Follow TV Tropes

Following

History ScrappyMechanic / TheElderScrolls

Go To

OR

Is there an issue? Send a MessageReason:
typo, redlink


** Thankfully a mod called "Run for your Lives" available PCs and the eighth generation of consoles fixes it so in event of Dragon and Vampire attacks, most (usually except combat capable and essential) [=NPCs=] run to safety. For the Nintendo Switch vampire attacks are (thankfully) removed from the game even in vanilla. No luck for those on [=PS3=] and [=Xbox=] 360 though.

to:

** Thankfully a mod called "Run for your Lives" available PCs for [=PCs=] and the eighth generation of consoles fixes it so in event of Dragon and Vampire attacks, most (usually except combat capable and essential) [=NPCs=] run to safety. For the Nintendo Switch vampire attacks are (thankfully) removed from the game even in vanilla. No luck for those on [=PS3=] and [=Xbox=] 360 though.

Added: 6118

Changed: 1677

Removed: 538

Is there an issue? Send a MessageReason:
Finishing up for Skyrim.


** The final word of the Bend Will shout is no doubt useful, but you'd think the ability to ride dragons at will would be great right? Wrong, for one simple reason: when you ride a dragon, ''you have no control whatsoever of where the dragon goes''. You want to fly across the land on the back of a dragon? Too bad, they'll just circle around the area and never go the direction you want to go. While you can still fast travel on them, that means you have to already have found the area, meaning you essentially can't use this to explore.



** A mod called "Run for your Lives" available for all consoles except [=PS3=], XBOX 360, and Nintendo Switch, fixes it so in event of Dragon and Vampire attacks, most (usually except combat capable and essential) [=NPCs=] run to safety. As for the Nintendo Switch itself, vampire attacks are completely removed from the game despite the Nintendo Switch version features all the DLC.
* Kill cams, both how they interfere with certain play styles and how it can instantly kill players without warning. They have a nasty habit of missing with projectile kill cams, they interrupt player control, and there's mounting evidence that they disregard all damage-mitigating factors: damage resist, magic/elemental resist, blocking, cover, not being anywhere near close enough to be kill-cam'd... Not much of a problem when you inflict it on people, but when that dragon bite-thrash-toss kill-cams you when you were nowhere near, had capped armor, your shield raised, had over half your health left, and were beyond their bite range. The worst part is that the game checks for the kill cam at the beginning of the attack animation, so a bandit could be swinging a slow warhammer at you and you'll be immediately killed before you have the chance to drink any potions, dodge out of the way, or use a shout. It was eventually patched so kill-cams only trigger for the last enemy in current combat.
** The fact that some gory deaths only limited to kill-cam (and even worse, locked behind high-level perks) arguably made combat dull for those who liked LudicrousGibs or combat feedback as for some inexplicable reason, the game lacks [[BloodierAndGorier gore]] introduced in ''Videogame/Fallout3'', despite the engine is an upgrade.

to:

** A Thankfully a mod called "Run for your Lives" available for all PCs and the eighth generation of consoles except [=PS3=], XBOX 360, and Nintendo Switch, fixes it so in event of Dragon and Vampire attacks, most (usually except combat capable and essential) [=NPCs=] run to safety. As for For the Nintendo Switch itself, vampire attacks are completely (thankfully) removed from the game despite the Nintendo Switch version features all the DLC.even in vanilla. No luck for those on [=PS3=] and [=Xbox=] 360 though.
* In a similar vein, ''Dragonborn'' adds cultists who will wander around any town until you kill them. The good news is that, unlike random dragon/vampire attacks, the cultists will only turn hostile when you speak to them. The bad news is that their high-level magic can easily wreck most of the town's population. Basically, if you see them in a town, ''run'' - they'll eventually catch up to you in the wilderness and you can kill them without endangering the civilian population.
* Combat:
**
Kill cams, both how they interfere with certain play styles and how it can instantly kill players without warning. They have a nasty habit of missing with projectile kill cams, they interrupt player control, and there's mounting evidence worst off that they disregard all damage-mitigating factors: damage resist, magic/elemental resist, blocking, cover, not being anywhere near close enough to be kill-cam'd... Not much of a problem when you inflict it on people, but when that dragon bite-thrash-toss kill-cams you when you were nowhere near, had capped armor, your shield raised, had over half your health left, and were beyond their bite range. The worst part is that the game checks for the kill cam at the beginning of the attack animation, so a bandit could be swinging a slow warhammer at you and you'll be immediately killed before you have the chance to drink any potions, dodge way out of melee range...essentially, this makes it possible to you to die what should've been a survivable hit because the way, or use a shout.kill-cam triggered, resulting in very cheap-feeling deaths. It was eventually patched so kill-cams only trigger for the last enemy in current combat.
** *** The fact that some gory deaths only limited to kill-cam (and even worse, locked behind high-level perks) arguably made combat dull for those who liked LudicrousGibs or combat feedback as for some inexplicable reason, the game lacks [[BloodierAndGorier gore]] introduced in ''Videogame/Fallout3'', despite the engine being an upgrade.
** The broken-as-hell yielding system. In ''Oblivion'', all you needed to do to yield was block and press a button, which the enemy would recognize and guards always accepted. In ''Skyrim'', you need to put your weapon away and just stand there. Most of the time it doesn't work, meaning guards will keep trying to kill you for a forty-gold bounty, no matter how many times you try to surrender.
* Marriage. Despite being an interesting new aspect of the game with great potential, many people have taken issue with it. Courtship
is easy and short (''You found my book for me! I love you! Let's get married!''). The dialogue with your spouse is rather boring and often buggy, and you can't have any meaningful interaction with them apart from setting them as a follower, talking about various banal topics, or buying items. The only benefits it offers are certain status buffs, a source of income, and a free follower. It's become enough of a problem that there are numerous mods to improve marriage, including ones that allow you to marry more characters.
* Pickpocketing. Not the skill itself, but the fact that it caps at a 90% success rate, making taking multiple things a hassle.
* LevelScaling, while much improved from the disaster that is ''Oblivion'', still pits you against enemies that are much more powerful than you if you focus on other aspects of the game, such as alchemy, pickpocketing, or lockpicking. On the flip side, enemies will drop slightly better loot, you will find much better equipment in shops and dungeons, and because dungeons are locked to the level you're at when you first entered you can come back later having gotten stronger if one is giving you trouble.
* The Grab system (picking items up) is notorious for being immensely fussy; you can't rotate items and decorate your house properly without accidentally knocking other items over. Thought that was bad? Sometimes when you enter your home, the wonky physics systems sends all the items you took so much time and effort to place flying all over the floor!
* Destruction magic in general. While frying your opponent with lightning bolts or freezing scores of enemies with sweeping blizzards might be cool, it's diminished when one notices that spells don't scale well (enemies will gain health faster than you increase damage) and thus tour intended way of playing is to spam the hell out of them. On top of all this, the master level destruction spells cost far too much to use without enchanted equipment, and require a four-second pose to charge that, while cool, makes the player a sitting duck. And to make it worse, there are plenty of shouts that cost nothing to use and give similar if not better results, making destruction magic even more redundant!
* Radiant quests are a hassle: while it's easier for the programmers and writers to have them, it becomes
an upgrade. exercise in boredom as the quests are ''very'' limited ("steal this", "clear out this dungeon", "find something for me") and players are forced to trek back and forth in exchange for chump change.
** The radiant quests specific to ''Dawnguard'' are also a thing. Rather than just let you complete a specific quest series, you have to bounce back and forth between multiple quest givers who force you into dungeon raids (on dungeons you may or may not have already slaughtered your way through) or pointless assassinations, trying to get them to lead you back to the quest givers who actually give out meaningful rewards, and even they sometimes just send you on a pointless quest instead. It serves no practical purpose except to waste your time on meaningless nonsense, and the worst part is that it can even put the quest in ''Dragonborn''-specific locations, even if you haven't even touched that questline. Even SaveScumming doesn't help that much.
* A minor example: adopting a child is fun. Less fun is the child's ability to adopt a random animal out of the wild as a pet. It can be frustrating to bring Meeko home to your kid, thinking that you'll give him a good home and he can spend his days lying by your fireplace instead of in the shambling cabin of his deceased master, only to find that the kid has taken a shine to a ''mudcrab'' in your absence. Each child can only adopt one pet, so until/unless you adopt a second child, poor Meeko is out of luck.
* If you travel to Solstheim and start the main quest of ''Dragonborn'', Miraak will appear and steal the soul of some of the dragons you kill until you finally defeat him at the end of the main quest, even if you travel back to Skyrim. The only saving grace is that when you ''do'' kill him, you get all the souls he stole from you earlier.
* The final word of the Bend Will shout is no doubt useful, but you'd think the ability to ride dragons at will would be great right? Wrong, for one simple reason: when you ride a dragon, ''you have no control whatsoever of where the dragon goes''. You want to fly across the land on the back of a dragon? Too bad, they'll just circle around the area and never go the direction you want to go. While you can still fast travel on them, that means you have to already have found the area, meaning you essentially can't use this to explore.

