No problem. A writing tip:VaranisArano wrote: »Shadowshire wrote: »If I recall correctly, one or more of my characters met Darien in Wrothgar, but I don't recall whether any found the "note in the library" which you mention. There's an Orc NPC whose name I cannot recall at the moment (Skordo the Knife -?-) who appears in Wrothgar, too. My characters first encountered him in Riften, then subsequently among the survivors of the initial expedition to Cold Harbor.
In that context, the evident purpose of Hew's Bane was to further the development of Thieves and their ilk, with The Gold Coast appealing to wannabe "assassin" killers-for-hire. But the Thugee cult in India was nothing admirable in its day. Frankly, I don't consider such content of either DLC to be a meaningful or welcome addition to The Elder Scrolls lore in any respect.
Personally, it irks me that "stealth" has been incorporated into many of the required -?- quests in Vvardenfel in the way that it has. Acquiring necessary information and resources by stealth is not, on the face of it, a crime, rather than a justifiable tactic or strategy. So, applying a "bounty" on the character for "tresspassing" regardless of whether the character was discovered by any NPC on the property is unjustifiable.
Sorry, I edited yours down for length to the parts I was responding to, I hope that's okay.
....
Which is another way to say that the Elder Scrolls games have been designed to appeal primarily to chauvinistic, supremacist, bored teenage males, who usually have a load of anger and a tendency to be rebellious, non-conformist, and reckless. Or at least that's how they apparently prefer to view themselves.VaranisArano wrote: »The trepassing aspects of certain quests in Morrowind did bother me because I find it annoying even on the characters I build for stealth and murdering, so doing those quests on characters not meant for that is even worse. It also effectively locks people who roleplay truly law-abiding characters out of some major quests. - though, admittedly, the Elder Scrolls games have never been kind to paladins and other law-abiding types.
Shadowshire wrote: »No problem. A writing tip:VaranisArano wrote: »Shadowshire wrote: »If I recall correctly, one or more of my characters met Darien in Wrothgar, but I don't recall whether any found the "note in the library" which you mention. There's an Orc NPC whose name I cannot recall at the moment (Skordo the Knife -?-) who appears in Wrothgar, too. My characters first encountered him in Riften, then subsequently among the survivors of the initial expedition to Cold Harbor.
In that context, the evident purpose of Hew's Bane was to further the development of Thieves and their ilk, with The Gold Coast appealing to wannabe "assassin" killers-for-hire. But the Thugee cult in India was nothing admirable in its day. Frankly, I don't consider such content of either DLC to be a meaningful or welcome addition to The Elder Scrolls lore in any respect.
Personally, it irks me that "stealth" has been incorporated into many of the required -?- quests in Vvardenfel in the way that it has. Acquiring necessary information and resources by stealth is not, on the face of it, a crime, rather than a justifiable tactic or strategy. So, applying a "bounty" on the character for "tresspassing" regardless of whether the character was discovered by any NPC on the property is unjustifiable.
Sorry, I edited yours down for length to the parts I was responding to, I hope that's okay.
....No, I'm not a Grammar ***, but I have served as an editor as well as a writer for publication.
- Indicate the content that was deleted by using four dots for one or more sentences: ....
- Indicate the part of a sentence that was deleted by using three dots: ...
- Beware of quoting anything that someone has written in a different context than the one in which you are quoting it.
Which is another way to say that the Elder Scrolls games have been designed to appeal primarily to chauvinistic, supremacist, bored teenage males, who usually have a load of anger and a tendency to be rebellious, non-conformist, and reckless. Or at least that's how they apparently prefer to view themselves.VaranisArano wrote: »The trepassing aspects of certain quests in Morrowind did bother me because I find it annoying even on the characters I build for stealth and murdering, so doing those quests on characters not meant for that is even worse. It also effectively locks people who roleplay truly law-abiding characters out of some major quests. - though, admittedly, the Elder Scrolls games have never been kind to paladins and other law-abiding types.
For what it is worth, the Paladin (qua "social justice warrior") is my favorite character "class", which I played in the Ultima series and in World of Warcraft. Although I do not "role-play" a law-abiding character per se in TESO, my characters ordinarily refrain from "stealing other people's personal property" and wantonly killing NPCs or MoBs just for the XP. Another player asked why I've never "looted" any Thieves Trove, and I replied, "Why would I want to have stolen property in my character's Bags?"
Some closing observations:Games manifest the mores of their publishers, designers, and players.
- As any veteran of Dungeons & Dragons will aver, there is such an "alignment" as Lawful Evil -- in the Real World, too.
- Looting the property of enemies used to be acceptable cultural behavior, especially in warfare. In some cultures today, it still is. In the context of the ancient cultures of Tamriel, I suppose that it is acceptable.
