You said it was empty with no npcs around, which has a very "area not finished" vibe to me (not saying that's what it is, because if it's on the western half, it must be finished, but it does come across that way to me).
Around the entrance area, there are enemies, but in that part, deeper in, there was no one (maybe someone else just was faster than me and already killed everyone - but I didn't see any corpses and while I spent a few minutes there no one was respawning either, so I consider it less likely).
But we also have the same situation - quest npcs only appearing upon accepting the related quest (before that, it was just empty) - in other parts of Solstice, for example in Sanguine's carnival. So that's not uncommon.
@metheglyn I fully agree.
It was especially strange to me how we were told that after the end of the quest everything will be fixed and it would finally be the way it should, but then the quest npcs just disappeared and nothing really changed except for that.
And as for the lady, I'm wondering too who she was and what purpose that all served. Makes me wonder whether we might see her again somewhen in the future. But probably not.
As for what I did this evening...
This is my map status right now:
The only things I'm still missing are:
- 1 world boss (because I'm too lazy to solo it because I guess it would take a while; but unfortunately nobody ever showed up at that boss when I waited so far).
- 2 of these map symbol things (one is Corelanya Manor because I think I might really enjoy that one and I also heard it's a very long quest, so I want to save it for when I truly have enough time to play it in one go; the other one is Sunport - yes, I've not set a foot into the city yet).
- 1 wayshrine (again, Sunport).
- the whole main quest.
What does this show me? The way the quests were placed this time does not really fit my playstyle. I don't know how most people play the game, but for my usual way of progressing, it doesn't work out.
I'm used to the Vestige being forced to play dumb (or feign ignorance), but this is somehow on another level; worse than being surprised about who the Ascendant Lord is or sending those people seeking refuge on Galen into the chapel that I already knew (from reading a nearby lorebook) will be nuked in a minute.
And seriously, I didn't even come across this while actively seeking for something, I just stumbled across it (and I'm certain I wasn't the only person who experienced that). Also, it's already in one of the trailer videos if you just pay attention to what happens in the video. I don't get how this is presented to us as the big mystery of this chapter?! I really hope there will more and it won't be all just about that, otherwise it will be horribly boring.
I can't solo world bosses, so those are very much a moment of opportunity for me, and why I still have one left to do.
Generally, I like to do the main quest in tandem with the side quests, as often they intersect. But this time, when I saw how far-flung the initial main quest objectives were (to find the missing people), it kind of bothered me. That's vague, I know, but I'm not sure how to explain what I didn't like about it. It seems like a different approach to the way they design the zone/quests, and maybe it's just a matter of adjusting to it.
I think the story might be hampered by being split in two like it is. Before, when they did the chapter release and then the fourth quarter DLC, the stories were related, but each could stand on its own, and then you'd get a wrapper quest after completing both that tied them together. But this is the first half of one story, a "to be continued" style. It may be that this approach doesn't work as well.
And yes, I know it's "staged" for the video, but that would exactly be what I have expected since the event was first announced: Enemies spawning at the wall and you'd probably have to kill x of them and then the wall is gone (and before that, I absolutely have to get the sound file of it somehow so I can continue to listen to the whispering).
I think the story might be hampered by being split in two like it is. Before, when they did the chapter release and then the fourth quarter DLC, the stories were related, but each could stand on its own, and then you'd get a wrapper quest after completing both that tied them together. But this is the first half of one story, a "to be continued" style. It may be that this approach doesn't work as well.
Right now I believe...that Mannimarco's resurrection will be the climax of Part 1. But in Part 2? I expect the rest of Solstice to be fully Coldharbourized, but what exactly we'll do is still unclear to me. Maybe that part will be about rescueing Vanny from his resurrected ex? And in the end, Mannimarco will probably flee and Vanny will be saved. As the story is still taking place on Solstice, he can't meet his end yet, after all. Unless... he won't die in Skyrim. I can remember the lorebook spoke of a battle in "the North" and that it was cold and snowing, if I'm not totally wrong now, but might that have been Coldharbour or something alike to Coldharbour instead of Skyrim? Then I fear for poor Vanny
Maer,
I hope you ignored my letter and stayed away. If not, there's something you need to know.
I stowed our best vintage in the place where we used to put Old Desius when he got too tanked to walk home.
