There was a couple of funny characters in Alinor I remember, the haughty cook that has different lines when you're an altmer, and a bosmer grocer who also has different lines when you are yourself a bosmer. I really liked that, and I sure wish there was more of these.
It's certainly irritating to not be able to respond to a NPC, but it's also interesting to consider why he's saying that kind of things ( I don't think Azzah ever struck me as being particularly bright
But generaly speaking, removing controversial statement from NPC, toning down their attitude to make them more likeable, is not really a solution I think, but more like a regression and a surrender. I understand it's annoying to have a recuring NPC that you dislike, I've read some comment about the novelist in High Isle, personaly I didn't have much problem with her, but I agree it can be far, far from a pleasant experience and leading to a more broad dislike of the quests. On the other hand, I rather have interesting characters rather than mild, non-offensive ones.
On this I fully agree, it would be great ( or just normal ) that NPC display a bit more intelligence, generaly speaking - and for the next step, to just think if what they are saying sound as good when it is said in an empty room, as when it is said in front of 'real' people.
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.
There was a couple of funny characters in Alinor I remember, the haughty cook that has different lines when you're an altmer, and a bosmer grocer who also has different lines when you are yourself a bosmer. I really liked that, and I sure wish there was more of these.
Even for reminders or for giving lore information, different wording according to the race of your character ( not even talking about some kind of rp character sheet you could do, that could be quite nice for dialogues et interactions with npc ) would be great, and help avoid the kind of situation you're mentioning ( and make feel players a bit more part of the world, rather than just an eternal spectator of it ).
But generaly speaking, removing controversial statement from NPC, toning down their attitude to make them more likeable, is not really a solution I think, but more like a regression and a surrender. I understand it's annoying to have a recuring NPC that you dislike, I've read some comment about the novelist in High Isle, personaly I didn't have much problem with her, but I agree it can be far, far from a pleasant experience and leading to a more broad dislike of the quests. On the other hand, I rather have interesting characters rather than mild, non-offensive ones. I personaly don't have much love for the emo puppet of Hermaus Mora we had to endure lately, because she's mostly a puppet ( and because the 'all is written' thing is not my cup of tea ), but, well, I don't have the possibility to call the manager Hermaus Mora and get another talking interface, so...
To think about it, it's incredibly sad to consider that you hade uncle Sheo saying to us to show, don't tell, while playing along with him to get Eyevea back. When I did that quest, it was insanely funny - now, I think it has gone a bit sour.
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.
There are several points in the second and third stages of the main quest I wanted to hear your opinion on--some of which relates to what we talked about in the Wormblood thread.
Oh, I did find that bantam guar quest. That was fun! Lighthearted, but also fit with the world. The dialogue with the npc also contained a significant (or so it seemed to me) clue presented quite off-handedly. It fit with the character, though, so their manner of delivery didn't bother me.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.
Yes, even if the npcs have only one line, it can still add to the overall atmosphere and at least gives the impression they are beings who inhabit the world and have their own lives, rather than just being easy targets for pickpocketing and blade of woe endeavors. I came across one npc today who was hammering at a locked door. "What's going on here?" I wondered, but couldn't interact with the npc to find out. I could only assume they had locked themselves out of the house and were trying to get someone to let them in, but someone didn't want to because the house is small and they were enjoying the privacy of being the only one inside.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.
I did so badly want to tell the Dibella worshippers that they didn't seem any different to me than cultists. A couple of the followers were easier to talk to than the quest giver, or at least seemed to have more sense to them. (Not the orc).
I have had to stop and think of motivations for my character to assist some of these npcs, though. Sometimes I feel like the only reason he would take these quests is because Bastian is reminding him to think of the bigger picture (there's very much a 'gathering of forces' vibe in Solstice). And Bastian's motivation is easy enough, since one of his lines is: Let's go find someone to help...and maybe get paid for it.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.
It comes down to what we were all discussing earlier in the thread: lack of subtlety, nuance, and complexity. Why it's going this way can be debated (and you and Syldras had some really good thoughts on the matter) but it seems to be the going thing, at least in ESO.
There are several points in the second and third stages of the main quest I wanted to hear your opinion on--some of which relates to what we talked about in the Wormblood thread.
