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Started by Trimble Bracegirdle
Thu, 18 Apr 2013 16:30
Skyrim : No Further DLC Planned, Team "Moving On"
Author: Trimble Bracegirdle
Date: Thu, 18 Apr 2013 16:30
Date: Thu, 18 Apr 2013 16:30
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Report here:
http://uk.ign.com/articles/2013/04/15/no-further-skyrim-dlc-planned-team-moving-on
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Re: Skyrim : No Further DLC Planned, Team "Moving On"
Author: David Lamb
Date: Thu, 18 Apr 2013 19:44
Date: Thu, 18 Apr 2013 19:44
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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.
Re: Skyrim : No Further DLC Planned, Team "Moving On"
Author: Rin Stowleigh
Date: Thu, 18 Apr 2013 20:55
Date: Thu, 18 Apr 2013 20:55
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On Thu, 18 Apr 2013 15:44:53 -0400, David Lamb <dal...@cs.queensu.ca> wrote: >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. This would be the understatement of the year, even outside the context of Skyrim ;)
Re: Skyrim : No Further DLC Planned, Team "Moving On"
Author: Xocyll
Date: Fri, 19 Apr 2013 14:32
Date: Fri, 19 Apr 2013 14:32
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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
Re: Skyrim : No Further DLC Planned, Team "Moving On"
Author: Trimble Bracegirdle
Date: Fri, 19 Apr 2013 14:43
Date: Fri, 19 Apr 2013 14:43
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All the attacks your receiving.
Perhaps you've built up a big bad reputation that needs to be resolved /paid
for.
May be one way to vent out frustration is to go to some smallish settlement
& mindlessly kill every body there - steal everything then go give your
Hero up
to the Law.
I've not tried this but I suspect the sentence for mass slaughter n theft
is much the same as a petty theft.
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Re: Skyrim : No Further DLC Planned, Team "Moving On"
Author: Trimble Bracegirdle
Date: Fri, 19 Apr 2013 20:17
Date: Fri, 19 Apr 2013 20:17
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Hi Xocyll ;)
So your a Vampire...a killed n killing lots Chars sort of Hungry Vampire.
Getting arrested & killing them some more.
And then expect to go casually shopping with out attracting any attention.
Doesn't seem tooo irrational at Skyim's response.
Maybe you are just playing the wrong type of Character for you wanted game
response,
Bethesda's future plans may suit more;
http://www.inentertainment.co.uk/20130419/new-bethesda-game-isnt-fallout-4/
another post-apocalyptic survival horror game?
"New Bethesda game isnβt Fallout 4"
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Re: Skyrim : No Further DLC Planned, Team "Moving On"
Author: Trimble Bracegirdle
Date: Fri, 19 Apr 2013 20:37
Date: Fri, 19 Apr 2013 20:37
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The next Bethesda Game;
http://screeninvasion.com/2013/04/bethesda-announces-survival-horror-game-the-evil-within/
Not for me...Despite the definite official news re. No more Skyrim DLC
I see a some news items around in recent weeks re. a new one for June.
