreene3096 If you have high medical skill you can detect diseases and poision earlier. However increasing it outside of trainers is difficult because it is one of those passive skills that "just sort of goes up" as you play the game.
Daggerfall Unity has an option in the settings file for `SmallerDungeons`. I don't know why it's hidden away and not accessible from the menus, but it makes dungeons way, way more fun. Objectives can still be behind secret doors and whatnot though. :)
THANK YOU SO MUCH RANDOM 2 YEAR OLD COMMENT
I was looking for a mod to somehow make the dungeons "smaller" so they aren't a chore every single time
you've saved my life
i wish there was a compass mod that would show you a 'general direction' of the objective. So that at least you'd be able to guess which walls to hump
@@KingLich451 Install the Archaeologist guide mod, they have a locator tool you can buy that does exactly that (once you've uncovered a certain amount of the dungeon map).
I tried to be a man and not use this option, its in the menu now, but it is necessary.
"Once Lost Games" has the main programmer of Daggerfall, Julianos, working on a successor to the ideas of Daggerfall. As in a fantasy simulation "game". Where a sort of dungeon master AI works around the player with quests etc. Might catch your interest if that ever comes to be.
Oh wonderful, another washed up dev trying to capitalize on the success of that one thing they helped make decades ago. When has that gone wrong?
@@dallyink7412 Capitalize? He hasn't asked for any money from anyone for years now. Julianos mostly just likes... programming... also saying washed up dev is wrong there since he left gaming due to gaming being the worst way to make money. In his own words there are ways to make a lot more money for a lot less work with programming, like government contracts.
Plus Sheogorath is in on it too alongside Julianos which is hilarious. Madness and Logic together.
Though I'm not particularly sure on the "capitalize on the success of..." bit. Since a completely RNG based RPG is very, very niche. So extremely niche that the discord of the game more than likely has 3x more people than would actually be interested in playing it.
I am keen too to see what they make. Should be amazing
Its called "Wayward Realms".
I'm down for this.
Factions are important because they determine what missions you DONT get.
I wish games these days would pick up on that
The succesive ES games do that too, take skyrim, civil war, dark brotherhood, vampires or dawnguard, etc. Its not a rare feature.
@@peluca7135 In morrowind you can join one guild that then prevents you from joining another because they oppose. In skyrim you can join everything and the only choice in the civil war storyline is just a part of the plot and isnt really harming you in any meaningful way
@@peluca7135 That's not remotely true and you clearly don't understand the comment. You can join every guild at once in Skyrim without penalties.
Its incorrect: in daggerfall, its possible to "join" all the faction. In fact, only reputation can stop you for asking quest from them, but reputation can be gain in many ways.
@@juliengiraudo1419 Fair, my assessment may not be entirely accurate with regards to Daggerfall itself. But I do feel the correct way is to have reputation be faction-specific. Being advanced with one faction should sour or at least influence your standing with an opposing faction, unless there is a script for betrayal.
30:41 "They must have realized that handcrafting was the recipe for sucess"
Todd: *1000 PLANETS*
Hmmmmm good stuff
hey! you're the guy that do the uhh high elf thing and the hargh... aurgh!! hnmgh! meme! haha yes yes!
Thinking about playing?
Well, well, well. If it isn't the lafave bros.
Honestly would love to watch a series on this game from u guys
Oblivion bros!
Using just one save slot in Daggerfall.. chill went down my spine.
I started recently and went to a tavern when I talked to a random npc he turned into some sort of wizard orc and said something along the lines of "My mortal enemy I shall exact my revenge" then he teleported me to a random dungeon I was really confused
Dude that's literally the first quest I had. Some kid that plays the tambourine in a tavern told me if I do a secret quest for his master then I'd get a decent amount of gold. He pointed me towards another tavern in the same town, I went there, then "his master" said "Know me for who I really am, I am your mortal enemy Baalul! I have a special fate in store for you." and I got teleported into a dungeon that took me around 20 minutes to find the exit to. In the end I didn't even complete the quest, it didn't have a time limit in the Journal so I assumed it didn't have one, but after I did 2 other quests for Fighter's Guild the Journal entries for that quest was gone.
Fuck that kid though, like bro I just started the game and you're already fucking me over >:(
@@masterblaster2678 I mean not gonna lie it was definetely funny I feel most games don't have stuff like that which is a shame because random shit like that adds something to the game in a way
the elder scrolls experience
@@onlineskitty Funny that you say that as I'm replaying Skyrim lol
@@joemamajoastar8708 lol so am i. have fun
37:15 The word you're looking for is "lycanthropy".