Oh, I did find that bantam guar quest. That was fun! Lighthearted, but also fit with the world. The dialogue with the npc also contained a significant (or so it seemed to me) clue presented quite off-handedly. It fit with the character, though, so their manner of delivery didn't bother me.
I agree that every quest npc being likeable would be bland, and everyone's going to have their own likes and dislikes when it comes to characters. For me, it's the inability to have any control over my reaction to these npcs that bothers me. For the Dibella cultists, why couldn't there be a line that let me express my disagreement with their mission? Something to make it seem like I had my own opinion, at least. There are other quests in Solstice where we can do that, so why not in this one?
JemadarofCaerSalis wrote: »Sometimes a story doesn't call for nuanced characters, but those stories are typically more 'fluff' type stories that you read simply because you want to feel good, basically just shut down your brain and enjoy a story. (sort of like enjoying some comfort food). But, most of the time, good stories are hurt by one dimensional characters, whether they are the main character or not. I have seen a lot of one dimensional side characters who have hurt the main story because you could tell they were just put into the story for a very specific reason (and it is typically not to further the plot).
Hopefully, ESO will avoid the worst of things like that, and not having experienced the newest story I can't give my thoughts on that.
JemadarofCaerSalis wrote: »I will say that what I experienced in the West Weald was a mixed bag. There were a few instances where I was thinking 'yeah, this is nice!' but then others where I was lead around by the nose, like I couldn't be trusted to tie my own shoes, let alone wander off into the big wide world, or where I was treated as a particularly dumb, but useful! lackey.
JemadarofCaerSalis wrote: »There was at least one case where I was told by one character to tell another character something, but couldn't until I had finished speaking with all the other characters I needed to, and had advanced the quest, which Ican understand, but still slightly frustrating, because then the dialogue was reduced to 'so what did you learn? Oh, so and so told me to tell you X'. Instead of actually saying what I learned about the rest of the quest and giving my thoughts about what was happening.
Again, it was another one that I could almost immediately tell what was going on, but was still stuck 'playing dumb' until all the relevant information was found and then I could be told by the quest giver what was happening.
JemadarofCaerSalis wrote: »Still have a few other quests to finish in West Weald (trying to complete all side quests. One of the things I often do is complete the main quest in a zone, but then the gathering at the end never feels complete), but yeah, I am a bit concerned about the direction of the writing. At least with regards to player choices, because the rest of the writing isn't bad. Just how the player can respond to it.
There are several points in the second and third stages of the main quest I wanted to hear your opinion on--some of which relates to what we talked about in the Wormblood thread.
Seems you're a little faster than me - but I'll certainly comment on them when I've reached those points!
Oh, I did find that bantam guar quest. That was fun! Lighthearted, but also fit with the world. The dialogue with the npc also contained a significant (or so it seemed to me) clue presented quite off-handedly. It fit with the character, though, so their manner of delivery didn't bother me.
I could really live well with having a generally more serious and nuanced story - and some lighthearted quests every now and then like that one. It would also give both - serious and funny quests - more "impact" somehow if there's variance and not everything is just overly funny (if everything is just a big joke fest, it just somehow has less weight). But anyway, I really liked that quest, too! That's really a lighthearted quest done well.
I agree that every quest npc being likeable would be bland, and everyone's going to have their own likes and dislikes when it comes to characters. For me, it's the inability to have any control over my reaction to these npcs that bothers me. For the Dibella cultists, why couldn't there be a line that let me express my disagreement with their mission? Something to make it seem like I had my own opinion, at least. There are other quests in Solstice where we can do that, so why not in this one?
I think it probably is just a question of time and resources that they couldn't give us different dialogue options in all quests. But it does leave a strange feeling, doesn't it? From my point of view, if you can give your opinion in some quests, but not in others, especially if there's some moral background in the story, it makes it look like the moral was seen as undebatable - and therefore it has something that feels "lecturing" about it. I want to emphasize: I'm not saying that they really intend to lecture us, I'm saying if you can comment on many topics but in some cases you suddenly can't, then it gives you such a feeling - be it correct or not. That would be something I'd personally avoid, if I was a writer.
Those frustrate me so much! Similar to how, if you explore and happened across some piece of writing or lore book that explains what's going on, then you have a quest where the npc says, "We need to figure out what they're up to!" you can't tell them, "Oh, I already found that evidence: here you go!" It gives the idea that everything is meant to happen in a very specific order, and curiosity and exploration aren't rewarded. Don't read that lore book until you're at the relevant step, and so forth.