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Re: Skyrim : No Further DLC Planned, Team "Moving On"
Author: Xocyll
Date: Fri, 19 Apr 2013 20:41
Date: Fri, 19 Apr 2013 20:41
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"Trimble Bracegirdle" <no-spam@never.spam> looked up from reading the entrails of the porn spammer to utter "The Augury is good, the signs say: >All the attacks your receiving. >Perhaps you've built up a big bad reputation that needs to be resolved /paid >for. > >May be one way to vent out frustration is to go to some smallish settlement >& mindlessly kill every body there - steal everything then go give your >Hero up >to the Law. >I've not tried this but I suspect the sentence for mass slaughter n theft >is much the same as a petty theft. Dude, I'm a _vampire_. Under what circumstances would a vampire ever surrender themselves to be locked up away from "food" and possibly left in the sun somewhere. Which is why Whiterun no longer has _any_ guards and is missing a few other npcs. I came to shop, they attacked me and died. I wasn't attacking them, I was just there to sell loot. Why isn't there a stop point in there somewhere that after a certain amount of kills/bounty they stop asking you to surrender? "The last 72 people who asked you to surrender were told no, then killed mercilessly, I guess I'll ask you to surrender to" - Soon to be dead Guard. It wouldn't be quite as bad if the guards actually had to detect you in order to start their surrender script, but apparently you just have to come in range of one of them for it to go off, then they flounder around blindly and give up when you refuse because they can't detect you at all. Totally fucks immersion. What really gets me is that this is all "By order of the Jarl" - the same Jarl who know's I'm the dragonborn and the only hope of saving the world from the dragons much less his towns - so WTF is he having his guards try to kill me? "That person is the only one who can save us, so lets arrest and/or kill them so they can't." Doesn't make a whole lot of sense does it? That's the kind of thing I mean by the writers not thinking this stuff through. If I'm rotting in jail, I'm not fighting and perma-killing the dragons ravaging your cities and towns - where's your friggen priorities, Jarl? Hell, one of those people attacking me at one point was whatsername of the Blades - the bunch that _serve and protect_ the dragonborn, yet she's laying into me with a sword while all I was trying to do was shop. Even when my response is to paralyze them and then ignore them, as soon as they unfreeze they attack again, _knowing_ that I can paralyze and kill them at will. No friggen logic at all. 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
Re: Skyrim : No Further DLC Planned, Team "Moving On"
Author: Xocyll
Date: Sat, 20 Apr 2013 00:39
Date: Sat, 20 Apr 2013 00:39
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"Trimble Bracegirdle" <no-spam@never.spam> looked up from reading the entrails of the porn spammer to utter "The Augury is good, the signs say: >Hi Xocyll ;) >So your a Vampire...a killed n killing lots Chars sort of Hungry Vampire. >Getting arrested & killing them some more. >And then expect to go casually shopping with out attracting any attention. I wasn't eating townies after all, I'd head off and eat a bandit stronghold or necromancer or vampire lair when I got hungry. >Doesn't seem tooo irrational at Skyim's response. Trying to arrest a vampire doesn't seem irrational to you? Kill I could understand, but arrest? >Maybe you are just playing the wrong type of Character for you wanted game >response, This character got infected and turned, kinda by accident. Since I don't have a cure, and the mod I'm using is pretty relentless about requiring that you feed (and you get hungry fast) I'm acting the part. Bethesda's vampires are a pale imitation with very little limitations in game. >Bethesda's future plans may suit more; > >http://www.inentertainment.co.uk/20130419/new-bethesda-game-isnt-fallout-4/ >another post-apocalyptic survival horror game? Might be worth a look, but if it suffers from the same lack of testing and bad writing as Skyrim, I think I'll pass. They've been going downhill for some time now, skipping a lot of core content and testing so they can get to making and selling DLCs fast, fast, fast. I blame, in part, consoles. Each ES game since they started putting them on consoles has gotten simplified and reduced - less spells, less skills, less stats, less, well, depth. Since the console types also can't use mods they're panting to buy DLCs. Where's the custom character creator of days gone by? Where's the spell maker, the item maker (and no this "you have to disenchant an item to be able to make it and a bunch of the items CAN'T be disenchanted" so some things can never be self enchanted, half-assed one doesn't count) Where's the HUGE number of things you used to be able to enchant on an item depending on the soul used. Where's the soul used actually having inherent effects? It's a shallow mockery compared to the previous chapters. 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