Pedantically, the term for becoming a werewolf is lycanthropy. Becoming a wereanything would be called therianthropy.
'Darggerfall was held together by bandaids and elmers glue..." so it was a Bethesda game? XD
I mean most Bethesda's games that came out after fallout 3 and not including 76 are at LEAST held together with rusty nails
@@SkyeBerryJam As a collaboration between Bethesda and Obsidian it's really a miracle New Vegas actually runs properly some of the time.
@@boheyo It didnt, it was near worse at launch
@@boheyo
At launch, and this was the reason why it bombed critically and commercially, NV was a fucking mess. It took a while for it to be fixed with patches and between the official patches and the mods it runs plenty fin with infrequent - but still present- bugs. With that said, NV is still _the best_ Bethesda-era Fallout game(really, it's the only good one).
There's a reason why the only part of FO3 that survived the years was Liberty Prime, whereas NV remains a sort of cultural icon of RPGs that's referenced all the time. FO3 was fucking dogshit, though, like legit dogshit. Going back to it a few years back really put it into focus for me.
@Twelve Sevven He's right tho, even if you just neglect the bugs and compare, no fallout after 3(and including) is as good as NV(i would argue its slightly better than 2 even but thats my opinion).
Jesus those cliffracer noises gave me genuine feelings of anxiety...
Cliff racer flyyyy sooooo hiiiiiigh
Detective PoofPoof
IIRC, the Cliffracer fix is to lower their absurdly high agility with the Construction Tool Set. There was a PlanetElderScrolls mod that did it for you. Probably had an obvious name.
@@questioningespecialy9107 PlanetElderScrolls? Now that's a name I haven't heard in a long time... long time...
great shit
Love that you get 7 likes while having almost 1Mil subs. Bon travail le chinois.
^^everyone subscribe to this man^^
Nice to see you here
Let's get it. Love ur content.
Damn are you calling his content shit?
Aside from a quest actually being broken and the item being unobtainable without cheats, I really like Daggerfall's massive labyrinthine dungeons. But, I love dungeon crawlers in general. Just the feeling of finishing a dungeon that took a couple hours to complete, is fun to me. The only actual problem I have with them, is they're all the same. Outside of maybe some unique set pieces and enemies, every single dungeon is largely the same. I think if they spent more time creating more resources for the generation to pull from, it would be even better
When you describe the the dungeons of this game it feels like you’re describing some kind of unknowable, lovecraftian labyrinth.
its evil asf
yep, that's pretty much what they are
"Use the Teleport" says Doctor Doom
Is that the dawn of sorrow DS icon?
When this game came out, it was the largest installation for a game at the time. If was 500mb install. I had to buy a new hard drive in order to just play it. I played the game for 2 or so years after it came out. Beautiful game.
Amazing that back then 500mb was massive but only 20 years later, 10x that is commonplace
Maybe someone already pointed this out, in Morrowind they kept mouse swinging to decide which attack you'd make. But they also added an "always use best attack" option and everyone just defaulted to that. Great video!
In the console version, which swing you took depended on your movement while swinging
@@lucalinadreemur9448 pretty sure you had an option to always use best attacks on consoles too but yeah, I remember you could do different swings using attack+direction
Attack and what direction your character moved in, basically the same idea.
@@divvu1014 yeah no, it was definitely an option on consoles
nobody pointed it out, because there is no mouse swing in Morrowind.
19:15
It's funny because the path-finding AI of Skyrim still can't jump or get up to higher grounds if you decide to cheese.
When I was staying up all night working on my MBA (trust me, NOT a flex), I would take 15-30 minute breaks and play Daggerfall. It was one of the few chances I had to relax. Even the music brings back SO MANY memories and a feeling of having a much needed break
Daggerfall is an inspiration.. I'm surprised no one has created something similar.
That's what lead designer Julianos is doing right now
If you haven't heard of it, Julian Lefay, Ted Peterson, and Vijay Lakshman, the main guys behind Arena and Daggerfall, are back under one roof at OnceLost games. They're working on another projects that's basically become known as a Daggerfall spiritual successor titled The Wayward Realms.
This guy is just a casual that got filtered hard as fuck
@@vordivask4059 lol u dum
@@vordivask4059 I have no idea what that means so Imma just copy what that other guy said LOL U DUM af.