I do try to keep in mind that they are on a schedule and have a budget, but that doesn't stop me from wondering why certain decisions were made. I did feel like the Dibella leader was lecturing me a bit, and I wanted the chance to tell her to cut out the rhetoric. After all, we were able to tell the priestess of Meridia our feelings on daedra worship. Is it because Dibella isn't a daedra that we were supposed to just go along with it? If so, that really does come across as an undebatable moral stance.
Those frustrate me so much! Similar to how, if you explore and happened across some piece of writing or lore book that explains what's going on, then you have a quest where the npc says, "We need to figure out what they're up to!" you can't tell them, "Oh, I already found that evidence: here you go!" It gives the idea that everything is meant to happen in a very specific order, and curiosity and exploration aren't rewarded. Don't read that lore book until you're at the relevant step, and so forth.
It has often been a problem, but never as extreme as this time... It's still a bit hard to believe, especially as it could have easily been avoided.
Really gives me the feeling that they don't expect players to actually explore a map or go anywhere without having a quest marker pointing to that place (or not reading anything if the quest marker doesn't tell them to read that book now). Is that truly the way most people play this game? I wouldn't think so, but maybe I just don't want to believe it because it would be a little sad.
I do try to keep in mind that they are on a schedule and have a budget, but that doesn't stop me from wondering why certain decisions were made. I did feel like the Dibella leader was lecturing me a bit, and I wanted the chance to tell her to cut out the rhetoric. After all, we were able to tell the priestess of Meridia our feelings on daedra worship. Is it because Dibella isn't a daedra that we were supposed to just go along with it? If so, that really does come across as an undebatable moral stance.
Oh, I did find the Dibella priestess to be lecturing as a character (that's probably what she's supposed to be as a missionary), but I don't think that the writers of the story were trying to lecture us, the players, about morals, through her. Let's take the "Alcohol is bad!" part for example - there are so many quests where alcohol is consumed, we can create alcoholic beverages, we see drunk people on non-Sanguine-related festivities often (like in Windhelm) - so I just don't believe that the priestess' rambling about getting drunk was supposed to be a message to the player (like those moral lessons at the end of He-Man or other shows for kids). But of course it still came across as rather strange to not be able to voice our opinion about her ramblings.
From an in-world perspective, it's interesting of course, that she's the worshipper of an Aedra, and while we could make a statement about Meridia in another quest, we could not make one here. Not sure if that was deliberate and the writer of this story assumed that "Aedra = good", "Daedra = bad", "Player character = good, so player character must like the Aedra". That would be disappointing because there are many cultures of Tamriel, including playable races, that do not worship the Aedra.
Technical limitations, maybe? Or other constraints? I don't know how difficult it would be to make it so the game recognizes you already read the important piece of information, and then have a dialogue choice reflect that if the condition is met.
There is a conversation in the main quest with Walks-in-Ash that at first irritated me (because my character would just not be that dumb) and then made me laugh (because it dealt with some questions we'd been talking about) and in the end I realized it was just a way to spell out the information for people not as familiar with certain game lore and concepts. Basically, they couldn't leave it to chance that someone might not understand.
I know many of people in Tamriel do worship one or more of the Aedra and see Daedric worship as wrong, so I suppose those two quests could be said to mirror that particular view about such worship. We, as characters in Tamriel, might be expected to follow along that line: certainly my Altmer character would be assumed to follow it. But, like you said, some cultures do not worship the Aedra. Why would a Dunmer (House or Ashlander) be at all concerned if a Dibella priestess was able to grow her ranks? Or Orcs, for that matter? Would they even want to listen to her going on about it? So that circles back to wishing the game took more account of the player character's race. Though then of course you get into issues of people who play a Dunmer who was raised to worship the Divines, and so forth, and wouldn't like being assumed to be a follower of the Tribunal.
Technical limitations, maybe? Or other constraints? I don't know how difficult it would be to make it so the game recognizes you already read the important piece of information, and then have a dialogue choice reflect that if the condition is met.
I think sometimes the quests and places could be constructed/structured better. Like not placing the lorebook with the "secret" info nearby, but further away or somewhere later in the story. Or not having the "What might have happened?!" dialogue at all, but let us just find the lorebook and then immediately talk about what we found.