Added: 1778

Changed: 4823

Is there an issue? Send a MessageReason:
Merged from the Oblivion YMMV page


* The strictly [[LevelScaling scaled leveling]] mechanic attracts a large degree of hatred, essentially punishing the player for not being a {{munchkin}}. To note some of the specifics around it:
** One major issue caused by the level-scaling is the tendency toward EmptyLevels, making it very easy to end up on the wrong side of the level-scaling curve. Enemies level scale based purely on your level, but your actual strength in combat involves many factors besides just level (health gain per level, attributes, equipment, and skills). As such, leveling up with too many non-combat skills is likely to result in an insignificant bonus to your abilities, but all enemies still increase in strength. Even if you've been [[MinMaxing careful in your leveling]], damage caps at a certain point while health does not, meaning high-level fights become increasingly drawn-out with even standard foes becoming [[DamageSpongeBoss damage sponges]] without providing much challenge. While being a full blown Min-Maxing {{Munchkin}} is only necessary if you want to max out every single attribute, you're best served incorporating elements of it in order to avoid falling on the wrong side of the curve.
** It's possible to gain a significant LowLevelAdvantage by leveling up skills but ''never sleeping''. Though this severely limits your ability to make use of NPC trainers, as you can only use them five times per level, your skills will still increase naturally through use and by finding [[RareCandy skill books]]. This ultimately leads to the world being saved from a horde of feeble monsters by a [[WeakButSkilled strangely competent]] insomniac. Further, it makes exploring at low levels fairly boring (why go look for a new dungeon in hopes of a cool item when it will have the same exact useless loot guarded by the exact same enemies?) and [[GameplayAndStorySegregation leads to oddities]] like being the champion of the arena at level one thanks to the fact that skills increase independently from level-ups.
** Unfortunately, even if ''you'' level up effectively, some friendly [=NPCs=] do not (and/or have low-level equipment even at the highest levels), making {{Escort Mission}}s with non-essential [=NPCs=] [[NintendoHard much harder]] as your allies get torn apart in seconds by enemies scaled to ''your'' level. This is particularly blatant in a quest where you protect (what's left of) the city of Kvatch. If you do this quest early on, as the game expects you to, the CityGuards fighting alongside you are apparently being terrorized by the goblin-like Scamps, who don't do much besides fling slow-moving, weak fireballs. Postpone it until you're level 20 or so and the guards' reaction will finally look appropriate, now that they are facing humanoid crocodiles, magma golems, and demonic sorcerers.
** This also impacts quest rewards, which ''do not'' level up with you once acquired. It's entirely possible to complete a quest at level one and obtain a weapon little better than a butter knife, or complete the same quest twenty levels higher and obtain that same weapon in gamebreaker form. As many such rewards are unique, it leads to putting off those quests or encounters as long as possible in hopes of getting something that remains useful for longer than an hour.
** Some quests teach you leveled spells as rewards instead. Unfortunately, the leveling of said spells issn't particularly balanced. Do the quest at too low a level and you get something that's obsolete right out of the gate. Do the quest at too high a level, and casting the spell will cost more magicka than your character actually has.
** Some of the more popular {{Game Mod}}s are ones which address these level-scaling issues. One of them is the Quest Reward Leveler, which when activated, updates your quest rewards to the version you'd get if you'd just completed the quest.

to:

* The strictly [[LevelScaling scaled leveling]] mechanic attracts a large degree of hatred, ire, essentially punishing the player for not being a {{munchkin}}. To note some of the specifics around it:
** One major issue caused by the level-scaling is the tendency toward EmptyLevels, making it very easy to end up on the wrong side of the level-scaling curve. Enemies level scale based purely on your level, but your actual strength in combat involves many factors besides just level (health gain per level, attributes, equipment, and skills). As such, leveling up with too many non-combat skills is likely to result in an insignificant bonus to your abilities, but all enemies still increase in strength. Even if you've been [[MinMaxing careful in your leveling]], damage caps at a certain point while health does not, meaning high-level fights become increasingly drawn-out with even standard foes becoming [[DamageSpongeBoss damage sponges]] without providing much challenge. While being a full blown Min-Maxing {{Munchkin}} is only necessary if you want to max out every single attribute, you're best served incorporating elements of it in order to avoid falling on the wrong side of the curve.
** It's possible to gain a significant LowLevelAdvantage by leveling up skills but ''never sleeping''. Though this severely limits your ability to make use of NPC trainers, as you can only use them five times per level, your skills will still increase naturally through use and by finding [[RareCandy skill books]]. This ultimately leads to the world being saved from a horde of feeble monsters by a [[WeakButSkilled strangely competent]] insomniac. Further, it
It makes exploring at low levels fairly boring (why (Why go look for explore a new dungeon in hopes of a cool item when it the best you will have the same exact useless loot guarded by the exact same enemies?) find is some marginally better weapon or armor?) and [[GameplayAndStorySegregation leads to oddities]] oddities like random {{mooks}} somehow having the best and rarest items in the game, or being the champion of the arena at level one thanks to the fact that skills increase independently 1.
** The system also suffers
from level-ups.
** Unfortunately, even if ''you''
"[[ParabolicPowerCurve underleveling]]": when you get ''weaker'' as you level up effectively, some because the game only takes into account your level when determining what enemies will spawn, so if you've been leveling by increasing your non-combat skills you'll find yourself slowly getting outpaced by the difficulty curve. Many online strategy guides actually recommend resting as little as possible to avoid leveling up entirely.
** Inversely for
friendly [=NPCs=] do [=NPCs=], they will (unlike enemies) not (and/or have scale to the same level you are, so they end up tiny health and/or low-level equipment even at the highest levels), equipment, making {{Escort Mission}}s with non-essential [=NPCs=] [[NintendoHard much harder]] as your allies get torn apart in seconds by enemies scaled to ''your'' level. This is particularly blatant in a quest where you protect (what's left of) the city of Kvatch. If you do this quest early on, as the game expects you to, the CityGuards fighting alongside you are apparently being terrorized by the goblin-like Scamps, who don't do much besides fling slow-moving, weak fireballs. Postpone it until you're level 20 or so and the guards' reaction will finally look appropriate, now that they are facing humanoid crocodiles, magma golems, and demonic sorcerers.
** This also impacts quest rewards, which ''do not'' Part of the issue is that there is a major flaw with the leveling system. When you level up, you gain stat points based on what skills you were using. If you raised blunt weapons for instance, you'll gain strength points. The more you used blunt weapons before leveling up, the more points you gain. The problem is that the rate you get skill points is a lot slower than the rate you level up if you make your most used skills your "primary" skills. Those stat points are very important to functioning in the late game, but if you play the way the game encourages you to, you will end up very underpowered in the late game. The best way to level is to do the opposite of what the game encourages you to do and set skills you DON'T actively use as your "primary" skills, that way you can control how fast you level up and gain as many points from your primary skills as possible before focusing on the skills that actually make you level up when ready. So for instance, a sword and board warrior might want mercantile and persuasion as their primary skills so whenever they are ready, they can spend time buying, selling, and persuading with you once acquired. everyone in town after they've killed goblins and gotten beaten up to their fill.
** Even if you've been [[MinMaxing careful in your leveling]], damage caps at a certain point while health does not, meaning high-level fights become increasingly drawn-out with even standard foes becoming {{damage sponge|Boss}}s without providing much challenge.
** This same scaling also applies to quest rewards.
It's entirely possible to complete a quest at level one and obtain a weapon little better than a butter knife, or while if you complete the same quest twenty levels higher and higher, you'll obtain that same weapon in gamebreaker [[InfinityPlusOneSword Infinity+1]] form. As many such rewards are unique, it leads to putting off those quests or encounters as long as possible in hopes of getting something that remains useful for longer than an hour.
** Some quests teach you leveled spells as rewards instead. Unfortunately, the leveling of said spells issn't particularly balanced. Do the quest at too low a level and you get something that's obsolete right out of the gate. Do the quest at too high a level, and casting the spell will cost more magicka than your character actually has.
** Some of the more popular {{Game Mod}}s are ones which address these level-scaling issues. One of them is the Quest Reward Leveler, which when activated, updates your quest rewards to the version you'd get if you'd just completed the quest.
hour.


