There is a stock NPC line, "What's that terrible smell??" I remember hearing it in Senchal but it probably can be heard ... elsewhere. I am both amused and offended (in a roleplaying way).
There is a stock NPC line, "What's that terrible smell??" I remember hearing it in Senchal but it probably can be heard ... elsewhere. I am both amused and offended (in a roleplaying way).
I don't think I've ever heard that one! Ha, well, I'm going to be on the listen for it now. Mostly I hear npcs I'm walking by (and maybe get a bit too close to) say: "I'm busy." And I think, "Ok, didn't want to talk to you anyway!"
There is a stock NPC line, "What's that terrible smell??" I remember hearing it in Senchal but it probably can be heard ... elsewhere. I am both amused and offended (in a roleplaying way).
I don't think I've ever heard that one! Ha, well, I'm going to be on the listen for it now. Mostly I hear npcs I'm walking by (and maybe get a bit too close to) say: "I'm busy." And I think, "Ok, didn't want to talk to you anyway!"
It was in the area with the daily questgivers.
There were also dremora (I think particularly from Clan Darkbinder in Solstice) that complained about the smell of mortals. Just checked, there were even several different lines about that very topic, introduced with different chapters. They prefer the homely scent of sulphur, I guess.
(I'll reply to the long message later.)
I don't see why not. Rewards are fun to get! At the very least if someone caps CP they should get a nice gift. (I say this as someone who will probably never cap CP).
You see, this is why I want that article about how a quest gets made. If I knew more about the process and the limitations, I could understand why some things are the way they are. But a forum thread where the writers talked about their writing with the community? I have my doubts that would be productive.
Technically? Likely. If they felt a need to travel underwater, I believe they could have come up with a way to do it. I don't know that it would have been much on their radar, however.
That feeling of things going out of control is powerful and could be effective for storytelling. Would everyone appreciate it? Unlikely. And since we can't actually "lose" in this game, that would dampen the effect a little bit. Kind of like quests that say, "Hurry and find him!" There's no real urgency; you can get to it whenever you want. I've played games where they control for that by adding a literal timer to the quest, and that does prompt a certain, "I better get this done!" feeling, but if that's overused it just becomes annoying. A loss of control quest could actually be quite interesting if used sparingly and where it makes sense.
Off-topic a bit, but my husband and I bought those guide books for Morrowind, Oblivion, and Skyrim. We considered them mandatory for getting the most out of the game.
As far as ESO goes, I do think they could put more information in the game. I realize it makes sense for us to not know exactly what the codex entries are for antiquities before we find them, but once we've found it, why couldn't there be a little reminder tooltip telling us where so if we want to farm up the other two entries, we know where to go? It wouldn't be any more immersion breaking than finding fifty sacred chalices of Ysgrammor.
That would be fun! Of course that brings up the entire notion of: will we ever get to go to these other places.
Lol...I was just imagining someone explaining that they're human. Even saying it once would be weird, since that's really the kind of thing that doesn't need to be brought up. But, yes, a quick reference to the Aldmer claim would be all that is needed.
I had no idea the Ancient Egyptian culture had such a detailed view of the soul's aspects. It does put the 'stamina, magicka, and vitality' aspects of the Great Mage into perspective. But so far he's the only one we've seen that happen to, and he did it to himself to prevent the larger plan the daedra had. (Kind of makes me wonder why he didn't do it when Mannimarco went to use him as ye olde magicka battery). So is that an innate part of everyone on Tamriel, or just something the Great Mage was able to accomplish?
Traitor's Vault is an odd construct (speaking figuratively, though literally the layout is also quite odd). On such a small island, to have one part of it sealed away, and called that with no real explanation--is it any wonder students wanted to get in there and poke around? We know from the flashbacks that, even back then, Mannimarco had to get permission to use it, so that makes me think it was always off-limits. They don't name it in the flashback, so we don't know if it was called Traitor's Vault back then. If it was--well, who was the traitor to the Psijic Order? If they named it after they expelled Mannimarco, was that really the best name for it? Was he really a traitor to the Order? And if they named it after finding out he was a traitor to Varen, well, that's the strangest of all. Yes, we definitely need a lore book about the history of the Traitor's Vault!
Well, he never finished his Psijic training--left the island in a rage and all.
It does amuse me, mostly because I imagine everyone in Tamriel is kind of stinky--there really aren't many baths to be found.