And as for my find of yesterday (or when ever it was), just some kind of wall/door (or similar) that only opens when the story has progressed enough for the find to make sense, would have been enough.
There is a conversation in the main quest with Walks-in-Ash that at first irritated me (because my character would just not be that dumb) and then made me laugh (because it dealt with some questions we'd been talking about) and in the end I realized it was just a way to spell out the information for people not as familiar with certain game lore and concepts. Basically, they couldn't leave it to chance that someone might not understand.
I think that would be something for extra dialogue that does not have to be chosen to proceed with the conversation, or really, for lorebooks placed nearby. Or the dialogues could be worded in a way that doesn't make you ask weird questions, but the necessary info gets delivered on the side somehow.
I know many of people in Tamriel do worship one or more of the Aedra and see Daedric worship as wrong, so I suppose those two quests could be said to mirror that particular view about such worship. We, as characters in Tamriel, might be expected to follow along that line: certainly my Altmer character would be assumed to follow it. But, like you said, some cultures do not worship the Aedra. Why would a Dunmer (House or Ashlander) be at all concerned if a Dibella priestess was able to grow her ranks? Or Orcs, for that matter? Would they even want to listen to her going on about it? So that circles back to wishing the game took more account of the player character's race. Though then of course you get into issues of people who play a Dunmer who was raised to worship the Divines, and so forth, and wouldn't like being assumed to be a follower of the Tribunal.
I think it really would be best if they not make any assumptions about our character, but let us make our own statements through dialogue options. Most higher-ranked Telvanni don't really believe the Tribunal to be gods either, by the way. Life-prolonging magic is well-known, and how to harness energy from artifacts is no foreign concept either. They might respect the Tribunal (more or less), but they see them more like powerful mortals and might acknowledge what they achieved as people.
And one thing I wanted to add but forgot earlier: I was really astonished to see some npcs getting really drunk in Sunport, empty bottles lying around everywhere in some spaces - but we had none of that in the Sanguine quests. I honestly don't get it. I had assumed we didn't see it in the Sanguine quests because for some reasons they didn't want to portray it, but then I come across it in other places. So why not on Sanguine's parties? I can't think of a reason.
About Azah: I think it's kind of a reflection of the Redguard version of history. Most of the Ra Gada came to Tamriel when their continent was sinking into the sea, so in a certain way, they see themselves as refugees. And necromancy is obviously vile to them, so destroying necromancers is the right thing to do without regard to prior history or reasons...
It's a bit like listening to a traditional version of a nation's history and their heroes - celebrating the exploits and accomplishments of the Pilgrim Fathers or the settlers in the American West or stuff like that, i.e. a one-sided account that's more a "classic" historical narration. And you have these today as well all over the place, it's not like it makes him old-fashioned or not up to modern times.
Sure, when sitting down with him for a beer, it'd might be nice to have a more thorough discussion about historical biases and modern scholarly research or whatever. In a situation like this, where you're trying to take out a world-destroying cult, it'd be a bit out of place to get deeper into the topic. You let the remark pass like with the proverbial uncle on Thanksgiving.
Dibellists: I did get the strong impression that they're all not the brightest tools in the shed. And I do think that was intentional. They are another cult, after all (or "religious order", to be more politically correct). Neither the main priestess outside nor the three trapped acolytes were particularly wise, so to speak. And when I came across the orc girl again in Sunport, my reaction was the same as seeing people handing out leaflets about Jesus returning in the mall. Yeah, knock yourself out, as long as you're not harming anyone.
I really don't rush, but... how long does one part of the main quest take this time? Seems they're extremely short. Just yesterday I hadn't started it at all, now I've completed the first 3 parts (of 5)...
Although I keep all descriptions vague (so no real story info, just roughly the situation or the absurdity of endlessly repetative dialogues...), I'm still going to put them into spoiler tags, just in case:
Part 2......"delighted" me with sleazy flirting (and a side npc saying how handsome the sleazy character is, because they all find Mary Sue super awesome, of course). If it remains on that level, I really hope they won't ever introduce companion romance (or at least not until they actually decide to acknowledge there are lots of different ways someone might flirt - and not only that one style they use all the time - which rather makes me facepalm instead of finding it funny or somehow appealing).
Also I had to ask Azah once more, without a way to skip it, what a Soul Reaper is...
