Ethromelb14_ESO wrote: »Can we morph in to Aedra (despite them sometimes blurring the line)?
I've heard of people doing that. Never tried it. That actually sounds pretty fun; something I really want to try the next time I play Skyrim.The problem with this is that pacifists don't fight. They become doctors. Saying you're only going to "incapacitate" a group of armed enemies that are trying to kill you is complete nonsense. This isn't Batman and you're not a comic book character. And this is one of few things that are not left up to player decision or interpretation. Our characters are killers and have no problem killing. Why they have no problem killing is up to the player to decide.
Now, I wouldn't mind seeing, say, new daily missions where you act as a vigilante and use tools provided by the mission to arrest weakened enemies as a requirement from the quest provider. But revolving your entire gameplay experience around such a concept doesn't work for these games.
I once made a pacifist (kinda) in Skyrim: my pure Khajiit Thief Mojar-do. He only had perks in the 6 thief skills (Sneak, Light Armor, Pickpocket, Lockpicking, Speech and Alchemy)
Going through Skyrim was a matter of sneaking through places, talking my way out of fights, popping potions and stealing stuff that could come in handy... all the while protecting the holds from the dragons. Not really a "good" guy, but a pacifist nonetheless(This one hates getting his paws bloody)
starkerealm wrote: »Ethromelb14_ESO wrote: »Can we morph in to Aedra (despite them sometimes blurring the line)?
No. Absolutely not.
If you're really wanting to play a character who stands against evil, your options are any class except the sorc, and the Fighters Guild skill line for your extra monster smiting needs.
Ethromelb14_ESO wrote: »Can we morph in to Aedra (despite them sometimes blurring the line)? Maybe something divine in nature that hates evil? Or something else that doesn't involve death, the underworld, or creepiness? Make us look like something celestial, and angel-like for a change, Zen.
Give us abilities named something like: Incorruptible, Begone, Preservation, I Swear, Chant of the Oath, I'd rather die. And this class would be immune to being turned by anything. Yet these games fool our children in to believing that evil is the most powerful force on earth; and that's a lie.
Oakmontowls_ESO wrote: »As multiple people have adjust stated, there is no true good and evil in the elder scrolls lore. Even alduin from skyrim isn't truly bad but is just a universe restart button. Or the daedra are simply beings of change. In short the whole elderscrolls lore seems to be a social commentary on nothing being truly black and white.
As another example, lorkan is simultaneously the bad guy in the eyes of mer and the good guy in the eyes of men.
The problem with this is that pacifists don't fight. They become doctors. Saying you're only going to "incapacitate" a group of armed enemies that are trying to kill you is complete nonsense. This isn't Batman and you're not a comic book character. And this is one of few things that are not left up to player decision or interpretation. Our characters are killers and have no problem killing. Why they have no problem killing is up to the player to decide.
Now, I wouldn't mind seeing, say, new daily missions where you act as a vigilante and use tools provided by the mission to arrest weakened enemies as a requirement from the quest provider. But revolving your entire gameplay experience around such a concept doesn't work for these games.
starkerealm wrote: »Ethromelb14_ESO wrote: »Can we morph in to Aedra (despite them sometimes blurring the line)?
No. Absolutely not.
If you're really wanting to play a character who stands against evil, your options are any class except the sorc, and the Fighters Guild skill line for your extra monster smiting needs.
I'd say the only "good" classes are Templar and Warden and even they can go over to the "dark side" (Zealots and Gravesingers)
Ethromelb14_ESO wrote: »The problem with this is that pacifists don't fight. They become doctors. Saying you're only going to "incapacitate" a group of armed enemies that are trying to kill you is complete nonsense. This isn't Batman and you're not a comic book character. And this is one of few things that are not left up to player decision or interpretation. Our characters are killers and have no problem killing. Why they have no problem killing is up to the player to decide.
Now, I wouldn't mind seeing, say, new daily missions where you act as a vigilante and use tools provided by the mission to arrest weakened enemies as a requirement from the quest provider. But revolving your entire gameplay experience around such a concept doesn't work for these games.
That's ridiculous. That's like you implying that a healer can't heal without killing. Have you ever heard of a taser? What do you think they do?
starkerealm wrote: »Ethromelb14_ESO wrote: »Can we morph in to Aedra (despite them sometimes blurring the line)?
No. Absolutely not.
If you're really wanting to play a character who stands against evil, your options are any class except the sorc, and the Fighters Guild skill line for your extra monster smiting needs.