Get there quick and quiet and maybe you can sneak some out before your old friends drink the town dry.
Off to the Far Shores soon I think. I'll tell Tall Papa you said hello.
Tham
Therefore, I'm left kind of just generally associating the Worm Cultists with any of the other wide myriad of NPCs who will attack me in the open world but likely are nuanced and have their reasons for things if I come across them in a quest or even a lore book. I don't see them as the worst of the worst. They behave the same as bandits in a delve, or a frost atronarch in the open world, or even a bear in a cave... they all attack me. And they all have their reasons, same as I have mine for disrupting their day and slaughtering them, sometimes repeatedly!
Also, for me, Mannimarco was the least memorable part of the Five Companions story line. Molag Bal made an impression on me and I generally blame him. And (mild spoilers coming...) I always more remembered things like the dynamic between Sai Sahan and Lyris. The first time I experienced the lie/twist. I love a good redemption arc, and anytime Abnur Tharn did anything remotely good/helpful, I rejoiced. Deciding whether to invite Caldwell along or not. What I tend to remember is any kind of storyline tension, choice, angst, or character growth/development (good or bad). The Quiet Undead quest always stuck with me, for example.
Anyway, reflections from someone who has no idea how the lore "should" be but has various impressions based on traveling throughout Tamriel and running into many, many, many, many ill-intentioned antagonists.
I am wondering what they will be doing for those who come after, though. Mini wall event quest to unlock the rest of the island? I can't imagine what they would do for a story to cover that given that the players can bypass any wall by porting to a friend that is already there.
That said, the funniest thing to me about all of this is... I don't see the Worm Cult in this way. I just assume current and previous members of the Worm Cult all have various motivations and a range of "good-ness" or "bad-ness" because I kind of absorb all of the different parts of ESO when I play. For example....
I think your prediction is likely.
I was wondering the same thing when it came to Vanny. Since, from what I've seen, all we know time-wise is that his final battle took place "some time after the plane-meld was stopped." I actually wondered: are we going to see that in game? It would take some finagling to make it fit with current lore on the matter, but that's not to say it couldn't happen.
JemadarofCaerSalis wrote: »To bring this back to ESO, I just recently started doing the West Weald quests and there was one that stuck out to me (going to use a spoiler tag for it just in case).It was the quest Terror of the Weald about vampires.
In it, you eventually find a note that says this:Maer,
I hope you ignored my letter and stayed away. If not, there's something you need to know.
I stowed our best vintage in the place where we used to put Old Desius when he got too tanked to walk home.
Get there quick and quiet and maybe you can sneak some out before your old friends drink the town dry.
Off to the Far Shores soon I think. I'll tell Tall Papa you said hello.
Tham
Apparently the vestige has fallen off a cliff about 10 too many times, because during the following dialogue the quest giver mentions survivors, and the vestige goes 'survivors? The note didn't mention survivors?' as the ONLY option to take.
Okay, hello vestige! We are talking about vampires. Why would vampires be interested in a 'vintage' of wine or ale or whatever? So, if they aren't interested in those, why would it matter if this best vintage was hidden? The 'Old friends drink the town dry' said to me that hey, whatever was hidden had to be something they would want to drink. Can we add 1 + 1 and come out with two? No? We cannot? *sigh* oh well
But it had to be spelled out that the note meant that the 'best vintage' was the remaining townsfolk, and there was no way for the vestige to show that he actually DOES have a brain and DOES use it, at least occasionally. No, he had to come across as someone who has to be lead around by the hand.
I think there were a couple of other quests in West Weald that allowed the vestige some degree of 'hey maybe you aren't brain damaged after all from all the deaths!' (And I haven't finished them all yet, been too worried about a sick cat to do much in one sitting)
Oh, you fully know what you had to give away for that favor !
JemadarofCaerSalis wrote: »To bring this back to ESO, I just recently started doing the West Weald quests and there was one that stuck out to me (going to use a spoiler tag for it just in case).It was the quest Terror of the Weald about vampires.
In it, you eventually find a note that says this:Maer,
I hope you ignored my letter and stayed away. If not, there's something you need to know.
I stowed our best vintage in the place where we used to put Old Desius when he got too tanked to walk home.