I will always love Daggerfall more than every TES game in the series. That dungeoning is supreme.
hate unnecessary long dungeons for a fucking redundant fetch quest. In the main quest they're okay but if it's as something as dumb as that I can't bear it. Good thing the Unity version of it can now have smaller dungeons for side quests but still have the big and confusing ones in the main quests much better.
@@jamesmccloud7535 spent like 4 hours in a dungeon to kill an orc or some shit, I love the game but when I played it I didn’t know dungeons where that big
@@jamesmccloud7535 That's one of the reasons that I mostly love Daggerfall's dungeons though because even though you may get sent there for a menial fetch quest, you are increasing your skills and getting tones of great loot as you comb out every inch of the labyrinthian dungeons. However that said, I absolutely despise Wayrest's dungeon.
I walked across the ENTIRE MAP in The Elder Scrolls: Daggerfall. It took 69 hours.
Nice!
nice
Nice
69 lmao
Ah yes I remember you.
The dungeon problem is so interesting to me. I recently played through the chalice dungeons in Bloodborne, which are also randomly generated dungeons, and I found myself consistently excited prepping for and then completing a never ending string of random dungeons- I think at a base level, a lot of humans are just really attracted to that loop of “prep, execute, repeat”
One of the things I absolutely love about Daggerfall and one of the reasons it is cemented as my favorite Elder Scrolls game of all time is that even failed skill checks still factor into leveling up that associated skill. It is an incredible little detail that most Role Playing Games don't factor in and certainly no other Elder Scrolls game does. It is based around the idea that even though you suck at using a certain skill, you are still learning that skill by failing at it. In Morrowind you would have to have lots of gold and abuse skill trainers to train those skills that you are not good in just so you could use them competently. Daggerfall doesn't have this issue at all. Even if you fail at using lockpick or even if your weapon attacks miss an enemy, the game acknowledges this as contributing towards that skills usage which levels that skill up.
You don't even need the cheat mod if you're part of the Mage's Guild (or maybe just got lucky with the loot). Just use the mark and recall spells and you can teleport right back to the entrance of the dungeon or wherever if you left your mark there.
There is a swimming mechanic, so quest items being underwater is perfectly legit. But yes, the game wants to murder you. Like old school D&D, for that matter.
One of my favorite builds is making a character who cannot cast magic (inability to regen spells, unable to cast magic in light and darkness), and then spending all those benefits on a maxed out health meter as well as immunity to disease, magic, paralysis, and poison.
You get to play a rampaging tank who can completely ignore what would otherwise be game-ending hazards.
I do this too 😆
Dang, but all the benefits of casting magic... i dunno but it sounds cool.
@@KingLich451 Admittedly, I can't argue that this build is super optimized. It makes certain minor inconveniences such as magically locked doors much more of a hassle. It trivializes certain challenges, like dealing with vampires and lycanthropes early on, by making your character much less equipped to deal with other aspects of dungeoneering.
Still, I would encourage giving it a try. It teaches a player a lot about the benefits of often overlooked skills like the Language Skills, and I also just love that this build is even possible to make and play as. Just goes to show how much freedom Daggerfall affords in play-styles and builds.
"Chance to Hit" is a way of simulating an actual fight, where blows are blocked and dodged and parried. Notice how you can recover arrows from enemies you "hit" but didn't damage.
Yeah cause let's be honest here if you get hit once with a sword it doesn't matter where it lands there's a good chance you'll go down with one hit in real life.
@@jamesmccloud7535 Not really. Especially with armour and when adrenaline kicks in.
@@ХристоМартунковграфЛозенски you're gonna go down if you get hit it doesn't necessarily mean you're dead
@@jamesmccloud7535 And you also need to consider that it's a real-time game, where you can dodge by... dodging. You need to first hit your opponent before you know if you hit your opponent.
There are legitimate reasons to prefer to be in control of blocks, dodges, and parries, and only leave damage calculation to the numbers.
A minor correction. Failing to meet Lady Brisienna *does not* bar you from the MQ. You'll still receive letters from the various factions to progress the MQ along and you can go from there. Lady Brisienna is entirely optional. I forget whether or not this impacts you *spoilers* later in the game when you're deliberating on who gets the totem of Tiber Septim however, as Brisienna is one of the individuals you can give the Totem to.
Just want to thank you for entertaining us.