I'd say the only "good" classes are Templar and Warden and even they can go over to the "dark side" (Zealots and Gravesingers)
FoolishHuman wrote: »Ethromelb14_ESO wrote: »It's this brain-washing in to killing everything that has lead many in to ignoring well-written story-lines in eagerness of speedily getting to the next fight. And then most wonder why they're getting bored? It's because of the monotony and desensitizing they've been bombarded by. It's why the sight of blood doesn't make us squeamish anymore, and why special effects in action movies rarely impress us anymore. We are desensitized. So of course playing as a pacifist would be boring to most ignoring the fact that such a play-style would require the greatest strength of character.
Then why are there tons of sports, racing, puzzle and simulation games? The Sims is one of the most successful franchises for video games, sports games make up the most profit for companies like EA. Puzzle games on mobile devices make millions. This genre of fantasy games is just a niche like everything else. And in this genre you are a knight in shining armor that slays monsters. As I said, you are just looking at the wrong place if that's not your kind of thing.
"The passive class would be a support class", So you don't mind helping people kill? What's the difference? If that's the case, you can just be a healer. There's no point in what you're suggesting.Ethromelb14_ESO wrote: »The problem with this is that pacifists don't fight. They become doctors. Saying you're only going to "incapacitate" a group of armed enemies that are trying to kill you is complete nonsense. This isn't Batman and you're not a comic book character. And this is one of few things that are not left up to player decision or interpretation. Our characters are killers and have no problem killing. Why they have no problem killing is up to the player to decide.
Now, I wouldn't mind seeing, say, new daily missions where you act as a vigilante and use tools provided by the mission to arrest weakened enemies as a requirement from the quest provider. But revolving your entire gameplay experience around such a concept doesn't work for these games.
That's ridiculous. That's like you implying that a healer can't heal without killing. Have you ever heard of a taser? What do you think they do? Kill? Nope, they incapacitate and quite effectively. The passive class would be a support role and offer great openings for others to have an easier time in battle.
You trying to substantiate a point by comparing one fantasy with another is silly. All you did was make my point by stressing that "And this is one of few things that are not left up to player decision or interpretation." Our characters being killers as you put it is the whole reason for the OP my friend.
"But revolving your entire gameplay experience around such a concept doesn't work (for me) for these games." Is more accurate.
"The passive class would be a support class", So you don't mind helping people kill? What's the difference? If that's the case, you can just be a healer. There's no point in what you're suggesting.Ethromelb14_ESO wrote: »The problem with this is that pacifists don't fight. They become doctors. Saying you're only going to "incapacitate" a group of armed enemies that are trying to kill you is complete nonsense. This isn't Batman and you're not a comic book character. And this is one of few things that are not left up to player decision or interpretation. Our characters are killers and have no problem killing. Why they have no problem killing is up to the player to decide.
Now, I wouldn't mind seeing, say, new daily missions where you act as a vigilante and use tools provided by the mission to arrest weakened enemies as a requirement from the quest provider. But revolving your entire gameplay experience around such a concept doesn't work for these games.
That's ridiculous. That's like you implying that a healer can't heal without killing. Have you ever heard of a taser? What do you think they do? Kill? Nope, they incapacitate and quite effectively. The passive class would be a support role and offer great openings for others to have an easier time in battle.
You trying to substantiate a point by comparing one fantasy with another is silly. All you did was make my point by stressing that "And this is one of few things that are not left up to player decision or interpretation." Our characters being killers as you put it is the whole reason for the OP my friend.
"But revolving your entire gameplay experience around such a concept doesn't work (for me) for these games." Is more accurate.
starkerealm wrote: »Ethromelb14_ESO wrote: »The problem with this is that pacifists don't fight. They become doctors. Saying you're only going to "incapacitate" a group of armed enemies that are trying to kill you is complete nonsense. This isn't Batman and you're not a comic book character. And this is one of few things that are not left up to player decision or interpretation. Our characters are killers and have no problem killing. Why they have no problem killing is up to the player to decide.
Now, I wouldn't mind seeing, say, new daily missions where you act as a vigilante and use tools provided by the mission to arrest weakened enemies as a requirement from the quest provider. But revolving your entire gameplay experience around such a concept doesn't work for these games.
That's ridiculous. That's like you implying that a healer can't heal without killing. Have you ever heard of a taser? What do you think they do?
Cause cardiac arrest and kill the victim in a sizable portion of cases. But, hey, at least it gives you the capacity to inflict excruciating pain on the unsuspecting, because that's a good thing, right?