Get there quick and quiet and maybe you can sneak some out before your old friends drink the town dry.
Off to the Far Shores soon I think. I'll tell Tall Papa you said hello.
Tham
Apparently the vestige has fallen off a cliff about 10 too many times, because during the following dialogue the quest giver mentions survivors, and the vestige goes 'survivors? The note didn't mention survivors?' as the ONLY option to take.
Okay, hello vestige! We are talking about vampires. Why would vampires be interested in a 'vintage' of wine or ale or whatever? So, if they aren't interested in those, why would it matter if this best vintage was hidden? The 'Old friends drink the town dry' said to me that hey, whatever was hidden had to be something they would want to drink. Can we add 1 + 1 and come out with two? No? We cannot? *sigh* oh well
But it had to be spelled out that the note meant that the 'best vintage' was the remaining townsfolk, and there was no way for the vestige to show that he actually DOES have a brain and DOES use it, at least occasionally. No, he had to come across as someone who has to be lead around by the hand.
I think there were a couple of other quests in West Weald that allowed the vestige some degree of 'hey maybe you aren't brain damaged after all from all the deaths!' (And I haven't finished them all yet, been too worried about a sick cat to do much in one sitting)
Yes, there are many times when the implication of some written thing you found was clear, but you have no option to let the quest npc know you understand, instead you just have to ask the dummy question, and I really don't care for it.
More importantly, though, I hope your kitty is doing better!
Haha, I saw that video (I was watching the XBOX games showcase and it played there) and when I saw the waves of Daedra and such coming towards the camps, I thought: Just like Syldras said!
I think that, after 9 years, I've got a good grasp of how some things "function" here, be it the release of new items to the shop or how an event will look like. Of course I can still err at times. Right now I still do believe that the Wall event will look like I described - and the number of defeated enemy groups will count towards 100%, maybe with the wall getting weaker or crumbling when some percentages are reached.I didn't recognize the song in this video. I don't know if they're trying to match it to the target group or just picking whatever song best fits the theme.
If I designed an ad, nothing would be arbitrary. And the song... basically plays on radio stations for the elderly all the time here (or at least it did a few years ago; when I still worked at an office with other people, one colleague had the radio on all day).Mostly, when watching the video, I wished we could interact with the world like they did in the video--why can't I snuggle my kitty pets?
It's not very close to actual gameplay, right? I wish they'd show more actual gameplay in these videos - or make the game more interactive so it matches the videos more.I have a vague impression he looked more or less like himself, only bigger
Why am I not surprised...But, in the end, I really couldn't see why I was supposed to think Dibella worship was better or more pure than Sanguine worship. Mostly I thought the Dibella priestess had a severe case of jealousy about the Sanguine revels.
And really, the tame writing does bother me. Yes, what we should see at one of these parties, according to established Sanguine lore, is extreme. I do understand though that they don't really want to depict some of these things in this game. So no strange things (really strange things) with goats, no people getting into "feedings frenzy" until they become cannibalistic, no "flesh sculpting" and "art torture", etc (It's all still in lore books, also in ESO, by the way - that's where I have these terms from). But the not-that-extreme things... why don't we at least see people dance until they collapse from exhaustion? Or drink until they're almost dead? Or at least have them tell us through dialogue how horrible they feel, but they just can't leave. Or how they're worried about their sanity, or feeling they're not themselves anymore, and they get scared about it. Why not at least one vampire, maybe (as Sanguine also has a bit of lore about that)? Why not some scantily dressed (or underwear-clad) people in some tent full of cushions/pillows, just alluding to what might be going on? They could have even put them into a tent or put some divider in front of it so we don't see a thing, but the dialogue implies what might happen. There are so many possibilities beyond having some people eat and drink normally and dance a bit. The way that party area was built showed me that there are creative and talented people who designed it, so why not something like that, instead of turning Sanguine's debaucheries into something super tame by just omitting everything that might be slightly "risky" or "unsafe" to somebody?
JemadarofCaerSalis wrote: »JemadarofCaerSalis wrote: »To bring this back to ESO, I just recently started doing the West Weald quests and there was one that stuck out to me (going to use a spoiler tag for it just in case).It was the quest Terror of the Weald about vampires.
In it, you eventually find a note that says this:Maer,
I hope you ignored my letter and stayed away. If not, there's something you need to know.