Added DiffLines:

* The magic system leaves a lot to be desired. First, you can't cast certain spells until you reach an arbitrary level. It's an extremely odd limitation where you can say, cast a healing spell that restores 24 health but not one that restores 25 health because that requires being level 50 in restoration for some reason. This wouldn't be too bad if not for the fact leveling up magic is painfully slow: you gain a flat amount of XP for each spell you cast with no regard to how much magicka it cost. This means the most effective way to level up is to create a spell with magnitude and duration of 1 and just spam cast it (well, "spam" cast - did we mention casting spells is in itself incredibly slow?). Speaking of creating spells, the fact that spellmaking is unavailable to you until you complete all the Mages Recommendation quests is also a bit of a pain for anyone replaying the game, since it feels less like "do these quests to unlock a cool new thing" and more "we've locked an essential part of the game behind these quests, haha".
* When Horse Armour - one of the first ever paid pieces of DLC (in a game with a very active modding community no less) - first hit the scene, Oblivion players pretty much lost their collective minds.
* On a meta example, the base Game of the Year edition on Steam ''only'' comes with the base game, the Knights of Nine, and the Shivering Isles expansions, and you can't purchase any of the DLC not included separately, meaning if you want any of the other expansions[[note]]Fighter's Stronghold Expansion, Spell Tome Treasures, Vile Lair, Mehrune's Razor, Wizard's Tower, Thieves Den, the Orrey, and the infamous Horse Armor[[/note]] and you only bought the base [=GOTY=] version, you have to buy the Deluxe Edition ''at full price''.
Is there an issue? Send a MessageReason:
None


** A mod called "Run for your Lives" available for all consoles except PS3, XBOX 360, and Nintendo Switch, fixes it so in event of Dragon and Vampire attacks, most (usually except combat capable and essential) NPCs run to safety. As for the Nintendo Switch itself, vampire attacks are completely removed from the game despite the Nintendo Switch version features all the DLC.

to:

** A mod called "Run for your Lives" available for all consoles except PS3, [=PS3=], XBOX 360, and Nintendo Switch, fixes it so in event of Dragon and Vampire attacks, most (usually except combat capable and essential) NPCs [=NPCs=] run to safety. As for the Nintendo Switch itself, vampire attacks are completely removed from the game despite the Nintendo Switch version features all the DLC.

Added: 580

Changed: 4461

Is there an issue? Send a MessageReason:
More cleanup, tense, and expansion


''VideoGame/TheElderScrollsIIIMorrowind''

to:

''VideoGame/TheElderScrollsIIIMorrowind''''VideoGame/TheElderScrollsIIIMorrowind'':



''VideoGame/TheElderScrollsIVOblivion''
* The strictly [[LevelScaling scaled leveling]] mechanic attracts a large degree of hatred, particularly since the way the leveling system works punishes the player for not being a {{munchkin}}, makes exploring at low levels fairly boring (Why go look for a new dungeon in hopes of a cool item when it will have the same exact useless loot guarded by the exact same enemies?) and leads to oddities like being the champion of the arena at level 1 thanks to the fact that skills increase independently from level-ups.
* The stat mechanics are extremely wonky. If you want to increase your health, the best way to do it is to put on heavy armor and have a Mudcrab beat on you. If you do not manage your stat growths efficiently, the enemies can actually grow faster than you!
** The enemies levels up with you, but your abilities, your spells, friendly [=NPCs=], and many quest rewards '''don't''', which obviously makes the game [[NintendoHard much harder]] as you level up. To clarify and make it even more annoying, many quest rewards do scale as you level, but only take into account the level at which you obtained it. It's entirely possible to complete a quest at level one and obtain a weapon little better than a butter knife, or complete the same quest twenty levels higher and obtain that same weapon in gamebreaker form. As many such rewards are unique, it leads to putting off those quests or encounters as long as possible in hopes of getting something that remains useful for longer than an hour.
** One of the more popular mods is a Quest Reward Leveler, which when activated adjusts your quest rewards to the version you'd get if you'd just completed the quest.
** Some quests teach you leveled spells as rewards instead. Unfortunately, the leveling of said spells wasn't particularly balanced. Do the quest at too low a level and you get something that's obsolete right out of the gate. Do the quest at too high a level, and casting the spell will cost more mana than your character actually has.

to:

''VideoGame/TheElderScrollsIVOblivion''
''VideoGame/TheElderScrollsIVOblivion'':
* The strictly [[LevelScaling scaled leveling]] mechanic attracts a large degree of hatred, particularly since the way the leveling system works punishes essentially punishing the player for not being a {{munchkin}}, {{munchkin}}. To note some of the specifics around it:
** One major issue caused by the level-scaling is the tendency toward EmptyLevels, making it very easy to end up on the wrong side of the level-scaling curve. Enemies level scale based purely on your level, but your actual strength in combat involves many factors besides just level (health gain per level, attributes, equipment, and skills). As such, leveling up with too many non-combat skills is likely to result in an insignificant bonus to your abilities, but all enemies still increase in strength. Even if you've been [[MinMaxing careful in your leveling]], damage caps at a certain point while health does not, meaning high-level fights become increasingly drawn-out with even standard foes becoming [[DamageSpongeBoss damage sponges]] without providing much challenge. While being a full blown Min-Maxing {{Munchkin}} is only necessary if you want to max out every single attribute, you're best served incorporating elements of it in order to avoid falling on the wrong side of the curve.
** It's possible to gain a significant LowLevelAdvantage by leveling up skills but ''never sleeping''. Though this severely limits your ability to make use of NPC trainers, as you can only use them five times per level, your skills will still increase naturally through use and by finding [[RareCandy skill books]]. This ultimately leads to the world being saved from a horde of feeble monsters by a [[WeakButSkilled strangely competent]] insomniac. Further, it
makes exploring at low levels fairly boring (Why (why go look for a new dungeon in hopes of a cool item when it will have the same exact useless loot guarded by the exact same enemies?) and [[GameplayAndStorySegregation leads to oddities oddities]] like being the champion of the arena at level 1 one thanks to the fact that skills increase independently from level-ups.
* The stat mechanics are extremely wonky. If you want to increase your health, the best way to do it is to put on heavy armor and have a Mudcrab beat on you. If you do not manage your stat growths efficiently, the enemies can actually grow faster than you!
** The enemies levels Unfortunately, even if ''you'' level up with you, but your abilities, your spells, effectively, some friendly [=NPCs=], and many quest rewards '''don't''', which obviously makes [=NPCs=] do not (and/or have low-level equipment even at the game highest levels), making {{Escort Mission}}s with non-essential [=NPCs=] [[NintendoHard much harder]] as your allies get torn apart in seconds by enemies scaled to ''your'' level. This is particularly blatant in a quest where you protect (what's left of) the city of Kvatch. If you do this quest early on, as the game expects you to, the CityGuards fighting alongside you are apparently being terrorized by the goblin-like Scamps, who don't do much besides fling slow-moving, weak fireballs. Postpone it until you're level up. To clarify 20 or so and make it even more annoying, many the guards' reaction will finally look appropriate, now that they are facing humanoid crocodiles, magma golems, and demonic sorcerers.
** This also impacts
quest rewards do scale as you level, but only take into account the rewards, which ''do not'' level at which up with you obtained it.once acquired. It's entirely possible to complete a quest at level one and obtain a weapon little better than a butter knife, or complete the same quest twenty levels higher and obtain that same weapon in gamebreaker form. As many such rewards are unique, it leads to putting off those quests or encounters as long as possible in hopes of getting something that remains useful for longer than an hour.
** One of the more popular mods is a Quest Reward Leveler, which when activated adjusts your quest rewards to the version you'd get if you'd just completed the quest.
** Some quests teach you leveled spells as rewards instead. Unfortunately, the leveling of said spells wasn't issn't particularly balanced. Do the quest at too low a level and you get something that's obsolete right out of the gate. Do the quest at too high a level, and casting the spell will cost more mana magicka than your character actually has.has.
** Some of the more popular {{Game Mod}}s are ones which address these level-scaling issues. One of them is the Quest Reward Leveler, which when activated, updates your quest rewards to the version you'd get if you'd just completed the quest.