Animal_Mother wrote: »I would imagine that it's hard to be the Hero of Tamriel while the main protagonist refuses to do anything.
The game starts out with unknown forces either murdering you or forcing you into slavery. Your choices are to accept this fate or to fight against it. Fighting against it, awakens you to the evil taking place throughout Tamriel; even as you complete quests as seen from the other sides of the conflict in Caldwell's Gold and Silver, you discover not everything in the game is black and white and even the side you choose is capable of atrocities against their primary foes.
I didn't want to become the Hero of Tamriel; it was forced upon me. If my character had accepted either death or slavery as an option, the game would've ended right after the opening scene. And if you accept this fate, you saying that this behavior is acceptable in the world. "All that is necessary for the triumph of evil is that good men do nothing."
By my character taking an active stance against these evils, generally through killing or destroying them, Tamriel is a better place. There's less slavery, less violence, hell, I even brought together three warring sides together to face a powerful evil. Could I have done that, if I had stayed a soul-shriven or a slave?
Passive is not an option. Even in the real modern world, good life cannot happen without acting upon the lives of other life.
As @starkerealm pointed out, tasers can injure, maim or even kill. As can other non-lethal means, such as tear gas, rubber bullets, water cannons, bean bags, or harsh words.
Animal_Mother wrote: »As @starkerealm pointed out, tasers can injure, maim or even kill. As can other non-lethal means, such as tear gas, rubber bullets, water cannons, bean bags, or harsh words.
Ethromelb14_ESO wrote: »starkerealm wrote: »Ethromelb14_ESO wrote: »The problem with this is that pacifists don't fight. They become doctors. Saying you're only going to "incapacitate" a group of armed enemies that are trying to kill you is complete nonsense. This isn't Batman and you're not a comic book character. And this is one of few things that are not left up to player decision or interpretation. Our characters are killers and have no problem killing. Why they have no problem killing is up to the player to decide.
Now, I wouldn't mind seeing, say, new daily missions where you act as a vigilante and use tools provided by the mission to arrest weakened enemies as a requirement from the quest provider. But revolving your entire gameplay experience around such a concept doesn't work for these games.
That's ridiculous. That's like you implying that a healer can't heal without killing. Have you ever heard of a taser? What do you think they do?
Cause cardiac arrest and kill the victim in a sizable portion of cases. But, hey, at least it gives you the capacity to inflict excruciating pain on the unsuspecting, because that's a good thing, right?
We're not talking about their ability to kill. We're talking about the intended purpose of it not killing. Heck, swords don't have to be used for killing either.
starkerealm wrote: »Oakmontowls_ESO wrote: »As multiple people have adjust stated, there is no true good and evil in the elder scrolls lore. Even alduin from skyrim isn't truly bad but is just a universe restart button. Or the daedra are simply beings of change. In short the whole elderscrolls lore seems to be a social commentary on nothing being truly black and white.
As another example, lorkan is simultaneously the bad guy in the eyes of mer and the good guy in the eyes of men.
That's not entirely true. There is good and evil in TES, but, there's no external confirmation provided. No one steps in and confirms what you already know. You're left to evaluate the morality of your actions on your own.
You can do truly evil things in TES, but no authoritative voice will step in and say, "okay, you get a red team point for that."
By the same measure, there are cosmic forces in TES that do evil things. There are cosmic forces that do good. These don't always align, and even individual beings can switch between being a catalyst for good, and being monstrous depending on what's happening. It's not really moral relativity so much as their motives are complex.
Within that context, it's easy to abdicate and say, "well, stuff is morally gray," but that's not really true. The morality involved can be assessed based on the actions taken. It's just that no one will come in, tap you on the shoulder, and remind you that you just did an evil thing.
starkerealm wrote: »Animal_Mother wrote: »As @starkerealm pointed out, tasers can injure, maim or even kill. As can other non-lethal means, such as tear gas, rubber bullets, water cannons, bean bags, or harsh words.
It's probably wroth remembering, the technical term for those is, "less than lethal," not, "non-lethal." This isn't a semantic difference. When you resort to violence, there's always a very real risk things will go too far. LTL weapons are designed to try to hedge that bet. Try to minimize the risks as much as possible. But, if you're at a place where you're pulling a weapon on someone, you're stepping into a realm where there's a very real possibility that someone is going to die.
This gets back to the morality discussion. I mean, ESO would probably be a richer game if we had more options to end quests though discussion, and talking people around, rather than just, "well, now I've got to wax the boss." Making those satisfying conclusions that feel plausible isn't an easy mark to hit, though. Especially with some of the situations we're left with.