I stowed our best vintage in the place where we used to put Old Desius when he got too tanked to walk home.
Get there quick and quiet and maybe you can sneak some out before your old friends drink the town dry.
Off to the Far Shores soon I think. I'll tell Tall Papa you said hello.
Tham
Apparently the vestige has fallen off a cliff about 10 too many times, because during the following dialogue the quest giver mentions survivors, and the vestige goes 'survivors? The note didn't mention survivors?' as the ONLY option to take.
Okay, hello vestige! We are talking about vampires. Why would vampires be interested in a 'vintage' of wine or ale or whatever? So, if they aren't interested in those, why would it matter if this best vintage was hidden? The 'Old friends drink the town dry' said to me that hey, whatever was hidden had to be something they would want to drink. Can we add 1 + 1 and come out with two? No? We cannot? *sigh* oh well
But it had to be spelled out that the note meant that the 'best vintage' was the remaining townsfolk, and there was no way for the vestige to show that he actually DOES have a brain and DOES use it, at least occasionally. No, he had to come across as someone who has to be lead around by the hand.
I think there were a couple of other quests in West Weald that allowed the vestige some degree of 'hey maybe you aren't brain damaged after all from all the deaths!' (And I haven't finished them all yet, been too worried about a sick cat to do much in one sitting)
Yes, there are many times when the implication of some written thing you found was clear, but you have no option to let the quest npc know you understand, instead you just have to ask the dummy question, and I really don't care for it.
More importantly, though, I hope your kitty is doing better!
He is, it was really touch and go for a while (he was really sick) but I visited him at the vet yesterday and he was squeaking at me and rubbing my hand as I was petting him. He still has a bit to go before he is fully back so he will be at the vet where they can be sure to give him his medicine. (two different antibiotics, one three times a day. He was a REALLY sick kitty)
JemadarofCaerSalis wrote: »Yeah, I don't mind having the option to chose a 'hey, I wasn't quite paying attention or this just flew over my head' but I would like the option to sound a bit smarter than my horse. (and who knows the horse might get more dialogue options :P)
There are times when I skim the notes/dialogue or I just don't catch something or make the connection, so those dialogue options are helpful.
Just like all those times when *surprise!* someone betrays you, and I am like, can't I at least warn someone or say 'I knew he was going to betray us' or at least NOT act surprised at something that *wasn't* a surprise. Like, I know you want to think the best of this person, but I found him in a corner cackling to himself while going over plans to take over the world, I think I can safely say he isn't on our side here. So can I at least say I don't trust him?
JemadarofCaerSalis wrote: »JemadarofCaerSalis wrote: »To bring this back to ESO, I just recently started doing the West Weald quests and there was one that stuck out to me (going to use a spoiler tag for it just in case).It was the quest Terror of the Weald about vampires.
In it, you eventually find a note that says this:Maer,
I hope you ignored my letter and stayed away. If not, there's something you need to know.
I stowed our best vintage in the place where we used to put Old Desius when he got too tanked to walk home.
Get there quick and quiet and maybe you can sneak some out before your old friends drink the town dry.
Off to the Far Shores soon I think. I'll tell Tall Papa you said hello.
Tham
Apparently the vestige has fallen off a cliff about 10 too many times, because during the following dialogue the quest giver mentions survivors, and the vestige goes 'survivors? The note didn't mention survivors?' as the ONLY option to take.
Okay, hello vestige! We are talking about vampires. Why would vampires be interested in a 'vintage' of wine or ale or whatever? So, if they aren't interested in those, why would it matter if this best vintage was hidden? The 'Old friends drink the town dry' said to me that hey, whatever was hidden had to be something they would want to drink. Can we add 1 + 1 and come out with two? No? We cannot? *sigh* oh well
But it had to be spelled out that the note meant that the 'best vintage' was the remaining townsfolk, and there was no way for the vestige to show that he actually DOES have a brain and DOES use it, at least occasionally. No, he had to come across as someone who has to be lead around by the hand.
I think there were a couple of other quests in West Weald that allowed the vestige some degree of 'hey maybe you aren't brain damaged after all from all the deaths!' (And I haven't finished them all yet, been too worried about a sick cat to do much in one sitting)
Yes, there are many times when the implication of some written thing you found was clear, but you have no option to let the quest npc know you understand, instead you just have to ask the dummy question, and I really don't care for it.
