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Article #719826

Re: Skyrim Annoyances

#719826
From: Xocyll
Date: Wed, 17 Apr 2013 19:44
128 lines
6719 bytes
Xocyll <Xoc...@kingston.net> looked up from reading the entrails of the
porn spammer to utter  "The Augury is good, the signs say:

>Spalls Hurgenson <spallsh...@gmail.com> looked up from reading the
>entrails of the porn spammer to utter  "The Augury is good, the signs
>say:
>
>>On Wed, 17 Apr 2013 08:23:30 -0500, Xocyll <Xoc...@kingston.net>
>>wrote:
>>
>>>I'm liking the game quite a lot, but some of the writing and scripting
>>>is astonishingly bad.
>>>
>>>Last night I did the mission at the Snow Veil Sanctuary (Thieves guild -
>>>you and the leader of the guild going after the person who killed the
>>>previous leader - you think.)
>>>
>>>You start off with said leader picking an unpickable lock - sorry
>>>Bethesda, flagging it as "needs a key" and then having an npc open it
>>>without a key kind of makes a mockery of my 100% picklocks skill - why
>>>can he pick it when I can't - super, super lazy writing.
>>>Why not simply _have him have a key to the place_ - he has been there
>>>before after all.
>>
>>>Then he picks another unpickable lock (this time one of those dragon
>>>claw locks.)
>>
>>While I can't defend most of the problems you bring up, these two you
>>mentioned should not be included.
>>
>>There's actually a reason he pick these unpickable locks, which you
>>learn by the time you finish the Thieves Guild quest.
>>
>><spoiler>
>>
>>Ur unf n qvivar negvsnpg pnyyrq gur Fxryrgba Xrl juvpu nyybjf uvz gb
>>cvpx nal ybpx.
>
>Uh Spalls, I mentioned that.  Except that when YOU have the key, it
>doesn't do that, so they can't claim that's how he's doing it.  
>It's just lazy ass scripting at it's worst.
>
>They obviously couldn't make the artifact actually work like that
>because then it would let the _player_ open any "requires a key" door
>with it, which would defeat the whole reason they put those doors in, in
>the first place (and removed unlock spells,) keeping the player out
>until they decide to allow you in.  
>
>It's unpickable or it isn't.
>If an artifact lets an NPC pick otherwise unpickable doors, then it has
>to let the player do the same if they get it, which they do.  
>It did in previous Elder Scrolls games.
>
>This kind of inconsistency is indefensible and frankly I expected far
>more from Bethesda then this halfassed nonsense.
>
>Thus the Uwe Boll as writer comment, it's the kind of crap I'd expect
>from him.


I just finished the Labyrinthian mission and ran into another stupid
scripted event.
After you get the staff and head out you run into a Thalmor guy.
When I encountered him I was sneaking (100% stealth) muffled and using
the vampire invisibility power (like the invisibility spell.)
As soon as I reach about 15 feet from him he starts his speech demanding
the staff etc, I say no, combat begins.

His battlecry?   

"Where are you?"   

followed a moment later by 

"I must have scared him off."

Because he couldn't detect me at all, but as soon as I got near him
again, *bing* conversation interaction starts again as though I had
pressed action on him.

3 friggen times the scripting tried to force me to follow the script
someone there wrote and fuck whatever my actual character skills were.

Then I ate him.

I *really* get the idea that whoever wrote these interactions assumed
that no one would have any kind of stealth (sneak or invisibility), so
there's no way they could avoid these scripted events.
Yeah a thief who just got the staff and is sneaking out is going to be
visible when he sees an _enemy_ mage faction instead of just sneaking
past or planting a dagger in the enemy mages neck/back.
Or a mage with invisibility seeing that enemy mage - SUUUURREEE he's
going to stop and talk to him and maybe lose the staff, SUUUREE he is,
and if you believe that I have a castle to sell you - yeah the Jarl, he
rents it from me it's not his.

The number of times I've had a guard run up to me an initiate the
scripted you've committed crimes against the people of Skyrim, surrender
conversation while I've been full stealthed is also stupidly
impressively.

Including one where I ran past the guard and distantly heard him start
his speech, and he followed me for about a mile to finish the
conversation and let me surrender.
He couldn't see me, he couldn't hear me, but by god the scripting could
lead him to my exact location no matter what the distance.
(I was running to get out of the sun after doing the east empire company
mission for the thieves guild (just before the sanctuary mission I
mentioned in the original message.)
He stopped half way up the tower I was in  but initiated the
conversation once I came down within 10-15 feet of him, still completely
stealthed.  
When I declined to surrender he waved his sword about a bit then
wandered off since he couldn't detect me at all.

Talk about an immersion breaker.

Scripted events with no bounds checking, lazy, sloppy and stupid.

It was originally a joke, but I'm starting to think Uwe Boll really does
write for them.

Xocyll
-- 
I don't particularly want you to FOAD, myself. You'll be more of 
a cautionary example if you'll FO And Get Chronically, Incurably, 
Painfully, Progressively, Expensively, Debilitatingly Ill. So 
FOAGCIPPEDI. -- Mike Andrews responding to an idiot in asr 
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From: Xocyll <Xoc...@kingston.net>
Newsgroups: comp.sys.ibm.pc.games.rpg
Subject: Re: Skyrim Annoyances
Date: Wed, 17 Apr 2013 14:44:14 -0500
Organization: A noiseless patient Spider
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