* Dragon attacks, which work well in principle, but suffer from so many flaws that numerous mods were made simply to counteract them.

to:

* Dragon attacks, which work well in principle, but suffer from so many flaws that numerous mods were made simply to counteract them. To note:



** Dragons will kill {{NPC}}s without warning. Since dragons level up with the player, but the town {{NPC}}s don't, an Ancient Dragon can easily wipe out towns such as Riverwood or Falkreath. Unless you survey the town for damage before saving, you'll likely end up losing merchants permanently, as well as having quest-givers killed before they can give you their quests.
** Dragons completely fuck with the fast travel system. Once a dragon is on your radar, even if it's a mile away, you can't fast travel until it is either dead or it leaves your radar, which is mostly up to chance.
** Dragons are ''annoyingly common'' at higher levels. The novelty of fighting dragons wears off quickly. You do need dragon souls to unlock shouts, and you also need dragon bones and scales to make equipment, but eventually you will end up with enough of both that you'll start using the former to reset perks en masse while selling the latter for gold (of which you'll likely [[MoneyForNothing already have plenty]]).
** Dragons are hard to fight with melee characters. Bows and spells are generally the best way to deal with them; dragons deal so much physical damage in melee (along with an instant kill move) that melee classes pretty much have to rely on potions to live. Not to mention that until you knock their health down quite a bit, dragons love to [[GetBackHereBoss fly around well out of your reach]].

to:

** Dragons will kill non-essential {{NPC}}s without warning. Since dragons level up with the player, but the town {{NPC}}s don't, an Ancient Dragon can easily wipe out the NPC population of towns such as Riverwood or Falkreath. Unless you survey the town for damage before saving, you'll likely end up losing merchants permanently, as well as having and potential quest-givers killed before they can give you their quests.
permanently.
** Dragons completely fuck with disrupt the fast travel system. Once a dragon is on your radar, even if it's a mile away, you can't fast travel until it is either dead or it leaves your radar, which is mostly up to chance.
chance due to their random flying patterns when not actively engaged in combat.
** Dragons are ''annoyingly common'' at higher levels. The levels, while the novelty of fighting dragons wears off quickly. You do need dragon souls to unlock shouts, and you also need dragon bones and scales to make equipment, but eventually you will end up with enough of both that you'll start using the former to reset perks en masse while selling the latter for gold (of which you'll likely [[MoneyForNothing already have plenty]]).
** Dragons are hard to fight with melee characters. Bows and spells are generally the best way to deal with them; dragons deal so much physical damage in melee (along with an a potential instant kill move) that melee classes pretty much have to rely on potions to live. Not to mention that until you knock their health down quite a bit, dragons love to [[GetBackHereBoss fly around well out of your reach]].



** A mod called "Run for your Lives" available for all consoles except PS3, XBOX 360, and Nintendo Switch, fixes it so in event of Dragon and Vampire attacks, most (usually except combat capable and essential) NPC runs to safety. As for the Nintendo Switch itself, vampire attacks are completely removed from the game despite the Nintendo Switch version features all the DLC.

to:

** A mod called "Run for your Lives" available for all consoles except PS3, XBOX 360, and Nintendo Switch, fixes it so in event of Dragon and Vampire attacks, most (usually except combat capable and essential) NPC runs NPCs run to safety. As for the Nintendo Switch itself, vampire attacks are completely removed from the game despite the Nintendo Switch version features all the DLC.
Is there an issue? Send a MessageReason:
typo and wording clean-up, tense clean-up, expansion


''VideoGame/TheElderScrollsIIDaggerfall''
* Jumping became a ScrappyMechanic due to the buggy nature of wall collision detection near the seams. A badly placed jump can drop you into the Void. Fortunately this was fixed in the patch, that gave you a key press that took you back one step. You could use it to back your way out of the dungeon.
** It gets worse on more modern computers where your jump can be more dramatic or less useful, hence inconsistent, due to the ''recalculated'' number of times the game does a collision check during movement (as a result, you'll also walk slower and enemies may not be able to move).
** One specific kind of dungeon stairs is impossible to walk up like stairs and involves such dangerous jumping or dangerous climbing to navigate.
* Melee combat. It involves clicking and dragging the mouse on the weapon to swing it. Unfortunately, it's horribly slow and unresponsive, which means that first time players are often screwed the moment they first enter combat.

to:

''VideoGame/TheElderScrollsIIDaggerfall''
''VideoGame/TheElderScrollsIIDaggerfall'':
* Jumping became a ScrappyMechanic due Jumping. Due to the buggy nature of wall collision detection near the seams. A seams, a badly placed jump can drop you into the Void. Fortunately this A patch was fixed created, but it doesn't prevent the issue in the patch, that gave traditional sense. Instead, it gives you a key press that took takes you back one step. step, sort of like a movement "undo". You could can use it to back your way out of the dungeon.
**
dungeon. It gets worse on more modern computers where your jump can be more dramatic or less useful, hence inconsistent, due to the ''recalculated'' number of times the game does a collision check during movement (as a result, you'll also walk slower and enemies may not be able to move).
** * Stairs. They aren't intuitive to use and, in fact, a common complaint from first-time players is that they are "stuck" in the tutorial dungeon, when in actuality, they just [[GuideDangIt don't see/know how to use]] the stairs out. One specific kind of dungeon stairs is even impossible to walk up like stairs and involves such dangerous jumping (see above) or dangerous climbing (see below) to navigate.
get out.
* Climbing. It's based on skill, some surfaces are arbitrarily unable to be climbed (despite the exact same surface being climbable in an area just feet away at times), and once you're up there, there is no way to climb ''down''. Unsurprisingly, this ability was removed in all future games to date.
* Melee combat. It involves clicking and dragging the mouse on the weapon to swing it. Unfortunately, it's horribly slow and unresponsive, which means that first time first-time players are often screwed the moment they first enter combat.



* The lack of passive magicka regeneration could make things frustrating for a mage oriented character. This means that you need to really stock up on magic potions and rest a lot if you have to cast multiple spells.

to:

* The lack of passive magicka regeneration could can make things frustrating for a mage oriented character. This means that you need to really stock up on magic potions and rest a lot if you have to cast multiple spells.
Is there an issue? Send a MessageReason:
grammar


* The stat mechanics are extremely wonky. If you want to increase your health, the best way to do it is to put on heavy armor and have a Mudcrab beat on you. If you do not manage your stat growths efficiently, the enemies can actually grow faster then you!

to:

* The stat mechanics are extremely wonky. If you want to increase your health, the best way to do it is to put on heavy armor and have a Mudcrab beat on you. If you do not manage your stat growths efficiently, the enemies can actually grow faster then than you!
Is there an issue? Send a MessageReason:
Please leave links for cross-wicking purposes

Added DiffLines:

''VideoGame/TheElderScrollsVSkyrim''

Added: 333

Changed: 107

Is there an issue? Send a MessageReason:
None


* Kill cams, both how they interfere with certain play styles and how it can instantly kill players without warning. They have a nasty habit of missing with projectile kill cams, they interrupt player control, and there's mounting evidence that they disregard all damage-mitigating factors: damage resist, magic/elemental resist, blocking, cover, not being anywhere near close enough to be kill-cam'd... Not much of a problem when you inflict it on people, but when that dragon bite-thrash-toss kill-cams you when you were nowhere near, had capped armor, your shield raised, had over half your health left, and were beyond their bite range. The worst part is that the game checks for the kill cam at the beginning of the attack animation, so a bandit could be swinging a slow warhammer at you and you'll be immediately killed before you have the chance to drink any potions, dodge out of the way, or use a shout. There are mods that exist just to protect the player from kill cams.

to:

* Kill cams, both how they interfere with certain play styles and how it can instantly kill players without warning. They have a nasty habit of missing with projectile kill cams, they interrupt player control, and there's mounting evidence that they disregard all damage-mitigating factors: damage resist, magic/elemental resist, blocking, cover, not being anywhere near close enough to be kill-cam'd... Not much of a problem when you inflict it on people, but when that dragon bite-thrash-toss kill-cams you when you were nowhere near, had capped armor, your shield raised, had over half your health left, and were beyond their bite range. The worst part is that the game checks for the kill cam at the beginning of the attack animation, so a bandit could be swinging a slow warhammer at you and you'll be immediately killed before you have the chance to drink any potions, dodge out of the way, or use a shout. There are mods It was eventually patched so kill-cams only trigger for the last enemy in current combat.
** The fact
that exist just some gory deaths only limited to protect kill-cam (and even worse, locked behind high-level perks) arguably made combat dull for those who liked LudicrousGibs or combat feedback as for some inexplicable reason, the player from kill cams.game lacks [[BloodierAndGorier gore]] introduced in ''Videogame/Fallout3'', despite the engine is an upgrade.
Is there an issue? Send a MessageReason:
None


''VideoGame/TheElderScrollsVSkyrim''

to:

''VideoGame/TheElderScrollsVSkyrim''* The lack of ability to save created custom character design without [[https://www.nexusmods.com/skyrimspecialedition/mods/19080 an external mod]], despite the time some players can spend to perfect their character and several older games such as ''Videogame/TheSims3'' or the contemporary ''Videogame/SaintsRowTheThird'' has such feature. This problem continues to Skyrim's spiritual successor ''Videogame/Fallout4''.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** A mod called "Run for your Lives" available for all consoles except PS3, XBOX 360, and Nintendo Switch, fixes it so in event of Dragon and Vampire attacks, most (usually except combat capable and essential) NPC runs to safety. As for the Nintendo Switch itself, vampire attacks are completely removed from the game despite the Nintendo Switch version features all the DLC.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* The lack of passive magicka regeneration could make things frustrating for a mage oriented character. This means that you need to really stock up on magic potions and rest a lot if you have to cast multiple spells.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* Kill cams, both how they interfere with certain play styles and how it can instantly kill players without warning. They have a nasty habit of missing with projectile kill cams, they interrupt player control, and there's mounting evidence that they disregard all damage-mitigating factors: damage resist, magic/elemental resist, blocking, cover, not being anywhere near close enough to be kill-cam'd... Not much of a problem when you inflict it on people, but when that dragon bite-thrash-toss kill-cams you when you were nowhere near, had capped armor, your shield raised, had over half your health left, and were beyond their bite range. The worst part is that the game checks for the kill cam at the beginning of the attack animation, so a bandit could be swinging a slow warhammer at you and you'll be immediately killed before you have the chance to drink any potions, dodge out of the way, or use a shout. There are mods that exist just to protect the player from kill cams.
Is there an issue? Send a MessageReason:
Former/Latter wording cleanup


** Dragons are ''annoyingly common'' at higher levels. The novelty of fighting dragons wears off quickly. You do need dragon souls to unlock shouts, and you also need dragon bones and scales to make equipment, but eventually you will end up with enough of both that you'll start selling the former for gold and using the latter for resetting perks en masse.

to:

** Dragons are ''annoyingly common'' at higher levels. The novelty of fighting dragons wears off quickly. You do need dragon souls to unlock shouts, and you also need dragon bones and scales to make equipment, but eventually you will end up with enough of both that you'll start selling using the former for gold and using to reset perks en masse while selling the latter for resetting perks en masse.gold (of which you'll likely [[MoneyForNothing already have plenty]]).