More importantly, though, I hope your kitty is doing better!
He is, it was really touch and go for a while (he was really sick) but I visited him at the vet yesterday and he was squeaking at me and rubbing my hand as I was petting him. He still has a bit to go before he is fully back so he will be at the vet where they can be sure to give him his medicine. (two different antibiotics, one three times a day. He was a REALLY sick kitty)
I am glad to hear he is on the mend!JemadarofCaerSalis wrote: »Yeah, I don't mind having the option to chose a 'hey, I wasn't quite paying attention or this just flew over my head' but I would like the option to sound a bit smarter than my horse. (and who knows the horse might get more dialogue options :P)
There are times when I skim the notes/dialogue or I just don't catch something or make the connection, so those dialogue options are helpful.
Just like all those times when *surprise!* someone betrays you, and I am like, can't I at least warn someone or say 'I knew he was going to betray us' or at least NOT act surprised at something that *wasn't* a surprise. Like, I know you want to think the best of this person, but I found him in a corner cackling to himself while going over plans to take over the world, I think I can safely say he isn't on our side here. So can I at least say I don't trust him?
I would love more dialogue options as well, the better to portray our characters the way we see them. What's interesting to me is that they have provided more options of that sort in some of the writing in Solstice, but then there are other cases where it seems there should be more than one way to respond, and yet we're stuck with a single response that doesn't show the Vestige at their best or brightest. (Avoiding specifics since you mentioned not having the content yet). I don't mean just the new player response options they introduced--there's at least one quest where you have several answer options to an npc question and they aren't tied to the new system.
So I just wonder: why do it for only some of the quests, and leave other quests with no options?
JemadarofCaerSalis wrote: »Yeah, that is always a bit baffling to me and the only thing I can really think of is - different writers.
IE, having a team of writers where some will write some types of quests or specific quests and others will do the others could lead to this situation, because some of the writers will give options that they think might be more natural, while others could become so focused on the end goal (completion of the quest) that they don't give options. Or, they are more used to writing a typical story where they are in full control so they don't think that there is a player on the other end of the dialogue option that might want to not sound like someone who managed to escape from their caretaker and doesn't have a clue what is going on.
I could see part of it simply being time and resource constraints since each dialogue option, while the option itself doesn't have to be voiced, needs the responses to be voiced, which adds to the budget (haven't got a clue how much) and probably slows things down, especially if the voice actor is pretty popular and has other obligations.
But, it still sucks when you are stuck giving responses that make you cringe because you can't help but think that if the NPC were real, they would be looking at you with a look of pity and wondering how you managed to survive this long.
JemadarofCaerSalis wrote: »Yeah, that is always a bit baffling to me and the only thing I can really think of is - different writers.
IE, having a team of writers where some will write some types of quests or specific quests and others will do the others could lead to this situation, because some of the writers will give options that they think might be more natural, while others could become so focused on the end goal (completion of the quest) that they don't give options. Or, they are more used to writing a typical story where they are in full control so they don't think that there is a player on the other end of the dialogue option that might want to not sound like someone who managed to escape from their caretaker and doesn't have a clue what is going on.
I could see part of it simply being time and resource constraints since each dialogue option, while the option itself doesn't have to be voiced, needs the responses to be voiced, which adds to the budget (haven't got a clue how much) and probably slows things down, especially if the voice actor is pretty popular and has other obligations.
But, it still sucks when you are stuck giving responses that make you cringe because you can't help but think that if the NPC were real, they would be looking at you with a look of pity and wondering how you managed to survive this long.
That description of the Vestige made me laugh.
You make some good points about different writers and budget, and of course we don't know how it all works internally. But I still find it odd that the main quest is the one that has the least options, whereas side quests often turn out better.
JemadarofCaerSalis wrote: »JemadarofCaerSalis wrote: »Yeah, that is always a bit baffling to me and the only thing I can really think of is - different writers.
IE, having a team of writers where some will write some types of quests or specific quests and others will do the others could lead to this situation, because some of the writers will give options that they think might be more natural, while others could become so focused on the end goal (completion of the quest) that they don't give options. Or, they are more used to writing a typical story where they are in full control so they don't think that there is a player on the other end of the dialogue option that might want to not sound like someone who managed to escape from their caretaker and doesn't have a clue what is going on.
