I dont think i remember that. Was that Northern main quest or was it the questlinee when you do the main quest for the expansion and DLC? I havn't done that yet then
Whatever happened to choices and even dialogue options to react to a situation?
For example we still have persuasive and intimidate passives gor fighters guild and mages guild but I havnt seen a time to use them in any expansions for a while. For example deadlands spoilerwhen we finally meet Lyranth we shouldn't just ask why she didnt meet up with us blandly. I want to react angrily and complain she made us waste time trying to find her. Or use persuasive perk to ask for more info about what she was doing.i think alot of situations in deadlands between the player character and NPC's could be improved by allowing us to react angirly, sad or upset/annoyed to NPC's in Whatever way we want.
Usually main questlines just force us to feel a certai. way. Another good example is Blackwood spoilerif you are part of the darkbrotherhood you have to outright tell Eveli with no option to lie.
They say your choices matter in ESO. What's the point if we can't do that anymore through dialogue options with NPC's in the main questlines or even side quests?
I like the ESO writing, but I also understand that the stories are on rails and we along for the ride. There seems to be only limited space for alternatives in the story path. Maybe it is budget. All those alternative lines have to be spoken by some actor. Maybe it is just complexity and they don't want to deal with options and branches in the story, given that they probably want everyone to end up at the same ending.
I like the ESO writing, but I also understand that the stories are on rails and we along for the ride. There seems to be only limited space for alternatives in the story path. Maybe it is budget. All those alternative lines have to be spoken by some actor. Maybe it is just complexity and they don't want to deal with options and branches in the story, given that they probably want everyone to end up at the same ending.
I like the ESO writing, but I also understand that the stories are on rails and we along for the ride. There seems to be only limited space for alternatives in the story path. Maybe it is budget. All those alternative lines have to be spoken by some actor. Maybe it is just complexity and they don't want to deal with options and branches in the story, given that they probably want everyone to end up at the same ending.
[snip]
So they cant give us more lines for different dialogue options but they can have voice linew for recapping a quest I did 5 minutes ago?
I would be happy if they ditched the recap voicelines and gave us more in-depth diaolgue choices.
So they cant give us more lines for different dialogue options but they can have voice linew for recapping a quest I did 5 minutes ago?
I would be happy if they ditched the recap voicelines and gave us more in-depth diaolgue choices.
Unfortunately, you can set the quest down and come back in 6 months and have no idea what is going on, so they need the quest recaps for those people.
I don't want them to trade out stuff, but spend more money on more lines.
phaneub17_ESO wrote: »Toothmaul Gully had an option to fight the Goblin Chief, he was a really hard on top of it. One Tamriel got rid of it, now your only options are let the elf go or gut her.
Also, make it so your character doesn't have the brain capacity of a steamed cabbage. Like for example: Your character is a Dunmer and is faced with someone who talks about the Tribunal. Every Dunmer knows the Almsivi. Instead of something like "What is the Tribunal?" for every single character and makes you look stupid, add more choices to circumvent those questions.
For Example:
Tell me more about the Tribunal (For Dunmer who don't know that much)
Yes, go on. or Thank you, but I must be going. (To skip that horrible question)
What is the Tribunal? (For non-Dunmer characters or just to be called a fetching s'wit by the NPC if you are Dunmer.)
Just my thoughts.
Also, make it so your character doesn't have the brain capacity of a steamed cabbage. Like for example: Your character is a Dunmer and is faced with someone who talks about the Tribunal. Every Dunmer knows the Almsivi. Instead of something like "What is the Tribunal?" for every single character and makes you look stupid, add more choices to circumvent those questions.
For Example:
Tell me more about the Tribunal (For Dunmer who don't know that much)
Yes, go on. or Thank you, but I must be going. (To skip that horrible question)
What is the Tribunal? (For non-Dunmer characters or just to be called a fetching s'wit by the NPC if you are Dunmer.)
Just my thoughts.
I thought they would change that. I'm pretty sure if you are a high elf doing summerset there are alternate dialogue's you get from NPC's.
VaranisArano wrote: »Also, make it so your character doesn't have the brain capacity of a steamed cabbage. Like for example: Your character is a Dunmer and is faced with someone who talks about the Tribunal. Every Dunmer knows the Almsivi. Instead of something like "What is the Tribunal?" for every single character and makes you look stupid, add more choices to circumvent those questions.
For Example:
Tell me more about the Tribunal (For Dunmer who don't know that much)
Yes, go on. or Thank you, but I must be going. (To skip that horrible question)
What is the Tribunal? (For non-Dunmer characters or just to be called a fetching s'wit by the NPC if you are Dunmer.)
Just my thoughts.
I thought they would change that. I'm pretty sure if you are a high elf doing summerset there are alternate dialogue's you get from NPC's.
It's something the writers have improved on, and I think it's partly due to the criticism that the Morrowind Chapter got for dumb things like making the Dunmer players ask "What's a Tribunal?"
If you play rivenspire and talk to count Verandis and learn he is a vampire. You get alternate dialogues. You get one where u hate him because he's a vampire. One where u say you omly work with him because Emeric told upu to trust him. The last one I think is you being indifferent.
In the end you have to work with him but at least the player can express themselves with different dialogue.
It's always meaningless. The story is [Snip] and not tailored to your character, so even if you decide to kill that NPC to achieve something, it's not that relevant or the world cares to that at all in the end.
Every dialogue that comes with persuasion or intimidation options can come with a bribe option too, and it's like pocket change to pay up that NPC so you don't have to walk a mile to do something else.
It's a joke.