Added: 496

Changed: 88

Is there an issue? Send a MessageReason:
Split off into it's own entry.


** Dragons will kill {{NPC}}s without warning. Since dragons level up with the player, but the town {{NPC}}s don't, an Ancient Dragon can easily wipe out towns such as Riverwood or Falkreath. Unless you survey the town for damage before saving, you'll likely end up losing merchants permanently, as well as having quest-givers killed before they can give you their quests. Then ''Dawnguard'' came along and added vampire attacks that can have the same outcome!

to:

** Dragons will kill {{NPC}}s without warning. Since dragons level up with the player, but the town {{NPC}}s don't, an Ancient Dragon can easily wipe out towns such as Riverwood or Falkreath. Unless you survey the town for damage before saving, you'll likely end up losing merchants permanently, as well as having quest-givers killed before they can give you their quests. Then ''Dawnguard'' came along and added vampire attacks that can have the same outcome!


Added DiffLines:

* The first major DLC,''Dawnguard'', adds vampire attacks. Essentially, take the "unexpected" and "NPC-killing" aspects of dragon attacks described above, then add the fact that they ''only'' happen in cities. Further, it's possible to enter a walled city only to have a group of vampires spawn all around you. If you go between cells within the city, it is possible for them to spawn at the entrance so that you may not even know the attack was happening until you stumble upon the dead bodies.
Is there an issue? Send a MessageReason:
Because dragons can attack within walled cities.


** Dragons are unexpected. You can't encounter them inside a walled city, but once you leave, you must be ready for a dragon attack at any time, especially since...

to:

** Dragons are unexpected. You can't encounter them inside a walled city, but once you leave, you must be ready for a dragon attack at any time, especially since...

Added: 444

Changed: 198

Is there an issue? Send a MessageReason:
None


!!''VideoGame/TheElderScrollsIIDaggerfall''

to:

!!''VideoGame/TheElderScrollsIIDaggerfall''
''Franchise/TheElderScrolls'' series contains the following examples of Scrappy Mechanics:

[[foldercontrol]]

[[folder: The Elder Scrolls II: Daggerfall]]
''VideoGame/TheElderScrollsIIDaggerfall''




!!''VideoGame/TheElderScrollsIIIMorrowind''

to:

\n!!''VideoGame/TheElderScrollsIIIMorrowind''[[/folder]]

[[folder: The Elder Scrolls III: Morrowind]]
''VideoGame/TheElderScrollsIIIMorrowind''




!!''VideoGame/TheElderScrollsIVOblivion''

to:

\n!!''VideoGame/TheElderScrollsIVOblivion''[[/folder]]

[[folder: The Elder Scrolls IV: Oblivion]]
''VideoGame/TheElderScrollsIVOblivion''




!!''VideoGame/TheElderScrollsVSkyrim''

to:

\n!!''VideoGame/TheElderScrollsVSkyrim''[[/folder]]

[[folder: The Elder Scrolls V: Skyrim]]
''VideoGame/TheElderScrollsVSkyrim''


Added DiffLines:

[[/folder]]
Is there an issue? Send a MessageReason:
None



to:

* Melee combat. It involves clicking and dragging the mouse on the weapon to swing it. Unfortunately, it's horribly slow and unresponsive, which means that first time players are often screwed the moment they first enter combat.
Is there an issue? Send a MessageReason:
None



to:

* The beast races ([[CatFolk Khajiit]] and [[LizardFolk Argonians]]) not being able to wear boots or full helms. This cuts them off from using some of the best equipment in the game, like the Boots of the Apostle (legendary Light Armor boots with a Levitation enchantment) and Masque of Clavicus Vile (a legendary Heavy Armor full helm with a massive Fortify Personality enchantment). The game does Justify it as each race has non-humanoid feet and snouts too long to fit under helmets, but it is extremely unpopular nonetheless. (All future games in the series changed it to allow these races to wear any boots or helmets available.)

Changed: 2

Removed: 17

Is there an issue? Send a MessageReason:
None





[[foldercontrol]]



!!''VideoGame/TheElderScrollsIVOblivion'']]

to:

!!''VideoGame/TheElderScrollsIVOblivion'']]!!''VideoGame/TheElderScrollsIVOblivion''