I could see part of it simply being time and resource constraints since each dialogue option, while the option itself doesn't have to be voiced, needs the responses to be voiced, which adds to the budget (haven't got a clue how much) and probably slows things down, especially if the voice actor is pretty popular and has other obligations.
But, it still sucks when you are stuck giving responses that make you cringe because you can't help but think that if the NPC were real, they would be looking at you with a look of pity and wondering how you managed to survive this long.
That description of the Vestige made me laugh.
You make some good points about different writers and budget, and of course we don't know how it all works internally. But I still find it odd that the main quest is the one that has the least options, whereas side quests often turn out better.
I am glad!
It could be that the main quest was more rigid in where they wanted it to go, so they didn't feel like there could be a lot of options? Or it could be more budget constraints because of all the NPCs involved in the various main quests. Side quests typically have one or two NPCs you talk to and it would make sense to have options so maybe they can have more simply because it doesn't involve multiple voice actors who might have other commitments?
So, if there can be only one single option, then it does make sense, as much as we might not like it to, for it to be aimed at the lowest common denominator and spell things out.
I just can't really think of any other reason why they would give only one option, even if everything lead to the same place, for most of the quests, especially when there are things that the player is meant to 'figure out' themselves. It is sort of like in some quests where your follower NPC (not companion) will tell you when and where to do things 'Use X here!' 'Y is ready to be used, Use it friend!' like I somehow forgot since the last three times I have used it two seconds ago.
JemadarofCaerSalis wrote: »JemadarofCaerSalis wrote: »Yeah, that is always a bit baffling to me and the only thing I can really think of is - different writers.
IE, having a team of writers where some will write some types of quests or specific quests and others will do the others could lead to this situation, because some of the writers will give options that they think might be more natural, while others could become so focused on the end goal (completion of the quest) that they don't give options. Or, they are more used to writing a typical story where they are in full control so they don't think that there is a player on the other end of the dialogue option that might want to not sound like someone who managed to escape from their caretaker and doesn't have a clue what is going on.
I could see part of it simply being time and resource constraints since each dialogue option, while the option itself doesn't have to be voiced, needs the responses to be voiced, which adds to the budget (haven't got a clue how much) and probably slows things down, especially if the voice actor is pretty popular and has other obligations.
But, it still sucks when you are stuck giving responses that make you cringe because you can't help but think that if the NPC were real, they would be looking at you with a look of pity and wondering how you managed to survive this long.
That description of the Vestige made me laugh.
You make some good points about different writers and budget, and of course we don't know how it all works internally. But I still find it odd that the main quest is the one that has the least options, whereas side quests often turn out better.
I am glad!
It could be that the main quest was more rigid in where they wanted it to go, so they didn't feel like there could be a lot of options? Or it could be more budget constraints because of all the NPCs involved in the various main quests. Side quests typically have one or two NPCs you talk to and it would make sense to have options so maybe they can have more simply because it doesn't involve multiple voice actors who might have other commitments?
So, if there can be only one single option, then it does make sense, as much as we might not like it to, for it to be aimed at the lowest common denominator and spell things out.
I just can't really think of any other reason why they would give only one option, even if everything lead to the same place, for most of the quests, especially when there are things that the player is meant to 'figure out' themselves. It is sort of like in some quests where your follower NPC (not companion) will tell you when and where to do things 'Use X here!' 'Y is ready to be used, Use it friend!' like I somehow forgot since the last three times I have used it two seconds ago.
I think they do want people to thoroughly understand the main quest--why we're doing whatever it is we're doing and what the stakes are--but if you do pay attention, having it repeated so often just gets tedious.
I really dislike the follow along quest npc who narrates every step. I found Leramil to be the worst offender in this case and wished so much I could just ditch her and do the quest on my own. Now, any time a quest npc says they'll accompany me, I think, "Please don't."
The thing is, I usually do like the stories they're telling (some more than others); it's just the method that can be a bit clunky.
JemadarofCaerSalis wrote: »Honestly NPCs that follow you have always been my personal least favorite. I prefer fed ex quests to those.