The main quest only marks you a traitor if you don't meet the first person the note tells you to within the time limit, after that fucking around is fine till you start the next time sensitive part
I really love the uncertainty involved with the massive labyrinthine dungeons. The fact that I can be the biggest, baddest mofo in all of Tamriel, walk into a dungeon and still have the possibility of complete failure is something I find to be incredibly realistic. It makes success to be that much more rewarding.
Consider actually living in Tamriel, for a moment. Just entertain the idea that it's a real world with flesh and blood people.... and cat people... and lizard people. In such a world, it wouldn't necessarily matter how hard you trained, or how powerful you became, because there would always be someone, or something there, better than you, who's just looking to knock you off. Imagine thousands of years before Daggerfall, when the King of Worms was just a young aspiring battlemage named Manimarco. When he went into a dungeon there would be no guaruntee of his survival, or of the success of his purpose. He spent millennia building up his power and training his skills, and still, even after amassing an army of undead, and a cult who worship him, he still finds himself at the mercy of some young upstart. This happened to him at least two times throughout his long life.
Best way to enjoy daggerfall dungeons for new players is to use the recall spell once you enter the dungeon and use tele2qmarker to go immediately to the quest target. Then just work the dungeon backwards so you can leave whenever you want with the recall spell.
I thoroughly appreciated the use of the word sneaksie, I use it all the time
Cunnysmythe Fuckin pagan
Calls the serpents to the heel of my foes! Calls the ravens to pecks their eyes!
Calls the jackals, carry thems away their children to gnaw bones in the night!
Sneaksie indeed. I'm putting off Shalebridge Cradle right now (og Xbox,) I've done it three times before, but those "puppets" are so deliciously creepy...and I want them to stay that way.
7:27 I'm surprised you didn't show off the beautiful symphony that ensues when you open a menu while standing next to a torch.
Somehow I totally forgot Daggerfall had some low polygon 3d models and wasn't just sprites endlessly circling you like the weird eyes of a painting.
Daggerfall was my first PC RPG. I was determined not to cheat so I spent a few hours looking for a quest item in a dungeon. Finally I broke down and used a cheat that teleported you to quest items...it ported me into an empty room with nothing inside it.
One huge improvement made in Unity is the rappel function. Once you climb up, you need only run to the other side of the roof, point your tail to the open air, & you'll automatically begin climbing down when you walk off the edge.
22:15
I dont have to man 🤣
I was stuck in a dungeon for 8 hours long. The most harrowing elder scrolls experience of my life.
I kept having to rest to survive the tigers. And when i found a dress with a healing spell, it was all made worth it.
But my god, the 1 way teleporters that send me to another chunk of the dungeon that ended in another 1 way teleporter that was another seperate chunk with 2 teleporters, 1 of which sent me back to the last chunk.
I almost thought there was no way out for too long 🤣
Edit: yea, it wasnt 2 hours 😆
based
@@armoredmilkman3288 . Based? Based on what?
man I looove the music of Daggerfall, it's just lovely.
I have a custom made Breton Healer with climbing as one of his secondary skills and I gotta say, having to climb the wall of one of the major cities (like Daggerfall) to get into the city while enemies are chasing you at night while you're low on health and magic is a blessing. Altho i forgot to put spell absorption onto my dude tho. LOL. Also ironically, my Breton is calleld B'aldum but he's not bald lol
Once again I am blown away at how much better this is than just about anything floating around that claims to be "entertainment." Your videos are funny, but not cringey, informative, but not bloated, and well produced while not feeling insincere and fake. The time and effort you put into these are readily apparent, as is the passion you have for the topics you cover. You are a refreshing voice in a sea of dreary sameness. Thank you for all the work you do.
Idk, some of the edgy comments do seem forced AND cringey to me, but different strokes i guess. Video is still enjoyable.
@@LordDemitel Hahahaha, I can understand that. There are tons of things that people tell me are great that I cannot stand. These videos just resonate with me, and my comment was completely from my own perspective. I am glad we can both enjoy the video though, and I hope you are doing well during these...... interesting times.
He's...growing. Credit where it's due, his speechcraft has noticeably leveled up somewhat just in the last year or so. I'm still not subbed, but still interested. And I hope "disease" will not remove his input.
@@reesetorwad8346 Completely agree. His improvement is readily apparent. I hope he can keep going without losing what makes him interesting. There are a lot of people I am worried about amid this ongoing situation, and I wish them all luck.