Re: Skyrim : No Further DLC Planned, Team "Moving On"
Author: Tim O
Date: Sat, 20 Apr 2013 00:43
Date: Sat, 20 Apr 2013 00:43
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On Fri, 19 Apr 2013 19:39:48 -0500, Xocyll <Xoc...@kingston.net> wrote: >"Trimble Bracegirdle" <no-spam@never.spam> looked up from reading the >entrails of the porn spammer to utter "The Augury is good, the signs >say: > >>Hi Xocyll ;) >>So your a Vampire...a killed n killing lots Chars sort of Hungry Vampire. >>Getting arrested & killing them some more. >>And then expect to go casually shopping with out attracting any attention. > >I wasn't eating townies after all, I'd head off and eat a bandit >stronghold or necromancer or vampire lair when I got hungry. > >>Doesn't seem tooo irrational at Skyim's response. > >Trying to arrest a vampire doesn't seem irrational to you? >Kill I could understand, but arrest? > >>Maybe you are just playing the wrong type of Character for you wanted game >>response, > >This character got infected and turned, kinda by accident. Since I >don't have a cure, and the mod I'm using is pretty relentless about >requiring that you feed (and you get hungry fast) I'm acting the part. >Bethesda's vampires are a pale imitation with very little limitations in >game. > >>Bethesda's future plans may suit more; >> >>http://www.inentertainment.co.uk/20130419/new-bethesda-game-isnt-fallout-4/ >>another post-apocalyptic survival horror game? > >Might be worth a look, but if it suffers from the same lack of testing >and bad writing as Skyrim, I think I'll pass. > >They've been going downhill for some time now, skipping a lot of core >content and testing so they can get to making and selling DLCs fast, >fast, fast. > >I blame, in part, consoles. Each ES game since they started putting >them on consoles has gotten simplified and reduced - less spells, less >skills, less stats, less, well, depth. >Since the console types also can't use mods they're panting to buy DLCs. > >Where's the custom character creator of days gone by? >Where's the spell maker, the item maker (and no this "you have to >disenchant an item to be able to make it and a bunch of the items CAN'T >be disenchanted" so some things can never be self enchanted, half-assed >one doesn't count) >Where's the HUGE number of things you used to be able to enchant on an >item depending on the soul used. >Where's the soul used actually having inherent effects? > >It's a shallow mockery compared to the previous chapters. > >Xocyll Vampirism is treated as a disease, not a character path. Find Falion in Morthal. If you want to play as a vampire with a separate and proper skill tree, get Dawnguard.
Re: Skyrim : No Further DLC Planned, Team "Moving On"
Author: Gerry Quinn
Date: Sat, 20 Apr 2013 11:32
Date: Sat, 20 Apr 2013 11:32
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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. 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. PS: it seems Bethesda's new project is some kind of genetically engineered zombie horror game, not the next ES or Fallout. - Gerry Quinn
Re: Skyrim : No Further DLC Planned, Team "Moving On"
Author: Gerry Quinn
Date: Sat, 20 Apr 2013 11:36
Date: Sat, 20 Apr 2013 11:36
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In article <f8o3n8l03sev6uvrn...@4ax.com>, Xoc...@kingston.net says... > This character got infected and turned, kinda by accident. Since I > don't have a cure, and the mod I'm using is pretty relentless about > requiring that you feed (and you get hungry fast) I'm acting the part. > Bethesda's vampires are a pale imitation with very little limitations in > game. Wait, so these problems are largely due to a mod? Why blame Bethesda, then? Surely the mod writer is responsible for not altering guard behaviour to suit his desperate vampires? - Gerry Quinn
Re: Skyrim : No Further DLC Planned, Team "Moving On"
Author: Xocyll
Date: Sat, 20 Apr 2013 14:10
Date: Sat, 20 Apr 2013 14:10
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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 <f8o3n8l03sev6uvrn...@4ax.com>, >Xoc...@kingston.net says... > >> This character got infected and turned, kinda by accident. Since I >> don't have a cure, and the mod I'm using is pretty relentless about >> requiring that you feed (and you get hungry fast) I'm acting the part. >> Bethesda's vampires are a pale imitation with very little limitations in >> game. > >Wait, so these problems are largely due to a mod? Why blame Bethesda, >then? Surely the mod writer is responsible for not altering guard >behaviour to suit his desperate vampires? The guards behave exactly the same with Bethesda's version of vampirism in game, they try to arrest them, not kill them, even when they catch them in the act of feeding on someone. All the mod does is give actual powers and skill trees to the vampire and