It also included a long passage of sneaking/walking where no enemies were present, but only allies (all of them had no name or health bar, so I assume they were more akin to a talking chair or teapot than living beings) who told me in which direction to walk, which I'm not sure was necessary because there was only one way to go anyway (everything else was blocked, it was basically just like following a tunnel).
Then, later, I had to find a document while Skordo was just standing around doing nothing (Made me wonder whether he never learned to read, or what the issue is?)... I get situations where the narrations say a group splits up, the npc searches somewhere else and you get your area to search, but he really was just standing around doing nothing at all (except for watching me search, probably).
Generally, everything seemed rather obvious, and then I was given the chance to ask weird questions again, but at least they were optional this time.
Part 3......had me torture a prisoner to get info about a place I had already accidentally found before I even started the main quest. I mean, I wouldn't have had to torture him, but a dialogue option had something like "slap" or "punch" (not sure what it is in English), and I really wanted to try that, because I was curious whether it would be animated. Well, in case you wonder: You see the npc stagger, but you don't see yourself actually slapping him. No sound either. Which is something they really should add for future "flirty" situations (since High Isle, I dream of slapping Jakarn). Without a slapping sound it's... just not as satisfying.
Well, then I went to that place, and this time there were enemies present, and I was immediately kicked out by them again. Which was part of the story.
And, apart from being predictable, this part also had a wonderful ending dialogue...
Another projection of Vanus Galerion had appeared.
Azah: "That was Vanus Galerion!"
Gabrielle: "Vanus Galerion contacted me!"
Vestige: "Why is Vanus Galerion important?"
Gabrielle: "Vanus Galerion founded the Mages Guild!"
Vestige: "Vanus Galerion founded the Mages Guild?"
So, I'm curious. When you talked to Raz at that estate where we rescued the regent, and he was all "You go on, I'll escort the lady," and you had the chance to flirt with him, how was yours worded? Because the way the dialogue went, and he talked about charming Altmer ladies, or something (I forget the exact wording) my flirt option was to say, "You have a thing for Altmer? Well I have a thing for (whatever description they gave for him)." And at first I thought that was because the game was recognizing my character as Altmer, who was seizing on the chance to flirt with someone who is clearly into Altmer. But I suppose player character race recognition is too much to hope for at this point. I did not take that option, because my character wouldn't flirt with Raz, so I don't know how that particular conversation played out. I just teased him about his flirting ways, because I've known him long enough to do so.
The dialogue option in English was to punch. This part annoyed me greatly. So here we have this worm cultist who Walks-in-Ash subdued and took prisoner, and she tells us to question him because he knows her methods (or something like that). Ok, fine. I question. Cultist gives me attitude. I threaten, cultist scoffs at me. I punch one more time, cultist gives information. Then I go report in to Walks, and she acts like I just committed some horrendous act. Set aside the fact that this cultist, not five minutes ago, would have been all too happy to kill us and send our souls to whatever the cult wants them for, she outright told me to get information from him and then was bothered by me punching him all of twice.
Then we go to the caves and find what we find and get swept away and we talk to Walks again, and literally the only thing we can ask is, "Why do they want Mannimarco?" Really? Really? You think we couldn't have figured that gem out on our own?
I was so irritated, but I admit then I got amused because my stupid as rocks Vestige got to ask Walks all the questions we'd been pondering here in the forum. "What state is his corpse in?" "Where'd the box come from?" and so forth. It doesn't make up for being forced into the role of dummy, but it did save me from total irritation.
Yeah, I figured you'd just love that line of dialogue. To be fair, that was optional, and I initially chose it because it started with something that didn't necessarily sound like I had no clue. "Tell me about Vanus Galerion." I thought Gabrielle might, from having known and worked with him for so long, have some interesting details.
But the best part of the dialogue was when I had the chance to say the communication from Vanus could be a trap, and Gabrielle told me that wasn't likely because "this isn't the first time he's allowed himself to be captured to get close to his enemies." Since his Coldharbour escapade was very much not something he willingly did, it painted this picture for me of Vanny going around getting captured on purpose, like a hobby or a fetish. Like this is just something he does because, hey, why not? (Really, how many enemies does he have?). And then I thought: A-ha, that's what he does with all his time and why he was so vague when I asked him what he'd been up to!