40:20 Genuinely spooked me
That's the hidden true final boss.
@@ChiaroscuroUK nice 420
If that doesn't exist as a mod, it damn well better now lol.
@@Blueman39641
Caius Cosades Ricardo Mod better be a thing
I loved the scale of this game so much and the sheer number of options. It somehow despite the procedural-ness of it made it feel realistic. Later games like oblivion felt unrealisticly tiny by comparison. I spent so much time just dorking around in this game. Making almost indefinite duration levitation/flying spells and floating across the world was one of my favorites. Getting up to the top of palaces and mountain ranges, crossing the sea into northern red guard lol.
bethesda old ambitious design are dead within, by the time the video games technologies is far better than '80 techs, most video games developers who were once very ambitious about their passion, died by their own greed for money they saw in "shandification" of video games RPG genre. nowadays, a less complicated or simply complicated RPG became a niche to the old fans of the genre by which, still debating with younger generation of RPG fans who lacking common sense when it come to debating.
Im so glad I’ve found this video. I have spent over 36 hours playing this game in vanilla and I’m only level 6. I skimmed through some faq posts about making characters just enough to get my character to survive the first dungeon. The dungeons being labyrinths is what almost made me quit this game, and I was literally slogging through one when I decided to start looking up videos on how to beat Daggerfall. After I finish watching this I’m going to download Daggerfall Unity and completely start over. Hopefully I’ll be much further along in the game by the time I reach the 36 hour mark.
I really hate the graphics of the modded version. The original looks literally perfect. The graphics still look amazing and the aesthetic is great. It looks awful all smoothed out like that. As for the game itself, as long as you use the warp to points of interest cheat in some of the overly confusing dungeons, and use the mark/recall spell (or the glitch that lets you warp to dungeon exits), the game is easily the best TES game.
At 39:56 I jumped and thought it was my phone ringing. Because that jolly music is what I use as my ringtone presently.
As for the impossible dungeons, theres an option in Daggerfall Unity's ini file that allows you to turn on simpler dungeons, which makes the procedurally generated dungeons actually bearable. They are a tad too simple for my tastes, but theyre godly compared to the regular ones so i keep it on.
I had a quest in a dungeon that put the target behind a wall near the entrance which opened when I interacted with a torch sconce beside it. I found this out after using the teleport to target command in DFU's console. Ironically, and to my sheer loss of sanity, I had spent the last hour exploring an entire half of the already large dungeon that was inaccessible as a teleportation door blocked my way into that other half, which I assumed would've had the quest target so I used a teleport command to just get beyond the teleporter door. Daggerfall is my favorite TES game but man did it outpace what should've been done in the 90s, this sort of game really needed modern technology.
Ah yes, Daggerfall. Or, as I like to call it, "that game where I got the Black Plague during the fucking tutorial."
I enjoyed the freedom and difficulty for a little while, but didn't enjoy the bugs at all, unfortunately. For my first quest, I remember exploring one dungeon top to bottom, looking for a kidnapped NPC, clearing it of all enemies, only to find nothing. I struggled with the godawful map for a bit, explored it some more for an entire day, finding a few secret passages, but still, no dice. Had to resort to cheats to teleport me to every single point of interest where my target could spawn... _and even that didn't work._
I finally found out that I apparently encountered a bug in which my target didn't spawn, making the quest unwinnable. I shelved the game right after that. I could appreciate a lot of what it did, including how harsh getting sick was, and how your race mattered a lot more than in subsequent titles (had to look for a bit before I managed to find a priest that was willing to cure me of the Plague rather than insult me for being an Argonian), but it had all the common flaws of procedurally generated games... and gamebreaking bugs. Looking back, despite everything, I can't find it in myself to get it to a workable state and play it. Too much work for something that had a few interesting design elements, but pretty boring environnements. Still, it did have something that more modern RPGs lack: gameplay systems meaningful enough that their interactions create emergent stories.
something to be noted, High Elves are only immune to paralysis. the description is worded weirdly but paralysis is the only thing they have immunity to. also, when you choose critical weakness it DOESN'T set it to normal in unity, it sets it to 50% resistance
I actually liked the dungeons. You always felt so hopelessly lost and confused while searching for what you needed. My most memorable gaming experience was when I spent 2 hours in a relatively small dungeon trying to find some fucking wizard that needed some supplies, only to be informed he also had a quest for me and could teleport me to it right away. So I got teleported to a dungeon filled to the brim with mobs that I couldn't beat so I had to run until I found a room to hide in for healing and mana regeneration, beating this dungeon took me months of in game days so when I got out and was about to hand it in it fucking expired and got me kicked out of my faction...