I was playing Red Faction one time and had an NPC following me. I went into some tunnels with some enemies, and saw an enemy come running from in front of me. One shot and he was down. I was so proud. Until the game ended, because it wasn't an enemy, but rather the follower who had found a loop in the tunnels and ran around and came out ahead of me. I was not happy.
Then there are all the NPCs who just HAVE to stand inbetween me and what I am aiming at. This wasn't a follower, but in Oblivion, I was in Kvatch and I aimed a perfect fireball at an enemy, only for an idiot guard come between us and get himself fried (and me on Cyrodiil's top 10 most wanted list apparently).
I think that is one of the issues is that the stories they tell are usually pretty interesting and something I would be interested in reading, but the dialogue options just make it so I lose interest, because, even if I weren't the protagonist of this particular story, the options would make me wonder about the protagonist of the story. The type of one that has you yelling at your book or TV saying 'you can't be THAT dumb!'
So, while I wasn't able to quest much now, I have finally entered Sunport! First thing I saw: A fake door to the left. Then: A fake door to the right. Then: There's someone! Let's talk! But the npc shows no reaction upon "activating", and neither any of the others in the vicinity. Is that bugged? Do they have some random greeting in English?
The only thing I'm missing here again is the ability for my character to react on such things. Also I somehow wonder if wording the dialogue like this was truly necessary (they could have easily used more neutral wording - just saying that the Ra Gada colonized Hammerfell and conquered the Altmer cities would have been enough info, especially if the main statement is that there had been a conflict in the past), because honestly, it leaves a negative impression to my character who is a Dunmer, and I don't want to imagine how that might sound to an Altmer player character. It doesn't really make you want to interact further, does it?
But I do agree that, sometime, when this game want to avoid sensible topic, it can be quite insensible - like a reguard telling an elf that kind of things ! Dialogue options based on the origine of the played character would be nice, but it would also be a lot of work I guess. Still, at some point, you have to make a decision - put more ressources in constant reminders, or in other things, like better immersion.
On the other hand, I agree that "Now I do think that characters are allowed to be biased - not only allowed, in a believable fictional world, that's something normal that people believe different things, that some are mistaken, that propaganda exists and therefore also people who believe the propaganda. Also, who knows what Azah had been told when he was raised." For these ( mostly human ) populations like redguards, nords, imperials, it make sense that teached history and the general view of these distant events are positive rather than negative for themselves - for many reasons.
But I do agree that, sometime, when this game want to avoid sensible topic, it can be quite insensible - like a reguard telling an elf that kind of things ! Dialogue options based on the origine of the played character would be nice, but it would also be a lot of work I guess. Still, at some point, you have to make a decision - put more ressources in constant reminders, or in other things, like better immersion.
It really is the dialogue options that are turning me off the main quest. I actually stopped playing last night after being irritated by them one too many times. I understand they're limited as to how many dialogue options can be presented and every statement isn't going to have something for everyone's character, but when the only thing I can ask someone is a question about something we already covered, I get annoyed.
No, there are quite a few npcs that you cannot interact with and they have no greeting and don't seem to even talk to each other. I found it odd, too, and thought it might be bugged at first. But I guess they all took a vow of silence.
As an Altmer player character, it made me fairly annoyed with him and I wanted to set him straight on a few facts. Or maybe at least tell him the elves of Sunport probably wouldn't appreciate his view of history, so if he wants their help, maybe he shouldn't talk in such terms about his ancestors' colonizing ways.
JemadarofCaerSalis wrote: »Honestly NPCs that follow you have always been my personal least favorite. I prefer fed ex quests to those.
I was playing Red Faction one time and had an NPC following me. I went into some tunnels with some enemies, and saw an enemy come running from in front of me. One shot and he was down. I was so proud. Until the game ended, because it wasn't an enemy, but rather the follower who had found a loop in the tunnels and ran around and came out ahead of me. I was not happy.
Then there are all the NPCs who just HAVE to stand inbetween me and what I am aiming at. This wasn't a follower, but in Oblivion, I was in Kvatch and I aimed a perfect fireball at an enemy, only for an idiot guard come between us and get himself fried (and me on Cyrodiil's top 10 most wanted list apparently).