rigidly enforce feeding or you get MAJOR side effects and complications (like having your spacecraft skill totally screwed and massive damage from the sun) It also, thankfully, supports bottling, so you can "feed" and bottle blood instead to carry for emergencies, since there's loads of areas where you can't feed. What I'm blaming Bethesda for is the total illogic of various actions. Guards starting their arrest sequence when they can't actually detect me and have no in-game way of knowing I was even in the area. Guards trying to arrest a Vampire in the first place. Or for another example: last night a courier showed up and delivered a note and money to me - an inheritance. The note was from the Jarl, the same Jarl that has this huge bounty on my head and has guards trying to kill me, just sent me money and a condolence letter. In any kind of real world situation, the money would have been confiscated to pay the outstanding fines, it would be now and it certainly would have been in that kind of society. Makes as much sense as you owing several years back taxes to the IRS and them sending you this years tax refund - not gonna happen. Bethesda never considered the interactions, where the inheritance routine would conflict with you being a wanted criminal. It's like every script was written as though it happened in complete isolation from everything else - only that's not how worlds work, it's how laboratory's work. Player in range of guard and has a bounty? Start arrest speech/routine Even when you're behind a locked door, sneaking, muffled and invisible and there's no way the guard could know you're there and no one else does either. The Jarl's men trying to kill the dragonborn, the only hope they have of saving the damn world. In any logical sequence the Jarl would have ordered that you MUST be taken alive. They NEED you alive to save them after all. It's all done by script, so why don't they beat you down and capture you at 5% health instead of killing you? The Blades chick trying to kill the dragonborn when her organization serves and protects the dragonborn. Major storyline plot holes. That's all on Bethesda. Basic logic checks that never happened. Think for a second: Mad scientist serial killer type on death row. Only now a plague is ravaging the USA, and he's the one guy who has any hope of finding a cure in time. Do they go ahead and execute him, or does he get a pardon/commutation in exchange for his help in saving the whole damn country/world? In Bethesda's reality, they execute him and the country and maybe the world dies with him. That make any kind of sense to you? 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
Re: Skyrim : No Further DLC Planned, Team "Moving On"
Author: Xocyll
Date: Sat, 20 Apr 2013 14:34
Date: Sat, 20 Apr 2013 14:34
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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
Re: Skyrim : No Further DLC Planned, Team "Moving On"
Author: Gerry Quinn
Date: Sat, 20 Apr 2013 20:18
Date: Sat, 20 Apr 2013 20:18
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In article <u175n8hmtfodvc8u4...@4ax.com>, Xoc...@kingston.net says... > Bethesda never considered the interactions, where the inheritance > routine would conflict with you being a wanted criminal. > > It's like every script was written as though it happened in complete > isolation from everything else - only that's not how worlds work, it's > how laboratory's work. I know where you're coming from - but to do this is pretty hard unless, as I said, you have basically non-interactive quest-givers who require specific objects. - Gerry Quinn
Re: Skyrim : No Further DLC Planned, Team "Moving On"
Author: David Lamb
Date: Sat, 20 Apr 2013 22:54
Date: Sat, 20 Apr 2013 22:54
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On 20/04/2013 10:10 AM, Xocyll wrote: > Bethesda never considered the interactions, where the inheritance > routine would conflict with you being a wanted criminal. > > It's like every script was written as though it happened in complete > isolation from everything else - only that's not how worlds work, it's > how laboratory's work. "Feature interactions" is a really hard problem. It was a significant research field back in the 1990s just for telephone switching systems. It's easy enough to pick four or five things and make sure they don't interfere with each other, but the number of interactions goes up at least as the square of the number of features -- and sometimes you get more interactions than that, when feature A causes feature B to do something that interferes with feature C. The specific things you mention sound particularly egregious, though.
Re: Skyrim : No Further DLC Planned, Team "Moving On"
Author: David Lamb
Date: Sat, 20 Apr 2013 22:56
Date: Sat, 20 Apr 2013 22:56
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On 20/04/2013 10:34 AM, Xocyll wrote: > 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. How much of a physics engine do you expect them to implement?