It has been long since I've been so invested and heartbroken by a game
I feel like you didn't give the Main Quest enough credit. To me it was possibly the best part of the game, especially since it tied in so well with the major faction quests represented by the 6 or so political players (some like Mannimarco and his Worm Cult or the Underking and his agents being hidden major factions). It is arguably the most well designed main quest out of any TES game, or at least up to par with Morrowind, as well as the only one with multiple endings. The secondary quests tied to the main faction quests (such as the personal requests of Barenziah or Mannimarco) are all unique and take place in randomly generated dungeons with unique assets that you won't find elsewhere and that breathe a heck of a lot of fresh air into the game.
"so much freedom it makes terrorists cry" is going in a song
Just imagine a gear stacked buff as hell high elf cruising through a village literally unstoppable.
there needs to be another big procedurally generated RPG. handcrafted is good and everything but I miss big actually meaning big.
Check out Once Lost Games. Julian Le Fay, the mastermind behind Daggerfall, is one of the main game designers in the company.
@Ryan Miller I am not into platformers though.
If you like radiant quest too
Problem is that its really fucking hard to do that and hold up to the standards of most modern rpgs. Game would have to be more simplistic to work which could hurt its appeal towards audiences quite a lot outside of its niche.
Having played TES 4+ and Fallout 3+ I think Bethesda should concentrate on big procedural content. Their story, quests, factions, npcs, graphics and games in general .. are not good. Still, they are a company that sell games for profit. If accounting and marketing report that people buy their mediocre games .. prepare for Skyrim 6, Skyrim 6 Special Edition, Skyrim 6 Portable ...
Daggerfal has a Doctor Doom cape.
This is gonna be fun.
I feel like a lot of your complaints about the features are some of the fun parts about it that make Daggerfall Daggerfall
City Watch all gangsta until you jump onto a roof with your bow.
(not sure, might have been a vampire at the time)
So...what if the dungeons are your favorite part? To me it's the most unique aspect of this game. They're huge, disorienting, and terrifying. They are intimidating enough to make me feel like an adventurer. There is no game I know of that does 3D dungeon crawling in such a heart pounding way. And this game is almost 25 years old. I only wish there were a Daggerfall Dungeon Maker to custom build your own.
I always thought of the dungeons in Daggerfall as a giant fire ant mound. They're pretty intricate but they're more fun with a cheat.
Bro did you relesed this at 3 am just for me? Noice
There is a setting in unity to make all dungeons "Small" makes them way more playable
boooooooo
I couldn’t find it on my version of Unity, but I know it exists.
@@landoflogic107 Is in the experimental part of the config file I think, it worked perfectly for me
Yeah, it’s great.
@@havanaradio Look I'm a die hard Daggerfall fan too. I've even installed iron-man mods to make death permanent, and even hunger/survival mods to make it even more difficult. I have no problems with people limiting the dungeon size if they want, as long as they actually play Daggerfall and gives this wonderful game a chance. Overall I'm glad this option exists in the game because it's more accessible.
8:24 Yikes, and I thought the item world in the original Disgaea was bad!
I theorise that the only people who play Daggerfall today are content creators, and even then the opportunity cost is probably too high. I put myself through this hell back when it released, and back then I boggled at the sheer size and possibility of what it offered, though it could never live up to what I or anyone else would imagine. Boredom and bugs conspired to prevent me from finishing it. When I watch footage now, I'm grateful for how far the medium has come, though wistful for the possibilities we've lost. Great video.
Did you know that you can create a 'open door' spell and use it after shop keeps close there will be no shop keeper, the gaurds will not be alerted AND, if you collect armor in a cart the game will use it to adjust what shop keepers should have so if you collect all silver peices, they will have the next tier until they have the most powerful in ever shop.