I think that is one of the issues is that the stories they tell are usually pretty interesting and something I would be interested in reading, but the dialogue options just make it so I lose interest, because, even if I weren't the protagonist of this particular story, the options would make me wonder about the protagonist of the story. The type of one that has you yelling at your book or TV saying 'you can't be THAT dumb!'
I may have accidentally killed a follower or two (or three or four) in Skyrim because they ran in front of the draugr I had lined up a perfect shot on right as the arrow landed. Depending on the follower and the time since my last save, it could be cause for a reload. Otherwise...well, nice knowing you, and you were a fine housecarl while it lasted.
It really is the dialogue options that are turning me off the main quest. I actually stopped playing last night after being irritated by them one too many times. I understand they're limited as to how many dialogue options can be presented and every statement isn't going to have something for everyone's character, but when the only thing I can ask someone is a question about something we already covered, I get annoyed.
I really wish they would make the immersion decision, especially when it comes to recognizing the player character's race. They did used to do this to some extent, but there still have been plenty of instances of Altmer talking to my Altmer as if he wouldn't know anything about Altmer customs and ways.
You'd think the writers would write these characters at least somewhat likeable so the players actually enjoy interacting with them.
Although one could also argue whether it might not be a bit overly naive for that priestess not to understand why the locals don't want their missionary efforts; there are several characters I've met so far who act in a way that just doesn't seem, how to word it, at least the capability to reason like the average person? They wonder about obvious things, don't seem to understand how their behaviour or what they say might not be received positively, etc.
That a dialogue doesn't only convey some info or sounds good, but that it feels natural and plausible.
It really is the dialogue options that are turning me off the main quest. I actually stopped playing last night after being irritated by them one too many times. I understand they're limited as to how many dialogue options can be presented and every statement isn't going to have something for everyone's character, but when the only thing I can ask someone is a question about something we already covered, I get annoyed.
That doesn't sound good... I'll continue questing later today, maybe a bit slower than usual, and of course I'll post here if something grabs my attention.
No, there are quite a few npcs that you cannot interact with and they have no greeting and don't seem to even talk to each other. I found it odd, too, and thought it might be bugged at first. But I guess they all took a vow of silence.
Strange. Now I really wonder whether it's a bug, something they could not finish on time, or something they decided wasn't necessary (which I would disagree with - it had always been a big part of the atmosphere of a place). Together with the maps getting smaller, not having any incursions on the new map, no new ToT deck and no new companions as a part of a new story release, it doesn't look good to me.
As an Altmer player character, it made me fairly annoyed with him and I wanted to set him straight on a few facts. Or maybe at least tell him the elves of Sunport probably wouldn't appreciate his view of history, so if he wants their help, maybe he shouldn't talk in such terms about his ancestors' colonizing ways.
What I find especially strange this time is that I've come across several quest givers now who are absolutely not likeable at all, which then leads to the question why I would work with them. It's astonishing as I'd think that writers know that you can't make a questgiver too off-putting because that limits the player's interest to help that person.
I still think the best example for that problem are the Dibella worshippers/cultists (my Dunmer has a clear opinion on what would be the better term...) who actually almost seem obsessive with their ways, despite their friendly and mild wording? The quest was weird, but then having one of them not being able to understand why the locals don't want their city "adorned" with Dibella murals all over... Weird. Just weird. And again, I think that delusional, brainwashed or over-zealous npcs have their place in a world, but the player having to play along with that - that feels strange.
JemadarofCaerSalis wrote: »Reading what you and Syldras and Heren wrote, it is reminding me very strongly of that, where either you have to agree with biased recounting of history, or one history is obviously meant to be the 'correct' one, without being able to present your side.
Which, to me, is yet another simplification, because, at least in my opinion, no one society is 'perfect'. There are always ways that one society can be made better, and yet, I often see stories where one society is obviously the favored one, while other societies always fall short. When compared side by side it looks like some of those product comparisons where one product has all red X's and the favored product (typically the one that paid for the comparison) has all green Checks.
It is yet another example of black and white thinking. Those who are supposed to be heroes are always 'good' and everything about them is in the 'good category' and they aren't allowed flaws. While the ones who aren't the heroes, even if they aren't the villains, are often riddled with flaws, and any individual of that category who doesn't fall within that, is often depicted as the exception and somehow better than the rest of their category.