7 Reasons why Skyrim thinks the Dovahkiin is retarded.

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Saviordd1

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Jan 2, 2011
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DoPo said:
Saviordd1 said:
BathorysGraveland2 said:
Doom972 said:
1. I don't like quest markers much either, but in a big open world RPG it's necessary.
Really? Morrowind and the Gothic games disagree with you. It is very possible to have a large, open game with directions that don't treat you like a moron.
Funny you should say that with Geralt as your background, since the Witcher gives you quest markers as well.

Basically its a matter of personal preference, some of us like being able to go do our quests without solving a riddle as to its location. If that makes me a dumb gamer then fine, but at least I'm having fun in my way.
It's not really about you, it's about us who want to do it. We just can't. It's pretty much impossible not to use the giant floating arrow in Skytim, as there isn't an alternative source of information - the NPCs don't often tell you where to go, you just get them "OH, would you deliver this to my son" or "I lost my thingie, would you go fetch it" and similar without saying where to go. And the quest log most commonly says "I was told to go to X" with no indication in which part of the map to even find it.
I see your point. However a large amount of that has to do with the radiant quest system, most of those "Go get the blank" quests ARE radiant and as such change location depending on a lot of factors, imagine trying to record voice acting and what not for every little favor quest.
 

DoPo

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Jan 30, 2012
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Saviordd1 said:
imagine trying to record voice acting and what not for every little favor quest.
But NPCs already tend to omit where you need to go, yet you get it written down in the quest log - why would it be any different? And if you really need to, you could just record a single line (well, probably few versions of it) that goes after "Blah blah blah, " and then basically says "Here are the directions". Which you then look up in the quest log. Though that's not a requirement. It's feasible and easy - I don't see a problem, other than needing to spend more for the journaling system but for a game as big as Skyrim, the cost would have been negligible. I'd even be content if it's brought in with a patch at a later date[footnote]that's how it went for Morrowind was - normally you'd have needed to wade through all the notes in the journal, but later they introduced actual quest log which contained entries related to quests[/footnote], however, it isn't.
 

bug_of_war

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Guy from the 80 said:
Stores running out of money. I had so much dragon scale/bones that walking to a city took forever, I reach the store and the merchant only has 800 gold. Great.
Welp, I highly doubt that a store in a medieval setting would carry much more, and also, by upgrading the spacecraft tree you can increase the amount of gold a person carries.

And as I say to most people bagging Skyrim: Take off the rose tinted glasses when remembering back to Morrowind, and just enjoy Skyrim for what it is, a more refined RPG that has a few issues, but are easily overlooked if you're not an obsessive prude.
 

teebeeohh

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spacecowboy86 said:
teebeeohh said:
BathorysGraveland2 said:
Doom972 said:
1. I don't like quest markers much either, but in a big open world RPG it's necessary.
Really? Morrowind and the Gothic games disagree with you. It is very possible to have a large, open game with directions that don't treat you like a moron.
quoted for truth
and even if you decide to go with quest arrows, fantasy games give you much better options to do this than random floating arrows, hand me a magic crystal that does basically the same but makes sense in the world
There was a clairvoyance spell...
that nobody used because i largely fucked up pathing and the arrows were way more convenient anyway.
 

Guy from the 80's

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bug_of_war said:
Guy from the 80 said:
Stores running out of money. I had so much dragon scale/bones that walking to a city took forever, I reach the store and the merchant only has 800 gold. Great.
Welp, I highly doubt that a store in a medieval setting would carry much more, and also, by upgrading the spacecraft tree you can increase the amount of gold a person carries.
I think so, especially if the store has a large inventory of valuables. I mean are the player their only customer? Even so, the prices should then reflect the amount of gold a merchant has. Dragon bone has a value of 500 per unit iirc. Selling stuff at a store after a long trip into the wilderness/dungeouns/missions is so rewarding the lack of coin makes the experience a little bit less rewarding. At least they should have raised prices, just let us sell what we are carrying.
 