Just a minor point I would like to point out: the game isn't procedurally generating every time you start. The layouts are hardcoded after being procedurally generated. So the Crypt of Winsford Durnham will always have the same layout and quest item/npc/monster spawn points. Also, everything is built after modules/blocks that are stuck together (that's why dungeons often have red brick walls where doors are supposed to be, and if you clip you can see dungeon rooms and corridor floating in the void, the generation cut all these areas off) - excepting the hand crafted stuff that one can find in main quest locations like Castle Shedungent, of course. Even towns are built using this "lego" system, which is why sometimes when moving from one province to another you get the impression the towns are copy-pasted. And the last dungeon, the Mantellan Crux, is actually 100% hand crafted and one of the most obnoxious puzzle-solving or bust dungeons ever. One way to break the monotony of designs is to move from High Rock to Hammerfell and vice-versa when the locations gets dull, because Hammerfell has some different designs and textures at least.
Dungeons themselves have tags like Bandit Fortress or Harpy Nest, which determine what kind of mobs will Spawn inside (the little message that pops up in the top of screen when approaching them hints at that, like large footprints meaning you are entering a Orc Stronghold). Treasure piles contentes are random, though, rolling a character level dependent loot table when you activate them, with results improved by the Luck stat.
Also, if you somehow manage to grind to level 40+, the game will get way, way easier, because monsters have static levels and builds, so only the humanoid Mages/Knights/whatever will even have a hope to stand up to the player character, because those actually have levels that equals the player, Always, while monsters only go up to levels 40~50 (and few do, like Elder Vampires, Ancient Liches and Daedra Lords - the rest of the roster is like level 30 tops).
Finally, the thing about monsters delivering "1000 attacks in 1 frame" might me a bug (because this is Daggerfall), but this seems to happen when you set the game "Reflex" to Very High and face enemies with high Speed. Spellcasters, like Liches and Elder Vampires are the worst, because they WILL empty their mana bar by casting all their spells in 1 frame and one shot you, because spell casting for them is instant (kinda like using magic items works for the player. Getting a item that shoots damaging spells and mashing the use item button will kill pretty much anything in this game).
As for summoning daedra, don't even bother with mages guild and temples. Just google witch covens, seek the one that has the Daedra Lord you wish to summon as a patron, and travel there and ask for a summoning. You see, witch covens don't use normal summoning mechanics - they will always summon the same daedra lord, everytime. Which makes werewolves actually usable, because the Glenmoril coven is everywhere and their patron is Hircine, which will give you a ring that makes werewolves op, remove their disavantages, and his quest is easy as hell to start with.
Great analysis, man, eaaaaaaasy like and subscribe
Love the thumbnail lol
Your how to videos are a sense of intense enjoyment for me. I hope you know that.
this is impressive. i didnt quite expect such an accurate channel title. i could monologue about my own personal relations to this creator and video, however it matters not, simply know, your doingh gods work out ere my nigga
erm, my holy diver
My impression playing Daggerfall many many years ago in a Pentium DOS PC.
How do I get out? How do I get out this freaking first dungeon? I want to see how outside looks.
My arm was tired swinging with right mouse button, player back and forth with those freaking skeletons than can't take a hit.
Kept dying by the magic imp. Fell through the stairs in void and the load again.
I was out. Wow,. it's empty! But the feeling was huge, especially when opening the map and seeing all these dots and that's only one of the main regions of the world.
Protip: if you want to have the experience of walking from one place to another outside without using the map, if you escape Privateer's Hold, straighten the view to the North and walk, in a minute or two you are in Gothway Garden, a nice first town. Else it's pretty hard to walk and hit some other random town or dungeon or temple accidentally.
I tried the main quest. Back in time, because of the complexity of the dungeons, I didn't even finish one quest, I didn't even found a random piece of scroll or prisoner or whatever the quest was asking me to.
Went to shopkeepers and waited till it's night,. I was still inside but could steal everything and sell it to the cardboard animated shopkeeper. Great fun!
Got horse and cart. Went inside daggerfall castle, killed all the guards, loot their stuff and threw them to the cart,. went outside and then inside and everybody was cool, repeat again.
At some point I got a loan and a house. Did some more weird stuff.
Then, my saves started being corrupted. Crash and back in DOS.
Maybe I played 20-30 hours.
Fuck this game is ambitious but if it's gonna corrupt my saves till I know it later (loading previous saves and playing would still corrupt after a while, it's like that disease where you only know you are already in trouble it when you die).
Years later I try Daggerfall Unity. All these bugs were fixed. I spent 150 hours in the game. And wow,. in the process I have seen way more things I didn't even know existed in game!
