5 stone atronach endeavor

  • LalMirchi
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    I skipped this one Endeavor ;)
  • Danikat
    Danikat
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    Spiritrush wrote: »
    Not sure if posted here already but Silent Sentry boss in The Silent Hills public dungeon (Blackwood) also spawns stone totems - these count.

    P.S. Given the Craglorn hint, I presume "Stone" was meant to be "Storm", an error.

    If that was the case I think storm atronachs would complete the endeavour, not stone ones. It's very unlikely the text in the description determines the actual requirements.

    My guess is that whoever designs the endeavours is looking at a database which shows the underlying creature types instead or or as well as their name. So they just saw that stone atronachs spawn around Murkmire and Blackwood and in some dungeons and assumed it was no different to the other 'kill X of creature type' endeavours, missing the fact that none of them are actually called stone atronachs or look like stone atronachs so until someone discovered (by chance I assume) that they count and posted it here the endeavour seemed far more difficult. (And anyone who didn't see this topic or otherwise hear about it would still be stuck.)

    I mentioned earlier in the thread that I've heard this is a common thing game developers will do: if you've already got an enemy which does everything you need your new object to do it makes far more sense to re-use it and give it a different model than to make a new one which is basically identical. Most of the time players will never know, or need to know.

    For some extreme examples check out one of my two favourite articles ever written on game design: https://kotaku.com/the-invisible-bunnies-that-power-world-of-warcraft-1791576630
    Edited by Danikat on April 29, 2022 10:17AM
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  • everseeing_njpreub18_ESO
    +1 for Miregaunt totems. Walked from the wayshire maybe 5 seconds and killed the 2 totem spawns a couple times while the Miregaunt stomped around, finished in 20 seconds and left.

    Great tip from above.
  • QuietPanda_22
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    I got all 5 on the 3rd boss of Bloodforge. Made sure I had killed 5 before I killed the boss. All counted. This was my least favorite endeavor to date and wish I'd known about the Murkmire boss myself! :smiley:
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  • SilverBride
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    The biggest flaw I see with this endeavor is that none of the mobs I know of that count are actually called Stone Atronach.
    PCNA
  • spartaxoxo
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    That this thread got 11k views and 95 replies in one day shows that pretty much everyone who wanted to do this endeavor had difficulty doing it and figuring out what where even to go. That the best choices were creatures not even named stone golem is also a big problem. They really ought to rethink this endeavor.
  • Zephiran23
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    For next time, the husks in Stone Garden count as well.
  • captainwolfos
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    I was content to ignore this endeavour, but it just so happened I was clearing the map in Murkmire and managed to get it accidentally.
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  • redspecter23
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    spartaxoxo wrote: »
    That this thread got 11k views and 95 replies in one day shows that pretty much everyone who wanted to do this endeavor had difficulty doing it and figuring out what where even to go. That the best choices were creatures not even named stone golem is also a big problem. They really ought to rethink this endeavor.

    I agree that seems to be the biggest problem. Once you know all the potential targets, it's not bad compared to other similar ones. It's that they specifically asked for Stone Atronachs that is the problem. It shows a massive disconnect with the playerbase and indicates that certain information that they take for granted internally is something players don't have easy access to. I wasn't aware that we were supposed to know that the totems from the mirgaunts counted. How were we supposed to know that outside of this particular thread as a resource? It feels like the endeavor was like a trick question on a test.
  • starkerealm
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    Danikat wrote: »
    I mentioned earlier in the thread that I've heard this is a common thing game developers will do: if you've already got an enemy which does everything you need your new object to do it makes far more sense to re-use it and give it a different model than to make a new one which is basically identical. Most of the time players will never know, or need to know.

    I'm certainly guilty of this in modding. Less with enemies, and more with other database entries, but still, same idea. It's a shortcut, but it's one that people actually use.
  • whitecrow
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    Fortunately I saw this thread before I even got in the game that day. If I hadn't, I probably would have just skipped it.
  • FlopsyPrince
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    Danikat wrote: »
    I mentioned earlier in the thread that I've heard this is a common thing game developers will do: if you've already got an enemy which does everything you need your new object to do it makes far more sense to re-use it and give it a different model than to make a new one which is basically identical. Most of the time players will never know, or need to know.

    I'm certainly guilty of this in modding. Less with enemies, and more with other database entries, but still, same idea. It's a shortcut, but it's one that people actually use.

    It is often called subclassing in development. Still customizable, but can use the same base. Or split the one you want to mod into a base and subclass, so you can make changes to it later without impacting future variants.
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