I was initially surprised to see the Aedra shrines in the chapel of the Three Queens, but if they really are into letting everyone choose who to worship, I guess it fits that they are there. I don't imagine the deities in question would be all that into it, but how often do they show up?
The dialogue option in English was to punch. This part annoyed me greatly. So here we have this worm cultist who Walks-in-Ash subdued and took prisoner, and she tells us to question him because he knows her methods (or something like that). Ok, fine. I question. Cultist gives me attitude. I threaten, cultist scoffs at me. I punch one more time, cultist gives information. Then I go report in to Walks, and she acts like I just committed some horrendous act. Set aside the fact that this cultist, not five minutes ago, would have been all too happy to kill us and send our souls to whatever the cult wants them for, she outright told me to get information from him and then was bothered by me punching him all of twice.
I actually do think it fits her character. At least I remember her as very non-violent.
I was so irritated, but I admit then I got amused because my stupid as rocks Vestige got to ask Walks all the questions we'd been pondering here in the forum. "What state is his corpse in?" "Where'd the box come from?" and so forth. It doesn't make up for being forced into the role of dummy, but it did save me from total irritation.
That part was actually interesting and I was almost a little astonished that these questions came up. Something reasonable from our very confused Vestige for once.
But the best part of the dialogue was when I had the chance to say the communication from Vanus could be a trap, and Gabrielle told me that wasn't likely because "this isn't the first time he's allowed himself to be captured to get close to his enemies." Since his Coldharbour escapade was very much not something he willingly did, it painted this picture for me of Vanny going around getting captured on purpose, like a hobby or a fetish. Like this is just something he does because, hey, why not? (Really, how many enemies does he have?). And then I thought: A-ha, that's what he does with all his time and why he was so vague when I asked him what he'd been up to!
I gave the neutral reply, I think, but got the same answer. And I found it horribly funny. Although I assumed it's more because... well... he can't let go of Mannimarco, obviously. Still hoping to be able to talk to him and change him.
Wait - maybe that happened after their final battle that will take place at some time in the future according to lore: He didn't die and Mannimarco stole his corpse - he just played dead, so Mannimarco would kidnap him
I was initially surprised to see the Aedra shrines in the chapel of the Three Queens, but if they really are into letting everyone choose who to worship, I guess it fits that they are there. I don't imagine the deities in question would be all that into it, but how often do they show up?
Maybe not the deities, but their worshippers. I can totally see Aedra worshippers being infuriated and destroying the Daedric shrines, or a Daedra cultist sneaking in at night to remove the Aedric ones.
Now I picture Vanny using his free time to go around to places he knows Worm Cultists might hang out, hoping to get captured, hoping it leads him to Mannimarco once again.
You know, during the prologue, I don't recall Gabrielle being so casual about Vanny's capture. Her reaction seemed to be more of an "Oh no!" variety rather than a "There goes Vanny, getting captured on purpose again."
So you're saying the Clavicus Vile worshipper lied, and everyone in Sunport isn't easy-going about everyone else's religious habits?
I wonder how many Aedra worshippers there are (aside from the three Dibellans). The official religion of Sunport is the Three Queens, and we meet Sanguine and Vile followers in the city, but I don't recall anyone mentioning the Aedra.
And as for my find of yesterday (or when ever it was), just some kind of wall/door (or similar) that only opens when the story has progressed enough for the find to make sense, would have been enough.
Okay. The "flirting"...
Within some dialogue an ancient Argonian game was mentioned. I have no details yet (the main reason might be that I logged off), it was just mentioned that it was "bloody" and some old cultic habit.
So that character tells me about that "bloody Argonian game", and I get only 2 dialogue options: A neutral one or a flirty one. The flirty one is:
"I could think of a few games I'd like to play with you!" *nudge nudge*
Why?!
Especially in a "We must hurry, otherwise people might die!" situation. And with no romantic context at all.
Which human being would ever come up with such a reply, in such a situation, and then get the idea to speak it out loud?
Now I picture Vanny using his free time to go around to places he knows Worm Cultists might hang out, hoping to get captured, hoping it leads him to Mannimarco once again.
I find this very plausible. What other enemies would he have anyway? Rivaling book clubs?... Why are you looking at me like this?! Yes, it's true, Great House Telvanni might sometimes translocate certain individuals. But I've never heard anyone being interested in Vanny yet (I know, I know; the truth hurts).