Added: 1968

Changed: 13873

Is there an issue? Send a MessageReason:
None


* ''Franchise/TheElderScrolls'':
** ''VideoGame/TheElderScrollsIIDaggerfall'' :
*** Jumping became a ScrappyMechanic due to the buggy nature of wall collision detection near the seams. A badly placed jump can drop you into the Void. Fortunately this was fixed in the patch, that gave you a key press that took you back one step. You could use it to back your way out of the dungeon.
*** It gets worse on more modern computers where your jump can be more dramatic or less useful, hence inconsistent, due to the ''recalculated'' number of times the game does a collision check during movement (as a result, you'll also walk slower and enemies may not be able to move).
*** One specific kind of dungeon stairs is impossible to walk up like stairs and involves such dangerous jumping or dangerous climbing to navigate.
** ''VideoGame/TheElderScrollsIIIMorrowind'':
*** Spell reflection if you're a magic-oriented character. Many enemies in the game will randomly throw your powerful destruction spell right back at you - which, considering the likely power of your spells combined with your own [[SquishyWizard squishiness]], is more than likely to kill you outright. Gets absolutely ridiculous, to the point of being unplayable, in the expansions. Further complicating matters is that any enemy with even a small percentage of spell reflection can cause this to happen due to how the mechanic works. For example, an enemy with 10% Reflect doesn't reflect 10% of your damage back at you, which would be more tolerable. It means that enemy has a 10% chance to reflect ''the entire force of your spell'' back at you. Even low to mid-tier enemies like Ash Ghouls and Atronachs have at least a 20% Reflect.
*** The Imperial Legion's fixation on uniforms. When you first join, you're given an Imperial Chain Cuirass as your uniform that you HAVE to wear if you want to talk to anyone in the Legion. As you advance through the ranks, you'll be given additional armor pieces and increasingly better cuirasses up to the mighty Lord's Mail, which is one of the best armor pieces in the game. Until then though, you're forced to carry around least one Imperial-type cuirass with you (as you'll most likely find much better armor rather quickly) and if you make the mistake of talking to anyone (higher or equal-ranked to you) in the Legion without wearing it, you'll be curtly informed that you're out of uniform (which will cut off further communication) and suffer a small disposition loss with that person. Note that this will even extend to any fellow soldiers you're sent to rescue (unless they are of lower rank than you), who apparently [[SkewedPriorities care more about the Legion's dress policies than they do about being saved from murderous Daedra worshipers or bandits]]. The Legion is also the only faction in the game that has this mechanic, making it seem even more out of place.
*** Having to wait several days between quests for the East Empire Company in ''Bloodmoon''. While it makes sense in-universe in that construction on the colony is ongoing between assignments becoming available (and those assignments are usually you removing issues that were holding up construction,) it unfortunately allows all of Solstheim's [[EverythingIsTryingToKillYou vicious and plentiful wildlife]] to respawn during that time. The lack of fast travel across much of the island means you'll be battling the same packs of wolves and hordes of Riekling Raiders every time you cross the same track of wilderness. While not overly challenging to a high-level character, they do wear out your equipment and greatly slow your traveling speed.
*** Stamina drains as you run and the more Stamina you lose, the more often tasks you perform fail. This leads to players having a hard time dealing with doing ''anything'' after running a short distance, including battle, unlocking things, and bartering. (While it makes sense that one would have difficulty with precise movement tasks and speaking if they are out of breath, it probably should have been an AcceptableBreakFromReality for the sake of the player's sanity.)
*** The lack of the series standard fast travel. Instead of going to a waypoint when you're outside and safe, you pay for travel services from one city to another. This makes traveling into the countryside very tiresome, especially when you're trying to find the Ashlander camps or your House manor.
** ''VideoGame/TheElderScrollsIVOblivion'':
*** The strictly [[LevelScaling scaled leveling]] mechanic attracts a large degree of hatred, particularly since the way the leveling system works punishes the player for not being a {{munchkin}}, makes exploring at low levels fairly boring (Why go look for a new dungeon in hopes of a cool item when it will have the same exact useless loot guarded by the exact same enemies?) and leads to oddities like being the champion of the arena at level 1 thanks to the fact that skills increase independently from level-ups.
*** The stat mechanics are extremely wonky. If you want to increase your health, the best way to do it is to put on heavy armor and have a Mudcrab beat on you. If you do not manage your stat growths efficiently, the enemies can actually grow faster then you!
*** The enemies levels up with you, but ''your abilities, your spells, friendly [=NPCs=], and many quest rewards don't'', which obviously makes the game [[NintendoHard much harder]] as you level up. To clarify and make it even more annoying, many quest rewards do scale as you level- but only take into account the level at which you obtained it. It's entirely possible to complete a quest at level one and obtain a weapon little better than a butter knife, or complete the same quest twenty levels higher and obtain that same weapon in gamebreaker form. As many such rewards are unique, it leads to putting off those quests or encounters as long as possible in hopes of getting something that remains useful for longer than an hour.
*** One of the more popular mods is a Quest Reward Leveler, which when activated adjusts your quest rewards to the version you'd get if you'd just completed the quest.
*** Some quests teach you leveled spells as rewards instead. Unfortunately, the leveling of said spells wasn't particularly balanced. Do the quest at too low a level and you get something that's obsolete right out of the gate. Do the quest at too high a level, and casting the spell will cost more mana than your character actually has.
*** Though not as heavily reviled as the leveling system, there have been complaints about the minigames required for lockpicking and conversation, particularly in convincing an NPC via a sort of pie-graph based system. [[WebAnimation/ZeroPunctuation Yahtzee]] explicitly considers the latter to be a particular bugbear to the game's immersion.
** ''VideoGame/TheElderScrollsVSkyrim'' has dragon attacks, which work well in principle, but suffer from so many flaws that numerous mods were made simply to counteract them.
*** Dragons are unexpected. You can't encounter them inside a walled city, but once you leave, you must be ready for a dragon attack at any time, especially since...
*** Dragons will kill {{NPC}}s without warning. Since dragons level up with the player, but the town {{NPC}}s don't, an Ancient Dragon can easily wipe out towns such as Riverwood or Falkreath. Unless you survey the town for damage before saving, you'll likely end up losing merchants permanently, as well as having quest-givers killed before they can give you their quests. Then ''Dawnguard'' came along and added vampire attacks that can have the same outcome!
*** Dragons completely fuck with the fast travel system. Once a dragon is on your radar, even if it's a mile away, you can't fast travel until it is either dead or it leaves your radar, which is mostly up to chance.
*** Dragons are ''annoyingly common'' at higher levels. The novelty of fighting dragons wears off quickly. You do need dragon souls to unlock shouts, and you also need dragon bones and scales to make equipment, but eventually you will end up with enough of both that you'll start selling the former for gold and using the latter for resetting perks en masse.
*** Dragons are hard to fight with melee characters. Bows and spells are generally the best way to deal with them; dragons deal so much physical damage in melee (along with an instant kill move) that melee classes pretty much have to rely on potions to live. Not to mention that until you knock their health down quite a bit, dragons love to [[GetBackHereBoss fly around well out of your reach]].
*** The final word of the Bend Will shout is no doubt useful, but you'd think the ability to ride dragons at will would be great right? Wrong, for one simple reason: when you ride a dragon, ''you have no control whatsoever of where the dragon goes''. You want to fly across the land on the back of a dragon? Too bad, they'll just circle around the area and never go the direction you want to go. While you can still fast travel on them, that means you have to already have found the area, meaning you essentially can't use this to explore.

to:

[[foldercontrol]]

!!''VideoGame/TheElderScrollsIIDaggerfall''
* ''Franchise/TheElderScrolls'':
** ''VideoGame/TheElderScrollsIIDaggerfall'' :
***
Jumping became a ScrappyMechanic due to the buggy nature of wall collision detection near the seams. A badly placed jump can drop you into the Void. Fortunately this was fixed in the patch, that gave you a key press that took you back one step. You could use it to back your way out of the dungeon.
*** ** It gets worse on more modern computers where your jump can be more dramatic or less useful, hence inconsistent, due to the ''recalculated'' number of times the game does a collision check during movement (as a result, you'll also walk slower and enemies may not be able to move).
*** ** One specific kind of dungeon stairs is impossible to walk up like stairs and involves such dangerous jumping or dangerous climbing to navigate.
** ''VideoGame/TheElderScrollsIIIMorrowind'':
***
navigate.

!!''VideoGame/TheElderScrollsIIIMorrowind''
*
Spell reflection if you're a magic-oriented character. Many enemies in the game will randomly throw your powerful destruction spell right back at you - which, considering the likely power of your spells combined with your own [[SquishyWizard squishiness]], is more than likely to kill you outright. Gets absolutely ridiculous, to the point of being unplayable, in the expansions. Further complicating matters is that any enemy with even a small percentage of spell reflection can cause this to happen due to how the mechanic works. For example, an enemy with 10% Reflect doesn't reflect 10% of your damage back at you, which would be more tolerable. It means that enemy has a 10% chance to reflect ''the entire force of your spell'' back at you. Even low to mid-tier enemies like Ash Ghouls and Atronachs have at least a 20% Reflect.
*** * The Imperial Legion's fixation on uniforms. When you first join, you're given an Imperial Chain Cuirass as your uniform that you HAVE to wear if you want to talk to anyone in the Legion. As you advance through the ranks, you'll be given additional armor pieces and increasingly better cuirasses up to the mighty Lord's Mail, which is one of the best armor pieces in the game. Until then though, you're forced to carry around least one Imperial-type cuirass with you (as you'll most likely find much better armor rather quickly) and if you make the mistake of talking to anyone (higher or equal-ranked to you) in the Legion without wearing it, you'll be curtly informed that you're out of uniform (which will cut off further communication) and suffer a small disposition loss with that person. Note that this will even extend to any fellow soldiers you're sent to rescue (unless they are of lower rank than you), who apparently [[SkewedPriorities care more about the Legion's dress policies than they do about being saved from murderous Daedra worshipers or bandits]]. The Legion is also the only faction in the game that has this mechanic, making it seem even more out of place.
*** * Having to wait several days between quests for the East Empire Company in ''Bloodmoon''. While it makes sense in-universe in that construction on the colony is ongoing between assignments becoming available (and those assignments are usually you removing issues that were holding up construction,) it unfortunately allows all of Solstheim's [[EverythingIsTryingToKillYou vicious and plentiful wildlife]] to respawn during that time. The lack of fast travel across much of the island means you'll be battling the same packs of wolves and hordes of Riekling Raiders every time you cross the same track of wilderness. While not overly challenging to a high-level character, they do wear out your equipment and greatly slow your traveling speed.
*** * Stamina drains as you run and the more Stamina you lose, the more often tasks you perform fail. This leads to players having a hard time dealing with doing ''anything'' after running a short distance, including battle, unlocking things, and bartering. (While it makes sense that one would have difficulty with precise movement tasks and speaking if they are out of breath, it probably should have been an AcceptableBreakFromReality for the sake of the player's sanity.)
*** * The lack of the series standard fast travel. Instead of going to a waypoint when you're outside and safe, you pay for travel services from one city to another. This makes traveling into the countryside very tiresome, especially when you're trying to find the Ashlander camps or your House manor.

!!''VideoGame/TheElderScrollsIVOblivion'']]
* The strictly [[LevelScaling scaled leveling]] mechanic attracts a large degree of hatred, particularly since the way the leveling system works punishes the player for not being a {{munchkin}}, makes exploring at low levels fairly boring (Why go look for a new dungeon in hopes of a cool item when it will have the same exact useless loot guarded by the exact same enemies?) and leads to oddities like being the champion of the arena at level 1 thanks to the fact that skills increase independently from level-ups.