- In the USA today, if someone kills an "intruder" into their home, then that is usually not prosecuted, and, when the killer is proscecuted, the jury often finds them "not guilty" of committing a crime. But there have been many attempts to change the laws, policies, and practices. The "Stand Your Ground" laws re-assert that such an act is "a legal right".
- Need I mention that a seemingly cavalier attitude toward the sanctity and dignity of human life has been too often manifest in the killing of unarmed people by our law enforcement officers?
Obviously, I am not in the "target audience" to which ZOS apparently expects to appeal the most.VaranisArano wrote: »(previous quotes deleted - Shadowshire)
I'm not in the target audience you point out. I'm also more interested in discussing the actual game instead of your conception of how the game should be. So unless you choose to play those quests so we can have an actual discussion of their contents, impact on the lore, and story quality, we're not really going to have a good discussion here and, of course, its your right to decide that content doesn't appeal to you.
I've also played D&D and I don't think the TES universe works along the same lines with the same support for all alignments. If I had thought so, the main quest of TES III: Morrowind would have broken me rather quickly of that idea. Plot-required tomb robbery, necromancy, and slavery/forced marriage, what? Perhaps its sort of like working with the sort of DM who hates having a paladin in the party. In a D&D game, you can talk to the DM about it, roleplay around it, or decide to find another DM who isn't going to be a jerk to paladins. In a video game, you sort of have to deal with it, roleplay around it, or find something else to do.
If ZOS will require that, regardless, then I recommend that ZOS also make Jewelry Crafting Stations usable by the characters of players who have ESO Plus Memberships, regardless of whether they have the Summerset "chapter" currently installed..... Note that the Summerset Chapter is required to use the new Crafting Stations.
Ah well, after 50+ years everything begins to blend together. Thanks for the correction.DarcyMardin wrote: »OT @Shadowshire That was Alexander Pope, not Milton. From “An Essay on Criticism,” which is full of other equally witty lines.
Shadowshire wrote: »The tooltip for such a container would list its contents, of course. Just how difficult would that be to design and implement?
- One major thing that you could do to benefit players who enjoy crafting, and players who would like to have a crafted set: add the ability to package a 3-piece, 4-piece, 5-piece, and/or 7-piece crafted Set of gear as the contents of a container and offer it for sale in Guild Stores.
Hmmm.... "When the nose of the camel is in the tent, the rest of the camel soon follows."WhiteCoatSyndrome wrote: »Shadowshire wrote: »The tooltip for such a container would list its contents, of course. Just how difficult would that be to design and implement?
- One major thing that you could do to benefit players who enjoy crafting, and players who would like to have a crafted set: add the ability to package a 3-piece, 4-piece, 5-piece, and/or 7-piece crafted Set of gear as the contents of a container and offer it for sale in Guild Stores.
This would be spectacular, especially if one could package things other than armor. Like Motif pages. Or recipe packages.
fleursnuit wrote: »ZOS, you do realize there a bunch of people who DON'T do pvp, right? It's not really our thing, and the fact that you keep nerfing/buffing things to benefit the people in pvp (although, yes, I understand balance) is really screwing up our builds and the way we do things in pve. Not to mention, now with the two new styles being dropped ONLY in battlegrounds AND BOP? You're making it guaranteed that people who don't LIKE pvp aren't going to receive the style motifs. NOT COOL ZOS.
.In order to be eligible for future rewards, you must claim any currently available daily rewards. If you do not claim a daily reward, the month's rewards will not progress
Shadowshire wrote: »In my experience, when I have offered 5 or more pieces of a crafted Set for sale in a Guild Store, almost always one or more players will buy just 1 or 2 pieces -- for no apparent reason at all, since there is no benefit to equipping just one or two(!).
ZOS_GinaBruno wrote: »This is the official discussion thread for the blog article Summerset and Update 18 Preview. Discover everything you need to know about ESO's latest Chapter as well as Update 18 in this preview article!
WhiteCoatSyndrome wrote: »Shadowshire wrote: »The tooltip for such a container would list its contents, of course. Just how difficult would that be to design and implement?
- One major thing that you could do to benefit players who enjoy crafting, and players who would like to have a crafted set: add the ability to package a 3-piece, 4-piece, 5-piece, and/or 7-piece crafted Set of gear as the contents of a container and offer it for sale in Guild Stores.
This would be spectacular, especially if one could package things other than armor. Like Motif pages. Or recipe packages.
ZOS_GinaBruno wrote: »This is the official discussion thread for the blog article Summerset and Update 18 Preview. Discover everything you need to know about ESO's latest Chapter as well as Update 18 in this preview article!