You know, during the prologue, I don't recall Gabrielle being so casual about Vanny's capture. Her reaction seemed to be more of an "Oh no!" variety rather than a "There goes Vanny, getting captured on purpose again."
It is completely contradictive and I'm wondering why that idea came up. Because there's really nothing that would have ever hinted on this behaviour.
And while I find it truly amusing right now, just because it seems so absurd, I honestly wonder whether I'll still be able to take the situation seriously when the topic comes up again in this story. And we know it will.
I wonder how many Aedra worshippers there are (aside from the three Dibellans). The official religion of Sunport is the Three Queens, and we meet Sanguine and Vile followers in the city, but I don't recall anyone mentioning the Aedra.
There was a beggar or something like that somewhere I think, who mentions he prays at all shrines every day.
But of course that's the next aspect: If almost no one cares for the Aedra, why would they even create shrines for them? If there's not at least a significant number of believers, you might have small private shrines in homes, but not in the city's chapel.
I'd assume that the veneration of the Three Queens would be an Altmer habit, considering its origins, and most of the Argonians in the city would rather believe in their own native traditions. The most Aedra worshippers present, if any, would probably be merchants or other travellers who ended up there at some point. I'd rather think they would have their extra place of worship? At least that's what I'd take from real world history. Let's take ancient Rome, for example: There were edicts of toleration, which meaned that foreigners were allowed to build their own temples - it didn't mean mixing them.
Also, why don't the Dibella cultists just try to connect with the temple there, if they welcome all kinds of beliefs, including Aedra worship?
I honestly think the writers might have just had "tolerance" in mind - or just that the religion there has to be "different", because for some reason, everything has to be a little different on that island (and yes, of course a group of individuals that left the main population will develop its own traditions, especially when living in remote places, but that doesn't mean everything has to be super unusual all of a sudden just because of that).
Okay. The "flirting"...
Within some dialogue an ancient Argonian game was mentioned. I have no details yet (the main reason might be that I logged off), it was just mentioned that it was "bloody" and some old cultic habit.
So that character tells me about that "bloody Argonian game", and I get only 2 dialogue options: A neutral one or a flirty one. The flirty one is:
"I could think of a few games I'd like to play with you!" *nudge nudge*
Why?!
Especially in a "We must hurry, otherwise people might die!" situation. And with no romantic context at all.
Which human being would ever come up with such a reply, in such a situation, and then get the idea to speak it out loud?
(Also: Where's the next Worm Cult nest? I want to join and remove Nirn once and for all.)
Someone aroused by blood. I prefer not to think to much about that.
But I guess it's just some cheap humor from the writters ?
But I guess it's just some cheap humor from the writters ?
New toys. I expect them to be used everywhere until they are no longer shiny.
Do these displace the "remind my who I am and why I am here" dialog options or are they additional responses?
It had very much the feeling of the post main quest dialogue you get when you have to wait for the next content drop.
Makes me wonder, by the way, how the npc would have reacted on that flirting, whether it would have been met positively or whether we would have been told that this is not funny and not the right moment for this. But I've always played my main seriously in dialogues and choices, so I didn't want to test it with him, of course.
Okay. The "flirting"...
Within some dialogue an ancient Argonian game was mentioned. I have no details yet (the main reason might be that I logged off), it was just mentioned that it was "bloody" and some old cultic habit.
So that character tells me about that "bloody Argonian game", and I get only 2 dialogue options: A neutral one or a flirty one. The flirty one is:
"I could think of a few games I'd like to play with you!" *nudge nudge*
Why?!
Especially in a "We must hurry, otherwise people might die!" situation. And with no romantic context at all.
Which human being would ever come up with such a reply, in such a situation, and then get the idea to speak it out loud?
(Also: Where's the next Worm Cult nest? I want to join and remove Nirn once and for all.)
It had very much the feeling of the post main quest dialogue you get when you have to wait for the next content drop.
That's because it literally is.That line shows up sporadically throughout the entire storyline, including the very first conversation you have with him, but it's obviously meant for the very end of the questline. Thankfully it doesn't give all that much away, but it makes no sense in most of the contexts where it appears, and at best it's useless clutter.
That was one of the many errors (including the Earth Forge mentions) that we reported on PTS that ZOS didn't bother to fix.