** ''VideoGame/TheElderScrollsIVOblivion'':
*** The strictly [[LevelScaling scaled leveling]] mechanic attracts a large degree of hatred, particularly since the way the leveling system works punishes the player for not being a {{munchkin}}, makes exploring at low levels fairly boring (Why go look for a new dungeon in hopes of a cool item when it will have the same exact useless loot guarded by the exact same enemies?) and leads to oddities like being the champion of the arena at level 1 thanks to the fact that skills increase independently from level-ups.
***
* The stat mechanics are extremely wonky. If you want to increase your health, the best way to do it is to put on heavy armor and have a Mudcrab beat on you. If you do not manage your stat growths efficiently, the enemies can actually grow faster then you!
*** ** The enemies levels up with you, but ''your your abilities, your spells, friendly [=NPCs=], and many quest rewards don't'', '''don't''', which obviously makes the game [[NintendoHard much harder]] as you level up. To clarify and make it even more annoying, many quest rewards do scale as you level- level, but only take into account the level at which you obtained it. It's entirely possible to complete a quest at level one and obtain a weapon little better than a butter knife, or complete the same quest twenty levels higher and obtain that same weapon in gamebreaker form. As many such rewards are unique, it leads to putting off those quests or encounters as long as possible in hopes of getting something that remains useful for longer than an hour.
*** ** One of the more popular mods is a Quest Reward Leveler, which when activated adjusts your quest rewards to the version you'd get if you'd just completed the quest.
*** ** Some quests teach you leveled spells as rewards instead. Unfortunately, the leveling of said spells wasn't particularly balanced. Do the quest at too low a level and you get something that's obsolete right out of the gate. Do the quest at too high a level, and casting the spell will cost more mana than your character actually has.
*** * Though not as heavily reviled as the leveling system, there have been complaints about the minigames required for lockpicking and conversation, particularly in convincing an NPC via a sort of pie-graph based system. [[WebAnimation/ZeroPunctuation Yahtzee]] explicitly considers the latter to be a particular bugbear to the game's immersion.
** ''VideoGame/TheElderScrollsVSkyrim'' has dragon
immersion.

!!''VideoGame/TheElderScrollsVSkyrim''
* Dragon
attacks, which work well in principle, but suffer from so many flaws that numerous mods were made simply to counteract them.
*** ** Dragons are unexpected. You can't encounter them inside a walled city, but once you leave, you must be ready for a dragon attack at any time, especially since...
*** ** Dragons will kill {{NPC}}s without warning. Since dragons level up with the player, but the town {{NPC}}s don't, an Ancient Dragon can easily wipe out towns such as Riverwood or Falkreath. Unless you survey the town for damage before saving, you'll likely end up losing merchants permanently, as well as having quest-givers killed before they can give you their quests. Then ''Dawnguard'' came along and added vampire attacks that can have the same outcome!
*** ** Dragons completely fuck with the fast travel system. Once a dragon is on your radar, even if it's a mile away, you can't fast travel until it is either dead or it leaves your radar, which is mostly up to chance.
*** ** Dragons are ''annoyingly common'' at higher levels. The novelty of fighting dragons wears off quickly. You do need dragon souls to unlock shouts, and you also need dragon bones and scales to make equipment, but eventually you will end up with enough of both that you'll start selling the former for gold and using the latter for resetting perks en masse.
*** ** Dragons are hard to fight with melee characters. Bows and spells are generally the best way to deal with them; dragons deal so much physical damage in melee (along with an instant kill move) that melee classes pretty much have to rely on potions to live. Not to mention that until you knock their health down quite a bit, dragons love to [[GetBackHereBoss fly around well out of your reach]].
*** ** The final word of the Bend Will shout is no doubt useful, but you'd think the ability to ride dragons at will would be great right? Wrong, for one simple reason: when you ride a dragon, ''you have no control whatsoever of where the dragon goes''. You want to fly across the land on the back of a dragon? Too bad, they'll just circle around the area and never go the direction you want to go. While you can still fast travel on them, that means you have to already have found the area, meaning you essentially can't use this to explore.explore.
----
Is there an issue? Send a MessageReason:
None


*** The final word of the Bend Will shout is no doubt useful, but you'd think the ability to ride dragons at will would be great right? Wrong. When you do ride a dragon, you have absolutely ''no control whatsoever of where the dragon goes''. You want to fly across the land on the back of a dragon? Too bad, they'll just circle around the area and never go the direction you want to go. While you can still fast travel on them, that means you have to already have found the area, meaning you essentially can't use this to explore.

to:

*** The final word of the Bend Will shout is no doubt useful, but you'd think the ability to ride dragons at will would be great right? Wrong. When Wrong, for one simple reason: when you do ride a dragon, you ''you have absolutely ''no no control whatsoever of where the dragon goes''. You want to fly across the land on the back of a dragon? Too bad, they'll just circle around the area and never go the direction you want to go. While you can still fast travel on them, that means you have to already have found the area, meaning you essentially can't use this to explore.
Is there an issue? Send a MessageReason:
None


*** The Imperial Legion's fixation on uniforms. When you first join, you're given an Imperial Chain Cuirass as your uniform that you HAVE to wear if you want to talk to anyone in the Legion. As you advance through the ranks, you'll be given additional armor pieces and increasingly better cuirasses up to the mighty Lord's Mail, which is one of the best armor pieces in the game. Until then though, you're forced to carry around least one Imperial-type cuirass with you (as you'll most likely find much better armor rather quickly) and if you make the mistake of talking to anyone in the Legion without wearing it, you'll be curtly informed that you're out of uniform (which will cut off further communication) and suffer a small disposition loss with that person. Note that this will even extend to any fellow soldiers you're sent to rescue (unless they are of lower rank than you), who apparently [[SkewedPriorities care more about the Legion's dress policies than they do about being saved from murderous Daedra worshipers or bandits]]. The Legion is also the only faction in the game that has this mechanic, making it seem even more out of place.

to:

*** The Imperial Legion's fixation on uniforms. When you first join, you're given an Imperial Chain Cuirass as your uniform that you HAVE to wear if you want to talk to anyone in the Legion. As you advance through the ranks, you'll be given additional armor pieces and increasingly better cuirasses up to the mighty Lord's Mail, which is one of the best armor pieces in the game. Until then though, you're forced to carry around least one Imperial-type cuirass with you (as you'll most likely find much better armor rather quickly) and if you make the mistake of talking to anyone (higher or equal-ranked to you) in the Legion without wearing it, you'll be curtly informed that you're out of uniform (which will cut off further communication) and suffer a small disposition loss with that person. Note that this will even extend to any fellow soldiers you're sent to rescue (unless they are of lower rank than you), who apparently [[SkewedPriorities care more about the Legion's dress policies than they do about being saved from murderous Daedra worshipers or bandits]]. The Legion is also the only faction in the game that has this mechanic, making it seem even more out of place.
Is there an issue? Send a MessageReason:
That's the other reason why, when you have the Lord's Mail and no quest to turn it in, it stops being much of an issue - you are the highest ranking member of the Legion, so no-one complains if you are out of uniform.


*** The Imperial Legion's fixation on uniforms. When you first join, you're given an Imperial Chain Cuirass as your uniform that you HAVE to wear if you want to talk to anyone in the Legion. As you advance through the ranks, you'll be given additional armor pieces and increasingly better cuirasses up to the mighty Lord's Mail, which is one of the best armor pieces in the game. Until then though, you're forced to carry around least one Imperial-type cuirass with you (as you'll most likely find much better armor rather quickly) and if you make the mistake of talking to anyone in the Legion without wearing it, you'll be curtly informed that you're out of uniform (which will cut off further communication) and suffer a small disposition loss with that person. Note that this will even extend to any fellow soldiers you're sent to rescue, who apparently [[SkewedPriorities care more about the Legion's dress policies than they do about being saved from murderous Daedra worshipers or bandits]]. The Legion is also the only faction in the game that has this mechanic, making it seem even more out of place.

to:

*** The Imperial Legion's fixation on uniforms. When you first join, you're given an Imperial Chain Cuirass as your uniform that you HAVE to wear if you want to talk to anyone in the Legion. As you advance through the ranks, you'll be given additional armor pieces and increasingly better cuirasses up to the mighty Lord's Mail, which is one of the best armor pieces in the game. Until then though, you're forced to carry around least one Imperial-type cuirass with you (as you'll most likely find much better armor rather quickly) and if you make the mistake of talking to anyone in the Legion without wearing it, you'll be curtly informed that you're out of uniform (which will cut off further communication) and suffer a small disposition loss with that person. Note that this will even extend to any fellow soldiers you're sent to rescue, rescue (unless they are of lower rank than you), who apparently [[SkewedPriorities care more about the Legion's dress policies than they do about being saved from murderous Daedra worshipers or bandits]]. The Legion is also the only faction in the game that has this mechanic, making it seem even more out of place.
Is there an issue? Send a MessageReason:
Why did we need a spoiler as a simile?