There are so many things, my jaw dropped when I was bitten by a werewolf and there is this whole transformation, and you get a letter from vampire hunter, you go to temple to cure the condition, there are two paths, one dark and another that leads you to a witch coven. And then I learn things I haven't tried yet, the whole deadra thing, the different guilds, the way people talk you depending on your race (I was Khajit in one play and an inn keeper told me to fuck off because he didn't like my race), the way reputations work,. the calendar with the faces of the moon (affecting things in the game), and way way more. I managed to proceed the main quest (thanks to the new archeologist guild added, which is highly recommended, because you can get tracking location wands to short of show you if you are close enough to the quest item, still a pain though to find some quest items).
I have over 150 hours in the game and there are still complexities in the whole RPG systems I have yet to find. Whether it's tedious or not fun for new players, Daggerfall was the peak for me of what an RPG can be. It's just that you have to get used to it and it takes many many hours and trying to do different character builds (I did a lot during these hours of play) to discover how things work with different builds, then you start realizing how everything is interacting, politics, character classes, race, reputation, different main quest paths. How did they managed to make this over ambitious game back in the time when Bethesda was a small team, not a multi million or billion company.
this guy gets it.
Daggerfall Unity has click to attack and some console commands that can make things easier in the beginning.
@@havanaradio yeah he sure does
My experience with Thieves Guild missions has been that casting Invisibility before entering any building with an item you need to steal basically trivializes the whole task and even if an enemy spawns, they won't react to you and you can just stroll on past them.
Thank you for this awesome retrospective. Daggerfall is one of my favorite games. And best of all it's completely free!
Congratulations, you have successfully described everything wrong with Daggerfall! I had these exact thoughts, and made the mistake of telling people and they called me ignorant ... Again, cool game, but it doesn't respect my time. The number of dungeons I cleared out and realized it had nothing to do with my quest. The number of times I had no idea whether something was a bug or a design. The number of times I didn't know whether I'd missed a clue in the storyline or whether I was waiting for something to happen, ARRGGHH!!! It's one of those really annoying games that's both terrible and great at the same time. It's terrible for so many reasons, but at the same it's great for a whole bunch of different reasons.
*_"HALT!!"_*
~ Your Daddy
Yes sir~
This is still the most fascinating elder scrolls game... It inspired wonder in me back in the day, and still does. The epic scale is a good thing.
I kinda like Daggerfall dungeons. I never know if I can complete quest. Sometimes failure is an option, but it's okay because my character always comes out richer and more experienced. In weird and probably not intended way it adds new layer of depth to world building and immersivness. I am not feeling like THE HERO that can acomplish everything, but rather like random adventurer that is working for some guilds and sometimes just fails like every human being. In Skyrim for example there is nothing like it. There I would rip and tear through every dungeon in the game, because it is intended for me to do. Because of that Skyrim's dungeons feels more like amusment park than real threat or challenge. And don't get me wrong I really like Skyrim and I think it is the peak of whole series, but Daggerfall has it's unique charm that no other TES games have.
I highly suggest anyone thinking about playing this, pause the video at the start when he starts talking about the tutorial, and blind the intro dungeon. Amazing struggle. Going from 1 room, can barely fight a rat, to suddenly im 2 One punch manning. But do continue to watch, don't go into Daggerfall thinking you got it since got feel god tier all of a sudden lol.
If the next game is set in roughly the same area I would love to see some mechanics like Climbing,Disadvantages and some quests having a timer on them return
>takes critical weakness to disease
>complains about how unfair the disease mechanic is.
the problem isn't the diseases but how the game never lets you know you have contracted a disease and you just die out of the blue or you just become a werebeast which is a really bad system
you just have to hit f5 once in a while. like taking your temperature.
@Hiiper
The game doesn't say "You have contracted a disease." But it does tell you that "You feel somewhat bad." Too wordy?
@@reesetorwad8346 you feel bad... that can mean anything not just a disease and depending on what disease it is it can end the game
@@YOGI-kb9tg try the remake on the unity engine, it has mods for allot of stuff including that.
When he said spell magic absorption works on yourself my mind become jello
a tip guys. daggerfall unity comes an option that reduces dugeon size by more than half.
is an option called SmallerDungeons = True
It is located in the ini of the game
"AppData\LocalLow\Daggerfall Workshop\Daggerfall Unity"
just change false to true and watch the magic happen.
for some reason it doesnt work for me
Never thought I’d see a DIO reference in one of your videos
Finally! Long have I waited for this moment!