SajuukKhar said:
-In My Time Of Need at the end you get to choose between helping Saadia, a redguard woman claiming that the Thalmor sent Alik'r to hunt her down, or Kematu, an Alik'r warrior who claims that Saadia sold her city out to The Thalmor, and that the Redguard are seeking her for justice. Which one is telling the truth?
-Or Paarthurnax, do you follow the blades orders to kill him, or do you let one of the greatest mass murders in history go just because he says spending thousands of years on top of a mountain made him better?
- Do either of these choices matter? I recall doing this quest. The quest told me to go to the guards, the guards told me to bring the girl...so I got her, then she died. Those guys never showed up again. I cared nothing about who was telling the truth because I just met them not 5 minutes before. I did what the game told me to do. Now, if I learned something vital about this women, something that meant she was important, something that made me THINK about the choice to off her or not, I might give this one to you, but that never came up. As well, in both options, nothing meaningful happens. If I save her, she doesn't reward me with some unique item or quest line...nor to the men hunting her, they just walk away. Illusion of choice, both roads lead to dead ends, that is not meaningful at all.
- Hmm, maybe you did find another one, I never got this far, got bored before I finished the game so I forgot this one even existed. This one I'll actually count, because siding with the Blades actually DOES change the game slightly. So we're up to 2 actual choices.
http://www.uesp.net/wiki/Skyrim:Bribe#Persuasion_Options
Except in the many instances where your speechcraft skill influences the Bribe, Intimidate, and Persuade options, which many quests have. There are about 90 different instances were one can use speech checks throughout the game.
- Interesting, since I never saw even 1 of these appear in the game, outside of the pointless speech check to get into Riften. There are a lot more than I thought...however, reading over the list, I find most are pretty meaningless.
The speechcraft tree allows for players to bribe guards to ignore crimes, something non-Theives Guild members could use. Furthermore, it not only raises the amount of cash merchants have, something that is very much needed when selling higher level items such as Daedric or glass armor, but it allows you to invest in most shops further raising their gold.
The lockpikcing tree has perks that makes pick unbreakable, which is a nice thing to have, and its treasure perk gives you a high chance of getting Draonbone/scale armor from dungeon chests, so that people who don't use smithing have a chance of getting it.
Bribing guards to ignore crimes is pointless, you are horse-led to the Thieves Guild and as mentioned before, you can join everyone...so you WILL likely be a member of this and do these quests. Investing in merchants is pointless as well. Just fast travel to every major city.
Making picks unbreakable is pointless, even master locks can be done with half the needed skill, and breaking picks is one of the best ways to improve the skill. I'd rather use crafting to make what I want, not like there is a shortage of dragon bones around the world. I think my character has roughly 40 in his chest at home. Not to mention what it takes to get that high in lockpicking in the first place you have to waste tons of perks.
Novice locks are much easier to pick - waste
Apprentice locks are much easier to pick - waste
Able to pick locks without being noticed - waste (being hidden is enough)
Automatically gives you a copy of a picked lock's key if it has one - waste, why do I need a key to a lock thats now open??
Adept locks are much easier to pick - waste
Find more gold in chests - waste
50% greater chance of finding special treasure - first interesting perk in the tree
Expert locks are much easier to pick - mostly a waste, especially with skill as high as needed to get this
Pick starts close to the lock opening position - makes doing an easy task...easier? waste
Lockpicks never break - cause there is suddenly a shortage of lockpicks?!?!
Master locks are much easier to pick - another waste.
So, 1 useful or interesting perk in the entire tree. So very well designed.
You still didn't address all the bland and boring perks that exist that are useful. Such as +20% damage with bows/swords/axes, half magicka, etc.
Most NPCs who are essential because of quests become unessential after completing their quests, so you can kill them then.
This was done because of the random Vampire and Dragon attacks, and had they not been essential you would be here talking about how annoying it is NPCs die all the time.
I'd rather just fail the quest as a result of their death. Making up my OWN story...stalking an NPC, sneaking into his house at night and being unable to kill him because he has a random fetch quest that I could honestly care less about. Bad design. I don't wanna do his quest first, I don't care about his quest, I want his head on a plate.
Random attack reason is not a legit explanation. The game can tell the difference between an NPC kill and a player kill (see: Accidentally killing Lydia with a Fireball), no reason to prevent me from killing whoever I want, especially when its something EXPECTED in these kind of open world games.
The Daedric lord Sanguine's quest can be completed without killing anything, or bringing anything to anyone by using persuasion speech checks to get past all the NPCs who ask you to bring them stuff.
As can the The In My Time Of Need, and Parthy quest. Just to name three off the top of my head.
Again, game didn't even tell me about these choices. I guess my speech wasn't high enough...and i never bothered to level it because the game never showed me anywhere it could be useful. You have to level your speech, unknowingly BEFORE doing these quests (or spoil them) or you miss out and never even know about it. More bad design. FO:NV (45/65) choices showing you they exist is a much better way to inform the player...ya know, instead of NOT informing the player.
Its called roleplaying, the only thing making playing more then one character boring is you.
Yes you CAN become the leader of every guild with one guy, as you should, but why would you?
Also you CAN reach 100 in all skills, but then again, if your playing a warrior character, why would you raise your magic and light armor skills?
From what I gather from what you said is "I need games to limit be because I have no self-restraint", which is a fault of your own.
Roleplaying without a properly designed world sucks. There is nothing to roleplay. Oh, I know, I'll be a evil murderer...oops, nope, can't do that, not unless I bring this lady 10 bear pelts first, then after I help her out...can I finally kill her in her sleep. Oh, I know, I'll be a noble good guy...oh wait, thats what the game is wants from me anyway. Oh, I know, I'll be an Orc Warrior who only uses a sword and shield...until I need to heal, during combat...then I'm a mage/alchemist, or until I need to progress the plot...then I'm apparently the Deen of Magicka High School.
As I should, but why would I? These are two opposing comments you just made. Of COURSE you would, why wouldn't you?! There is no reason not to join everyone. Its like having a chest at the end of the dungeon that has a sign above it: "Loot me, or don't loot me...its your choice". You loot, and find yourself with loot, or you don't...and simply don't get the loot.
Self-restraint? Seriously? Perhaps I should play with 1 hand tied behind my back as well? If I have to force myself not to use things directly in front of my face, they shouldn't be directly in front of my face.
I have no problems trying to impose some rules on myself to make the gameplay more interesting, I've done it before, but that usually happens in my 10th time through the game. Not my 2nd...or my 1st.