Re: Skyrim : No Further DLC Planned, Team "Moving On"
Author: Rin Stowleigh
Date: Sat, 20 Apr 2013 23:12
Date: Sat, 20 Apr 2013 23:12
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On Sat, 20 Apr 2013 18:54:48 -0400, David Lamb <dal...@cs.queensu.ca> wrote: >On 20/04/2013 10:10 AM, Xocyll wrote: >> Bethesda never considered the interactions, where the inheritance >> routine would conflict with you being a wanted criminal. >> >> It's like every script was written as though it happened in complete >> isolation from everything else - only that's not how worlds work, it's >> how laboratory's work. > >"Feature interactions" is a really hard problem. It was a significant >research field back in the 1990s just for telephone switching systems. >It's easy enough to pick four or five things and make sure they don't >interfere with each other, but the number of interactions goes up at >least as the square of the number of features -- and sometimes you get >more interactions than that, when feature A causes feature B to do >something that interferes with feature C. Not only that, but in software engineering (as well in manufacturing tangible items like electronics, machinery and robotics), the cost of implementing and testing the features can rise exponentially with the number of possible combinations of optional features. This is why for example most car manufacturers offer such a fixed array of options. Sure, you might have a choice of a dozen paint colors, but that's a feature that typically doesn't interact (except with regard to coordinating with interior color). For example, usually one or two audio system options are offered, and often one is not available without a more complete package that also specifies installation a nav system or similar option that puts a finite definition on the feature set. It's because if they offered a dozen different car stereo options, and a dozen different nav systems, and a dozen different types of climate control systems, even the smallest economy cars would cost a few hundred grand each to produce once every possible combination/permutation of feature was tested to properly work together. I doubt consumers would be willing to pay several thousand dollars for a game like Skyrim, but that's what Bethesda would have to charge if they tried to implement every feature in a way that's perfectly logical. Persnickety gamers should be careful what they wish for.
Re: Skyrim : No Further DLC Planned, Team "Moving On"
Author: Trimble Bracegirdle
Date: Sun, 21 Apr 2013 16:28
Date: Sun, 21 Apr 2013 16:28
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http://www.eurogamer.net/articles/2013-04-03-bethesda-confirms-work-on-a-new-version-of-doom-4-plans-for-rage-2-ditched
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Re: Skyrim : No Further DLC Planned, Team "Moving On"
Author: Xocyll
Date: Sun, 21 Apr 2013 21:56
Date: Sun, 21 Apr 2013 21:56
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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 20/04/2013 10:10 AM, Xocyll wrote: >> Bethesda never considered the interactions, where the inheritance >> routine would conflict with you being a wanted criminal. >> >> It's like every script was written as though it happened in complete >> isolation from everything else - only that's not how worlds work, it's >> how laboratory's work. > >"Feature interactions" is a really hard problem. It was a significant >research field back in the 1990s just for telephone switching systems. >It's easy enough to pick four or five things and make sure they don't >interfere with each other, but the number of interactions goes up at >least as the square of the number of features -- and sometimes you get >more interactions than that, when feature A causes feature B to do >something that interferes with feature C. The thing is they did account for this basic stuff in previous chapters of the series, that's what's so annoying. If they'd never done it it would be a bit annoying, but them stopping doing this stuff is very annoying indeed. >The specific things you mention sound particularly egregious, though. Yeah, basic stuff, it's like they're not even trying anymore. It's either a side effect of them dumbing things down for the consoles, or they're assuming that fans are going to buy it no matter what so they no longer need to tie everything up neatly. 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
Re: Skyrim : No Further DLC Planned, Team "Moving On"
Author: Xocyll
Date: Sun, 21 Apr 2013 22:06
Date: Sun, 21 Apr 2013 22:06
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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 20/04/2013 10:34 AM, Xocyll wrote: >> 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. > >How much of a physics engine do you expect them to implement? Doesn't have to be too involved, but destructible objects have been done before. Hell, spells in game already pick up and move items including dead bodies. That's what makes it so odd, a can hurl a spell and toss a friggen 200lb body 100 feet or more away, (or in other areas light the floor on fire), but I can't break through a wooden door? Ice storm has in fact tossed bodies a huge amount of distance away at times, sometimes around several corners - I've had trouble finding some bodies after fights on hills since the body can end up several hundred feet from the fight site. Metal doors being impervious, sure not problem, but wood can be chopped through and can be burned - and hell they have chopping and mining animations, why not a door chopping animation? They don't have to show it splintering any more than they show rock chipping away when you swing the pickaxe at an ore vein. You start, animation plays, door replaced with chopped door that is now usable. Come to think of it they do something sort of similar on one quest already where you have to clear a door of ice using a fire spell and a fire warded door with ice, so chopping through a barred wooden door is not much of a stretch. 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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