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Will there ever be a "chance" at persuade/intimidate?

bluesodafizz
bluesodafizz
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I miss having a "chance" at success/failure rate with bribe/persuade/intimidate. Does anyone else feel the same way? Will this be a part of the thieves guild/dark brotherhood quests in the future. It was really fun in Morrowind, Oblivion and Skyrim when I had to wonder if the tactic would work (based on my personality level), I really liked it and I miss it in this game.

It's just weird that every time I intimidate someone or persuade them it works. I I would like there to be an extended skill tree for those two things.

(Perfectly find with me if you disagree, just keep it civil and be cool :# )
Edited by bluesodafizz on July 8, 2014 8:02PM
  • craeth
    craeth
    Soul Shriven
    Nah *** that, less leg work is the ***.
  • Arsenic_Touch
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    Welcome to the wide world of mmo simplification.

    It wouldn't work now because of the way they set up skills.
    I wish they would've stuck with the previous dynamics but it just wouldn't work now .
    Is it better to out-monster the monster or to be quietly devoured?

    ╔═════════════ ೋღ☃ღೋ ══════════════╗
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    "Death will take those who fight alone."
    "But united we can break a fate once set in stone."

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  • Chuggernaut
    Chuggernaut
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    I think the only way to implement this would be to make Persuade and Intimidate passives into multi-skill point passives with a % chance of success (since no other mechanic exists in game and no karma system).
    My comrades have returned. I erect the spine of gratitude. You are a hero today. - Bura-Natoo
  • babylon
    babylon
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    No thanks, it's a whole skillpoint. Can see "chance" being ok if we didn't have to go buy the skill in the first place, but it's a social skill, it's extra, and we bought it so it needs to be 100%.
  • NewBlacksmurf
    NewBlacksmurf
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    babylon wrote: »
    No thanks, it's a whole skillpoint. Can see "chance" being ok if we didn't have to go buy the skill in the first place, but it's a social skill, it's extra, and we bought it so it needs to be 100%.

    Yeah then we would be missed like after I used passive in crafting to improve upgrading an item. I assumed 100% meant no failure but there is always a chance of failure when upgrading. I wish it were straight forward like this skill.

    Mom simplification mixed with Zenimax complications
    -PC (PTS)/Xbox One: NewBlacksmurf
    ~<{[50]}>~ looks better than *501
  • someuser
    someuser
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    I vote "no" as well. The way I look at it, I spent the 2 skill points in order to save leg work and time... and the comparison to crafting is a bad one. Unlike crafting, the skill points in intimidation and persuasion do NOTHING but allow you to bypass busywork. If you're going to add a "chance" to the skills than I think its needs to be buffed so, like crafting, its useful all the time NOT with just certain NPC conversations...
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  • Breg_Magol
    Breg_Magol
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    babylon wrote: »
    No thanks, it's a whole skillpoint. Can see "chance" being ok if we didn't have to go buy the skill in the first place, but it's a social skill, it's extra, and we bought it so it needs to be 100%.

    There are plenty of other examples where you only get a percentage chance from a skill. :)
  • reagen_lionel
    reagen_lionel
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    I'd like there be more opportunities to use these in regular play as well as there being chances with extended skill points.

    So you can potentially use the persuade on vendors (since theres no barter skills) and threatening a vendor can put you with a fee if the vendor tells a guard (which could be introduced with a justice system)

    right now you could threaten random vendors our in the world with no investment in neither skills and receive gold. Which just seems off. (but like that the option was there) I'd like things like that to apply to more things and more npcs.
    Edited by reagen_lionel on July 12, 2014 4:46AM
  • Gilvoth
    Gilvoth
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    I miss having a "chance" at success/failure rate with bribe/persuade/intimidate. Does anyone else feel the same way? Will this be a part of the thieves guild/dark brotherhood quests in the future. It was really fun in Morrowind, Oblivion and Skyrim when I had to wonder if the tactic would work (based on my personality level), I really liked it and I miss it in this game.

    It's just weird that every time I intimidate someone or persuade them it works. I I would like there to be an extended skill tree for those two things.

    (Perfectly find with me if you disagree, just keep it civil and be cool :# )

    what a lovely and fresh idea, i do like your requested addition, and i hope it's heard and implimented.
    morrowind had this when we tried to perswade npc's and i loved it.

  • Ojustaboo
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    While I agree totally with the OP, as a compromise they could leave the quests as they are with 100% chance, but also give us other situations where it could be used such as on vendors where it's success rate is based on something else.

    Could even have some sort of penalty if we don't persuade them (even more so with intimidate) although I imagine that would be a major task to implement.

    For example you try to intimidate a vendor to repair your stuff for free, you fail, it now costs 50 % more for your next repair regardless of which vendor you go to and you can't intimidate a vendor again until you have done the repair.

    Edited by Ojustaboo on July 12, 2014 5:32AM
  • DeLindsay
    DeLindsay
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    TES fans would love this change, Traditional MMO fans would hate it. I guess it's up to which group is of the larger subscriber base as to whether ZoS would add that functionality to ESO.
  • AlexDougherty
    AlexDougherty
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    babylon wrote: »
    No thanks, it's a whole skillpoint. Can see "chance" being ok if we didn't have to go buy the skill in the first place, but it's a social skill, it's extra, and we bought it so it needs to be 100%.

    ^^This.

    Imagine you actually spent a skill point in Intimidate, only to find it doesn't work most of the time, I would be angry.
    People believe what they either want to be true or what they are afraid is true!
    Wizard's first rule
    Passion rules reason
    Wizard's third rule
    Mind what people Do, not what they say, for actions betray a lie.
    Wizard's fifth rule
    Willfully turning aside from the truth is treason to one's self
    Wizard's tenth rule
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