Article View: comp.sys.ibm.pc.games.rpg
Article #719844Re: Skyrim : No Further DLC Planned, Team "Moving On"
From: Xocyll
Date: Sat, 20 Apr 2013 14:34
Date: Sat, 20 Apr 2013 14:34
71 lines
4615 bytes
4615 bytes
Gerry Quinn <ger...@gmail.com> looked up from reading the entrails of the porn spammer to utter "The Augury is good, the signs say: >In article <6ti2n8psd9536tm4t...@4ax.com>, >Xoc...@kingston.net says... >> 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. > >I'm not sure they would consider these true bugs, though. They are >mostly system failures owing to AI/scripting limitations. Changing some >things would likely unravel others. When I said bugs I'm talking about all the actual bugs that got stomped by the unofficial community patch _instead_ of by Bethesda. >It's not a problem that comes up when you have to kill ten rats for an >otherwise non-interactive NPC. Go beyond that, and things get >difficult, and the tech is not fully there to solve it in any game IMO. A lot of the scripting problems in Skyrim are the result of them not thinking things through in the first place and the use of scripts to do things that should have been done in-game (like the skeleton key) In previous games in the series the skeleton key actually worked as it was described in the lore when in the player's hands. In Skyrim it's nothing more then an unbreakable pick, and all it's functions are handled by scripts when it's in an NPC's hands. Now that might have been OK if this was something they dreamed up for Skyrim, but it's not, it's been in every game in the series. It has a defined lore and defined powers which it DOES NOT HAVE in Skyrim. This is supposed to be one of the 16 most powerful items on the friggen planet, but it's junk in Skyrim. They got lazy and wanted to use Key-required doors to keep the player out of certain areas until they wanted them in. They could have obscured the doors so you couldn't reach them, magically blocked them, etc, but they took the lazy route and just flagged them unopenable and then destroyed the lore on an artifact to stop you using it to get in those doors. For that matter there are 2 barred doors that are nailed shut so they can't ever be opened. _Wooden_ Doors that you can't open because they're barred/nailed shut despite having fire spells at your command, big fucking axes, etc. Zero logic there. >PS: it seems Bethesda's new project is some kind of genetically >engineered zombie horror game, not the next ES or Fallout. Could be interesting. Guess it'll depend on the zombies and weapons and skills they give. 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
Technical Details
Message-ID:
<if85n81l1g3430cebdcg64kujt48bif9ot@4ax.com>Path:
mbox-mo1.pugleaf.net!p18ni3287wiv.0!nntp.google.com!feeder1-2.proxad.net!proxad.net!feeder2-2.proxad.net!nntpfeed.proxad.net!dedibox.gegeweb.org!gegeweb.eu!gegeweb.org!eternal-september.org!feeder.eternal-september.org!mx05.eternal-september.org!.POSTED!not-for-mailReferences:
<kkp72t$836$1@speranza.aioe.org> <kkpiag$g1s$1@dont-email.me> <6ti2n8psd9536tm4taegdealadkl74ikj7@4ax.com> <MPG.2bdc8d31a54fd34a2d@news.eternal-september.org>Show Full Headers
Complete Article Headers
X-Received: by 10.180.189.44 with SMTP id gf12mr3782578wic.1.1366464832354; Sat, 20 Apr 2013 06:33:52 -0700 (PDT) X-FeedAbuse: http://nntpfeed.proxad.net/abuse.pl feeded by 88.191.116.97 Path: mbox-mo1.pugleaf.net!p18ni3287wiv.0!nntp.google.com!feeder1-2.proxad.net!proxad.net!feeder2-2.proxad.net!nntpfeed.proxad.net!dedibox.gegeweb.org!gegeweb.eu!gegeweb.org!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: Sat, 20 Apr 2013 09:34:05 -0500 Organization: A noiseless patient Spider Lines: 71 Message-ID: <if85n81l1g3430cebdcg64kujt48bif9ot@4ax.com> References: <kkp72t$836$1@speranza.aioe.org> <kkpiag$g1s$1@dont-email.me> <6ti2n8psd9536tm4taegdealadkl74ikj7@4ax.com> <MPG.2bdc8d31a54fd34a2d@news.eternal-september.org> Mime-Version: 1.0 Injection-Info: mx05.eternal-september.org; posting-host="a716b550aebe984d7268a8383158ac9e"; logging-data="9266"; mail-complaints-to="ab...@eternal-september.org"; posting-account="U2FsdGVkX1+PoUP3bGFGxz67q8S0i3gi" X-Newsreader: Forte Agent 2.0/32.640 Cancel-Lock: sha1:TAO5Yg/9mdlD3cV7PKO32J8Luh8= Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 7bit