Violence should always be a tool of last resort. Video games and RPGs can jump ahead of the curve there and say, "yeah, this is your only option," but sometimes it is the only real option.
Sounds like Varen to me, sits around in his cave never doing anything, and needs you to kill stuff for him because he refuses to get his own hands dirty. I don't think anybody would find this passive class (we can call it "The Vegetable") remotely interesting to play, not to mention the fact that they would never be allowed in any group content, and be unable to complete 90% of the game's solo content.
Ethromelb14_ESO wrote: »anitajoneb17_ESO wrote: »With all I've said, I must however point out that darkness and creepiness and all this stuff are and always will be a part of medieval fantasy. It's a genre thing.
I can agree with you there ... I'm just wondering if it has to be? Innovation has grown stale all for the sake of familiarity. Creation isn't suppose to be the brother to stagnation. It's what leads to those days we as players just stare at our stockpile of games and still wonder what we should play, because we're really bored, always looking for something fresh to give us that next fix. Not to digress, but you're right evil does permeate throughout this genre, and maybe it's time to change something and make being good cool.
MythicEmperor wrote: »The game already pushes an agenda of today's definition of the subjective term "good." If you've ever read any quest dialogue responses, then it would become apparent that there is very rarely an "evil" option.
Ethromelb14_ESO wrote: »starkerealm wrote: »Animal_Mother wrote: »As @starkerealm pointed out, tasers can injure, maim or even kill. As can other non-lethal means, such as tear gas, rubber bullets, water cannons, bean bags, or harsh words.
It's probably wroth remembering, the technical term for those is, "less than lethal," not, "non-lethal." This isn't a semantic difference. When you resort to violence, there's always a very real risk things will go too far. LTL weapons are designed to try to hedge that bet. Try to minimize the risks as much as possible. But, if you're at a place where you're pulling a weapon on someone, you're stepping into a realm where there's a very real possibility that someone is going to die.
This gets back to the morality discussion. I mean, ESO would probably be a richer game if we had more options to end quests though discussion, and talking people around, rather than just, "well, now I've got to wax the boss." Making those satisfying conclusions that feel plausible isn't an easy mark to hit, though. Especially with some of the situations we're left with.
Violence should always be a tool of last resort. Video games and RPGs can jump ahead of the curve there and say, "yeah, this is your only option," but sometimes it is the only real option.
I can agree with that, and it makes sense. It still would be nice to have a more clear definitive difference set in place for players looking to play in such a way.
SirGabenOfSteamia wrote: »Ethromelb14_ESO wrote: »Can we morph in to Aedra (despite them sometimes blurring the line)? Maybe something divine in nature that hates evil? Or something else that doesn't involve death, the underworld, or creepiness? Make us look like something celestial, and angel-like for a change, Zen.
Give us abilities named something like: Incorruptible, Begone, Preservation, I Swear, Chant of the Oath, I'd rather die. And this class would be immune to being turned by anything. Yet these games fool our children in to believing that evil is the most powerful force on earth; and that's a lie.
The Fighter's Guild and Mages' Guilds are dedicated to fighting Daedra and ending the planemeld. They were founded for that sole reason. By joining either your character is pretty much devoting their selves to the same cause.
Aedra are like gods. To be able to morph into one would be insane. I'm unaware as to whether or not lesser Aedra are still classified as deities, but even if they are, to have an entire playable race with similarities to beings that had to literally escape from Mundus in order to preserve their power would be ridiculously lore-breaking.
This game is rated "M." If we're being honest, kids shouldn't even be playing it.
Regardless, ESO is a roleplaying game. You're meant to be whoever you want in it. Make an original character, you know. People are allowed to choose whichever alignment they want, whichever backstory they want. Make your own, who cares. To say that A GAME teaches kids that "evil is the most powerful thing on Earth" --- even though the game isn't even set on Earth--- is probably the most ridiculous thing I've ever heard.
The entirety of the main plot is about banishing a Daedric Prince, which are pretty much supervillains, and his minions from Tamriel in order to stop the planemeld, which is the process of Molag Bal drawing the Mundus into his own realm and enslaving human and merkind. Where's the evil in that?
Even the Dark Brotherhood isn't inherently evil. The Dark Brotherhood tracks down and kills those who have wronged someone else in some way. And let it be said that one of those wrongs may have been murder or massacre, so where's the wrong in judgement? Don't we do that in real life? Have you ever heard of lawful execution?
Honestly, it's a game. Calm down.