*** Dragons are ''annoyingly common'' at higher levels. The novelty of fighting dragons wears off quickly. You do need dragon souls to unlock shouts, and you also need dragon bones and scales to make equipment, but eventually you will end up with enough dragon bones to build a house and more dragon souls than [[spoiler:Alduin had dragons at the height of his power]].

to:

*** Dragons are ''annoyingly common'' at higher levels. The novelty of fighting dragons wears off quickly. You do need dragon souls to unlock shouts, and you also need dragon bones and scales to make equipment, but eventually you will end up with enough dragon bones to build a house of both that you'll start selling the former for gold and more dragon souls than [[spoiler:Alduin had dragons at using the height of his power]].latter for resetting perks en masse.
Is there an issue? Send a MessageReason:
None


*** Dragons are hard to fight with melee characters. Bows and spells are generally the best way to deal with them; dragons deal so much physical damage in melee (along with an instant kill move) that melee classes pretty much have to rely on potions to live.

to:

*** Dragons are hard to fight with melee characters. Bows and spells are generally the best way to deal with them; dragons deal so much physical damage in melee (along with an instant kill move) that melee classes pretty much have to rely on potions to live. Not to mention that until you knock their health down quite a bit, dragons love to [[GetBackHereBoss fly around well out of your reach]].
Is there an issue? Send a MessageReason:
None


[[ScrappyMechanic Scrappy Mechanic Main Page]]
[[ScrappyMechanic/RolePlayingGames Scrappy Mechanic - Role Playing Games]]

to:

* [[ScrappyMechanic Scrappy Mechanic Main Page]]
* [[ScrappyMechanic/RolePlayingGames Scrappy Mechanic - Role Playing Games]]
Is there an issue? Send a MessageReason:
None


[[http://tvtropes.org/pmwiki/pmwiki.php/Main/ScrappyMechanic Scrappy Mechanic Main Page]]

to:

[[http://tvtropes.org/pmwiki/pmwiki.php/Main/ScrappyMechanic [[ScrappyMechanic Scrappy Mechanic Main Page]]
[[ScrappyMechanic/RolePlayingGames Scrappy Mechanic - Role Playing Games]]
Is there an issue? Send a MessageReason:
None

Added DiffLines:

[[http://tvtropes.org/pmwiki/pmwiki.php/Main/ScrappyMechanic Scrappy Mechanic Main Page]]

----
Is there an issue? Send a MessageReason:
None

Added DiffLines:

----
* ''Franchise/TheElderScrolls'':
** ''VideoGame/TheElderScrollsIIDaggerfall'' :
*** Jumping became a ScrappyMechanic due to the buggy nature of wall collision detection near the seams. A badly placed jump can drop you into the Void. Fortunately this was fixed in the patch, that gave you a key press that took you back one step. You could use it to back your way out of the dungeon.
*** It gets worse on more modern computers where your jump can be more dramatic or less useful, hence inconsistent, due to the ''recalculated'' number of times the game does a collision check during movement (as a result, you'll also walk slower and enemies may not be able to move).
*** One specific kind of dungeon stairs is impossible to walk up like stairs and involves such dangerous jumping or dangerous climbing to navigate.
** ''VideoGame/TheElderScrollsIIIMorrowind'':
*** Spell reflection if you're a magic-oriented character. Many enemies in the game will randomly throw your powerful destruction spell right back at you - which, considering the likely power of your spells combined with your own [[SquishyWizard squishiness]], is more than likely to kill you outright. Gets absolutely ridiculous, to the point of being unplayable, in the expansions. Further complicating matters is that any enemy with even a small percentage of spell reflection can cause this to happen due to how the mechanic works. For example, an enemy with 10% Reflect doesn't reflect 10% of your damage back at you, which would be more tolerable. It means that enemy has a 10% chance to reflect ''the entire force of your spell'' back at you. Even low to mid-tier enemies like Ash Ghouls and Atronachs have at least a 20% Reflect.
*** The Imperial Legion's fixation on uniforms. When you first join, you're given an Imperial Chain Cuirass as your uniform that you HAVE to wear if you want to talk to anyone in the Legion. As you advance through the ranks, you'll be given additional armor pieces and increasingly better cuirasses up to the mighty Lord's Mail, which is one of the best armor pieces in the game. Until then though, you're forced to carry around least one Imperial-type cuirass with you (as you'll most likely find much better armor rather quickly) and if you make the mistake of talking to anyone in the Legion without wearing it, you'll be curtly informed that you're out of uniform (which will cut off further communication) and suffer a small disposition loss with that person. Note that this will even extend to any fellow soldiers you're sent to rescue, who apparently [[SkewedPriorities care more about the Legion's dress policies than they do about being saved from murderous Daedra worshipers or bandits]]. The Legion is also the only faction in the game that has this mechanic, making it seem even more out of place.
*** Having to wait several days between quests for the East Empire Company in ''Bloodmoon''. While it makes sense in-universe in that construction on the colony is ongoing between assignments becoming available (and those assignments are usually you removing issues that were holding up construction,) it unfortunately allows all of Solstheim's [[EverythingIsTryingToKillYou vicious and plentiful wildlife]] to respawn during that time. The lack of fast travel across much of the island means you'll be battling the same packs of wolves and hordes of Riekling Raiders every time you cross the same track of wilderness. While not overly challenging to a high-level character, they do wear out your equipment and greatly slow your traveling speed.
*** Stamina drains as you run and the more Stamina you lose, the more often tasks you perform fail. This leads to players having a hard time dealing with doing ''anything'' after running a short distance, including battle, unlocking things, and bartering. (While it makes sense that one would have difficulty with precise movement tasks and speaking if they are out of breath, it probably should have been an AcceptableBreakFromReality for the sake of the player's sanity.)
*** The lack of the series standard fast travel. Instead of going to a waypoint when you're outside and safe, you pay for travel services from one city to another. This makes traveling into the countryside very tiresome, especially when you're trying to find the Ashlander camps or your House manor.
** ''VideoGame/TheElderScrollsIVOblivion'':
*** The strictly [[LevelScaling scaled leveling]] mechanic attracts a large degree of hatred, particularly since the way the leveling system works punishes the player for not being a {{munchkin}}, makes exploring at low levels fairly boring (Why go look for a new dungeon in hopes of a cool item when it will have the same exact useless loot guarded by the exact same enemies?) and leads to oddities like being the champion of the arena at level 1 thanks to the fact that skills increase independently from level-ups.
*** The stat mechanics are extremely wonky. If you want to increase your health, the best way to do it is to put on heavy armor and have a Mudcrab beat on you. If you do not manage your stat growths efficiently, the enemies can actually grow faster then you!
*** The enemies levels up with you, but ''your abilities, your spells, friendly [=NPCs=], and many quest rewards don't'', which obviously makes the game [[NintendoHard much harder]] as you level up. To clarify and make it even more annoying, many quest rewards do scale as you level- but only take into account the level at which you obtained it. It's entirely possible to complete a quest at level one and obtain a weapon little better than a butter knife, or complete the same quest twenty levels higher and obtain that same weapon in gamebreaker form. As many such rewards are unique, it leads to putting off those quests or encounters as long as possible in hopes of getting something that remains useful for longer than an hour.
*** One of the more popular mods is a Quest Reward Leveler, which when activated adjusts your quest rewards to the version you'd get if you'd just completed the quest.
*** Some quests teach you leveled spells as rewards instead. Unfortunately, the leveling of said spells wasn't particularly balanced. Do the quest at too low a level and you get something that's obsolete right out of the gate. Do the quest at too high a level, and casting the spell will cost more mana than your character actually has.
*** Though not as heavily reviled as the leveling system, there have been complaints about the minigames required for lockpicking and conversation, particularly in convincing an NPC via a sort of pie-graph based system. [[WebAnimation/ZeroPunctuation Yahtzee]] explicitly considers the latter to be a particular bugbear to the game's immersion.
** ''VideoGame/TheElderScrollsVSkyrim'' has dragon attacks, which work well in principle, but suffer from so many flaws that numerous mods were made simply to counteract them.
*** Dragons are unexpected. You can't encounter them inside a walled city, but once you leave, you must be ready for a dragon attack at any time, especially since...
*** Dragons will kill {{NPC}}s without warning. Since dragons level up with the player, but the town {{NPC}}s don't, an Ancient Dragon can easily wipe out towns such as Riverwood or Falkreath. Unless you survey the town for damage before saving, you'll likely end up losing merchants permanently, as well as having quest-givers killed before they can give you their quests. Then ''Dawnguard'' came along and added vampire attacks that can have the same outcome!
*** Dragons completely fuck with the fast travel system. Once a dragon is on your radar, even if it's a mile away, you can't fast travel until it is either dead or it leaves your radar, which is mostly up to chance.
*** Dragons are ''annoyingly common'' at higher levels. The novelty of fighting dragons wears off quickly. You do need dragon souls to unlock shouts, and you also need dragon bones and scales to make equipment, but eventually you will end up with enough dragon bones to build a house and more dragon souls than [[spoiler:Alduin had dragons at the height of his power]].
*** Dragons are hard to fight with melee characters. Bows and spells are generally the best way to deal with them; dragons deal so much physical damage in melee (along with an instant kill move) that melee classes pretty much have to rely on potions to live.
*** The final word of the Bend Will shout is no doubt useful, but you'd think the ability to ride dragons at will would be great right? Wrong. When you do ride a dragon, you have absolutely ''no control whatsoever of where the dragon goes''. You want to fly across the land on the back of a dragon? Too bad, they'll just circle around the area and never go the direction you want to go. While you can still fast travel on them, that means you have to already have found the area, meaning you essentially can't use this to explore.

Top