Pendrillion wrote: »In my opinion we should have more optioins to intimidate or persuade npcs. Also perma stuns or knocking out people rather than killing them could be a method.
Ourorboros wrote: »Sounds like Elder Scrolls is not really for you. Every game in the series involves killing. But so what, it's all make believe. No digital characters were really harmed during this production. If you really can't handle this, there is always chess or checkers. But you do know those are really war strategy games?
timidobserver wrote: »Speechcraft and Illusion magick could help with this.
In real life I'm not a thief. Few months ago found a wallet stuffed full of cash and made sure the owner got it all back.
In ES games I steal and rob anything/body I can.
If you were a true pacifist, you wouldn't have purchased the game. You wouldn't have been able to justify the cost of buying a game centered around a war. That's the definition of a pacifist - unable to justify anything related to physical conflict.
It's like walking into a steakhouse and insisting on a salad because meat is murder. You can do it, but you're not going to change the steakhouse and there are more tactful ways of getting the salad you want.
There are lots of great combat-optional social games out there. Fallen London is one of my favorites. Sure, it's more of an online card game, but it has an ongoing narrative that most games can only dream of.
But if you want to proceed through Elder Scrolls Online, combat will always be a major element in the game world because that's the way the game was designed.
Gahurkaness wrote: »
Gahurkaness wrote: »
No, this is not an ethical debate, this is a video game based on combat that you chose to play. Now you could choose to sneak around and pop invisibility pots and not complete any quest objectives that require you to kill anything if you wish. Go for it. But asking the game designers to change the game design to offer options that cater to "pacifists" who choose to play war games is a bit overboard.
No, no misunderstanding here. They are NPC characters in a video game and it seems you were trying to apply real life ethics to them.Gahurkaness wrote: »Gahurkaness wrote: »
No, this is not an ethical debate, this is a video game based on combat that you chose to play. Now you could choose to sneak around and pop invisibility pots and not complete any quest objectives that require you to kill anything if you wish. Go for it. But asking the game designers to change the game design to offer options that cater to "pacifists" who choose to play war games is a bit overboard.
You missunderstand. I meant that the "if they try to kill you then they deserve to die" is such a debate. Not this thread in itself.
And once more, having more choice of progression that is also rewarding is never a bad thing, if implemented right. And of course it would cater to a certain demographic. Every choice does, that's what makes it a choice. As soon as you say "maybe it's not for you" then you admit that is also caters to a certain demographic.
Gahurkaness wrote: »Many of the quests seems to derail into killing many, many people who didn't really deserve it. This doesn't sit well with me, who am a bit of a pacifist and believer in reason to begin with. I also like to be the hero of the story. But because of this, I simply aren't.
So what I'm trying to do here is to gather you guys to share ideas about how to successfully implement alternate paths of advancements through quests that does not involve killing people - or at least not killing those that are not vital to the story. We got stealth and disguises, let's work from that.
Also, wouldn't it be cool if we had a special skill line for purely non-violent skills that increases as you choose peaceful options? And maybe achivements? Make being good rewarding. Then maybe it will come naturally in time.
Try reframing the issue:
The NPCs you are supposed to kill will gladly attack you first if you hesitate.
So they really do deserve to die.
Gahurkaness wrote: »Many of the quests seems to derail into killing many, many people who didn't really deserve it. This doesn't sit well with me, who am a bit of a pacifist and believer in reason to begin with. I also like to be the hero of the story. But because of this, I simply aren't.
So what I'm trying to do here is to gather you guys to share ideas about how to successfully implement alternate paths of advancements through quests that does not involve killing people - or at least not killing those that are not vital to the story. We got stealth and disguises, let's work from that.
Also, wouldn't it be cool if we had a special skill line for purely non-violent skills that increases as you choose peaceful options? And maybe achivements? Make being good rewarding. Then maybe it will come naturally in time.
Gahurkaness wrote: »I really wish posts could be edited.
People often choose to play a game a particular way, especially if they enjoy role-playing. Someone might want to make a point of drinking in every inn, or walking the entire length of the world, for example, and just the other week we had The Antiquarian explaining how he was collecting all the redundant old provisioning mats. It's equally valid to try and complete a combat-centric game without killing anything, and I used to play an open world PvP MUD where there was a complete guild set up for pacifists who were respected for their druid-like beliefs such that it was incorporated into the structure of the game - and the game was greatly enriched by the additional depth it provided.
Whilst this would at present seem to be an impossible game to complete without a lot of combat, I wouldn't for a moment dream of knocking the OP's desire to find a different way to play it and if that could be achieved by creating an additional skill line and set of achievements with sufficient demand to justify the development time then as people are quick to retort on this board - if it doesn't impact on you then why not? At the very least it would be original, unlike all the calls for e.g. necromancer skill lines which are just a variation on what we already have.