bug_of_war

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Guy from the 80 said:
I think so, especially if the store has a large inventory of valuables. I mean are the player their only customer? Even so, the prices should then reflect the amount of gold a merchant has. Dragon bone has a value of 500 per unit iirc. Selling stuff at a store after a long trip into the wilderness/dungeouns/missions is so rewarding the lack of coin makes the experience a little bit less rewarding. At least they should have raised prices, just let us sell what we are carrying.
A blacksmith or jewellery store I'll agree with you there (especially seeing as how there's a civil war), but for stores like Belethor's general goods, magic stores (Skyrim is home of the Nords, not exactly the lovers of all things magic) and that sort of stuff makes a bit more sense for why they'd have less gold. Either way, it's not terribly hard to make money in the game, so I guess this is more of a problem when it come to being over encumbered.
 

wintercoat

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bug_of_war said:
Guy from the 80 said:
Stores running out of money. I had so much dragon scale/bones that walking to a city took forever, I reach the store and the merchant only has 800 gold. Great.
Welp, I highly doubt that a store in a medieval setting would carry much more, and also, by upgrading the spacecraft tree you can increase the amount of gold a person carries.

And as I say to most people bagging Skyrim: Take off the rose tinted glasses when remembering back to Morrowind, and just enjoy Skyrim for what it is, a more refined RPG that has a few issues, but are easily overlooked if you're not an obsessive prude.
There were merchants in medieval times that catered to very rich patrons, trading in hard to get and rare items, as well as foreign luxuries, such as various textiles, spices, jewelery, woven rugs, and cosmetics. There is no such equivalent in Skyrim. At least Morrowind had the one rich mudcrab you could sell weapons and armor to.
 

bug_of_war

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wintercoat said:
There were merchants in medieval times that catered to very rich patrons, trading in hard to get and rare items, as well as foreign luxuries, such as various textiles, spices, jewelery, woven rugs, and cosmetics. There is no such equivalent in Skyrim. At least Morrowind had the one rich mudcrab you could sell weapons and armor to.
And in Skyrim the protagonists starts off as nothing but a prisoner, and though you may join guilds with renown (Companions, Mages) or side with a Jarl/the Empire, you never actually live in a time of peace (until after the main story/major side quests are done and even then...). With Dragons attacking, wars being waged, Emperors being assassinated, homes being ransacked by thieves, towns brought to it's knees by mages/daedras, Thalmor agents, Falmer encounters above ground, Forsworn attacking every tom, dick and joe, I'd say there's not much room for people, even merchants carrying large sums of gold.

And lets be honest, at no point is it difficult making money in Skyrim, I literally made 100,000 gold with less than 30 hours game play.
 

someonehairy-ish

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Pipotchi said:
Doom972 said:
6. I agree with you on that, but I actually find it very amusing.

.
Agreed, nothing cracks me up more than an NPC returning to his patrol with a "I must have imagined it" when he's got an arrow sticking out of his head lol
To be fair, brain damage will do that kind of thing to a person.
 

EvilRoy

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My primary gripe with Skyrim was NPC reaction to me and my abilities specifically. Like, I understand that the game would be pretty unbalanced if everytime someone took a spill they broke a few bones and gave up on the fight and I can certainly accept that maybe most bandits are actually made of rubber and just sort of bounce when they hit things, but if I just sneezed and knocked you ass over teakettle into a goddamned tree I expect a bit more of a reaction than getting up and just running back at me.

I can only do that so often, but they do not know that and to be frank I would expect self preservation to take over pretty quickly having watched one of your buddies get launched off a cliff and go bouncing merrily down the slope.

Similarly in the negotiations story quest I found myself wondering why 'I am saving your worthless asses from a giant screaming sky lizard, shut up and do what I say' wasn't a better draw card. I also wondered why indeed these people felt they were in any position to tell me what to do, ever, but in particular when sitting in an enclosed stone room with limited exits and a lot of sharp corners. With the aid of a mod I was able to vent some frustration though, and I successfully taught the blades a lesson regarding why you shouldn't demand people who don't like you kill people they do like, gravity, and sudden braking forces among other things.
 

ace_of_something

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I think you're underestimating just how prestigious it is to work at a General Goods Store. It's a poon magnet in the medieval era... you'd be telling EVERYONE.