Article View: comp.sys.ibm.pc.games.rpg
Article #719832Re: Skyrim : No Further DLC Planned, Team "Moving On"
From: Xocyll
Date: Fri, 19 Apr 2013 14:32
Date: Fri, 19 Apr 2013 14:32
98 lines
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6267 bytes
David Lamb <dal...@cs.queensu.ca> looked up from reading the entrails of the porn spammer to utter "The Augury is good, the signs say: >On 18/04/2013 12:30 PM, Trimble Bracegirdle wrote: >> Report here: >> http://uk.ign.com/articles/2013/04/15/no-further-skyrim-dlc-planned-team-moving-on > >I guess that means Xoccyl's list of annoyances will never get fixed. I never thought Bethesda would fix them. Since Morrowind they seem to be getting lazier and lazier in this regard, not just expecting the mod community to step up and fix bugs, but relying on it. That's kinda my point, they aren't doing the simplest _design_ stuff for the quest stories - making sure they actually make sense and stay consistent. It's getting to the "shove it out the door, the community will fix it, get to work on DLCs we can sell" stage for them. Elder Scrolls games have always been must-buy games for me, ever since Arena. If they keep this up, I won't be buying the next one. I have grave doubts about what the online MMO is going to be like if this is the stuff they do in a single player game. I shudder to think how many broken quests there will be in the MMO and of course the community WON'T be helping them there; they'll have to fix their own shit. Had another one last night - that Redguard woman quest. Talk to the alik'r who is in jail - he won't help unless I spring him from jail. Except the guards are all dead and his cell door is open, but he won't do anything unless I pay off his fine to one of the guards who is dead, so they'll release him. The writer simply assumed you would be low level and law abiding when you go there and would have no recourse but to pay off the guards to release the prisoner - they never considered anything else. >From the prisoner's point of view, he just watched me slaughter the guards, yet he's being stubborn and won't help - if ever there was a "let the wookie win" situation, this would be it. He could have just walked right out of town, _all_ the guards were dead (I had no choice, they just wouldn't stop attacking me) I really have to wonder about their statistic functions too. I looked at them last night and according to it my favorite weapon is a sword I've used _once_, not the bow I've used hundreds of times. Apparently I'm also sleep deprived, having slept only 20 times in 195 game days. (or maybe that was 20 hours in 195 days.) No wonder I've never gotten the dark brotherhood quest. Kind of annoying that it counts self defense vs aggressive guards and other NPCs as "murder" too. Yeah maybe the guards were doing their duty, but when a shopkeeper or random NPC I've never done anything to attacks me on sight, it's not murder, it's self defense. Immersion destroying too - when Jesse James comes into town, townfolk send for the sheriff, they don't grab their own guns, bats and shovels and attack him. That "By order of the Jarl" script is getting very annoying, with guards last night detecting me and starting this script while several rooms away behind closed doors - it's *really* destroying immersion when they do this and then _can't_ finish it because they can't detect you and never could. I really wish there was a UI checkbox somewhere to select "No I'm not ever going to surrender, don't bother asking" because frankly it's getting really annoying being repeatedly forced into a dialog by things that couldn't detect me in the first place. It's like whoever coded this proximity thing never, ever, even for a picosecond, considered that there might be doors and walls between them or powers or skills in action that would stop the guard from being able to detect the "criminal" in the first place, just "criminal within range X, start arrest script." That's an old failing though, since they did the same thing in Daggerfall - "You are unable to rest with enemies nearby", when the actual enemy is several _miles_ of tunnel travel away, just the tunnels loop back and it's within the exclusion radius. If you never played it, Daggerfall had _*HUGE*_ sprawling, convoluted dungeons. Had another broken quest last night - thieves guild arc - breaking into mercer's place. I did the optional clear Vald's debt with Maven portion and when I went to talk to Vald, he attacked me. And very strangely another named NPC (and his wife) came running and attacked him for no apparent reason. 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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X-Received: by 10.66.146.168 with SMTP id td8mr2084061pab.17.1366858423926; Wed, 24 Apr 2013 19:53:43 -0700 (PDT) Path: mbox-mo1.pugleaf.net!ln4ni550pbb.0!nntp.google.com!npeer01.iad.highwinds-media.com!news.highwinds-media.com!feed-me.highwinds-media.com!border3.nntp.dca.giganews.com!border1.nntp.dca.giganews.com!border4.nntp.dca.giganews.com!border2.nntp.dca.giganews.com!backlog2.nntp.ams.giganews.com!border4.nntp.ams.giganews.com!border2.nntp.ams.giganews.com!border3.nntp.ams.giganews.com!border1.nntp.ams.giganews.com!nntp.giganews.com!rt.uk.eu.org!newsfeed.fsmpi.rwth-aachen.de!eternal-september.org!feeder.eternal-september.org!mx05.eternal-september.org!.POSTED!not-for-mail From: Xocyll <Xoc...@kingston.net> Newsgroups: comp.sys.ibm.pc.games.rpg,comp.sys.ibm.pc.games.action Subject: Re: Skyrim : No Further DLC Planned, Team "Moving On" Date: Fri, 19 Apr 2013 09:32:46 -0500 Organization: A noiseless patient Spider Lines: 98 Message-ID: <6ti2n8psd9536tm4taegdealadkl74ikj7@4ax.com> References: <kkp72t$836$1@speranza.aioe.org> <kkpiag$g1s$1@dont-email.me> Mime-Version: 1.0 Injection-Info: mx05.eternal-september.org; posting-host="a716b550aebe984d7268a8383158ac9e"; logging-data="31439"; mail-complaints-to="ab...@eternal-september.org"; posting-account="U2FsdGVkX19nOfGTloTOk1amHogrxqag" X-Newsreader: Forte Agent 2.0/32.640 Cancel-Lock: sha1:z3LRxVsEKFMh3KY0762LkwfAq6k= Bytes: 5978 X-Original-Bytes: 5814 X-Received-Bytes: 6097 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 7bit