Everyone's attached to the smells of their own home, aren't they? But do all oblivion planes smell like sulphur, do you think? Or is that reserved for princes like Bal and Dagon? I figured Apocrphya would smell like book dust mostly. Maybe mildew and ink. The Evergloam I could see having a musty kind of dank smell, like a damp evening in winter.
Okay, so now I'm finally back from that clandestine meetingYou know how it is, Council stuff, etc. Anyway,
I don't see why not. Rewards are fun to get! At the very least if someone caps CP they should get a nice gift. (I say this as someone who will probably never cap CP).
A title perhaps?
I'm at cp 2130 or so now, which is more than actually ever needed. And I have dozens (or even hundreds by now?) of xp scrolls left. I originally intended to use them for companion levelling (as they count for companions, too), but now I've already levelled all of them that I care for (well, except or the tiny bit that's still missing for Zerith-var, but that's not much), and sadly we don't know if we'll get any new companions in the future. Which is a pity - most companion quests were very well-written. I'd even say that Zerith-var's was one of the best stories we've seen in the past few years.
Now I'm wondering, by the way, how fastly all those daily login reward items that I've kept on a storage character might be used up, when we won't be getting new ones anymore (at least not for just logging in). Not only talking about xp scrolls; I have masses of potions, poisons, repair kits and other items left. Actually I had always hoped they'd add a gold value to them one day, so I could sell them, at least.
You see, this is why I want that article about how a quest gets made. If I knew more about the process and the limitations, I could understand why some things are the way they are. But a forum thread where the writers talked about their writing with the community? I have my doubts that would be productive.
It's true that online discussions, no matter on which website, often tend to attract a few people who don't discuss fairly, who get disruptive and/or aggressive. But I think ESO's lore and story/questing-focused players are generally very civil. Whether a discussion would end satisfactory, is another question, of course - for example if it turned out that perhaps writers and community might have rather contrasting ideas.
Technically? Likely. If they felt a need to travel underwater, I believe they could have come up with a way to do it. I don't know that it would have been much on their radar, however.
Hard to say. Maybe a general interest in exploration? Or they could have been searching for some rare materials underwater? Or maybe they were interested in going to Thras to visit the Sloads?
That feeling of things going out of control is powerful and could be effective for storytelling. Would everyone appreciate it? Unlikely. And since we can't actually "lose" in this game, that would dampen the effect a little bit. Kind of like quests that say, "Hurry and find him!" There's no real urgency; you can get to it whenever you want. I've played games where they control for that by adding a literal timer to the quest, and that does prompt a certain, "I better get this done!" feeling, but if that's overused it just becomes annoying. A loss of control quest could actually be quite interesting if used sparingly and where it makes sense.
We actually have a few situations in game where there's a timer, so the functionality is already there. For example, I remember the signal fire sprint that's part of the New Life festival, that desert gambling camp led by bandits in Reaper's March, and that quest where we need to complete a few tests to join the Veiled Heritance. I personally didn't find those racing tasks very interesting, though. Would I like it more if it hadn't been races but actually story situations that were supposed to be dangerous and urgent? A bit perhaps. I think I'd still rather prefer other narrative methods to make a situation feel urgent (no matter if it actually is fatal for the player character not to hurry, or not).
When it comes to failure, I think having a longer questline fail in the middle would be rather frustrating to most players. But a short, one-part zone quest - why not? I also wouldn't mind it happing at the very end of a longer, multi-part questline. I've already written it some time ago, but I really would have hoped that the Solstice story has different endings. Including one where we fail, and, for example, the whole island would get planemelded and Mannimarco would leave the place triumphantly (even if it's a bit ironic: it doesn't make a big difference for possible future stories involving him if he dies at the end of Solstice or if he just leaves to ponder his next, future plans somewhere in the background; we know he will be back in Tamriel one day, after all).
Now when I think of situations whre the player character could be powerless or unable to intervene in a bad situation... Not sure if most people would hate it and would complain? It would be something different to the usual "bad thing happens, hero comes and saves the day" at least. I'm just wondering what could be done to make stories less formulaic and a bit more interesting. Things that could evoke emotions, or maybe make people think for a bit.
Which reminds me of one Oblivion quest now; the one where the Fighters Guild sends you to infiltrate the Blackwood Company and you join their ranks. They gave you Hist sap and then sent you out to the village of Water's Edge to kill goblins. And when you returned to that village after the influence of the Hist sap wore off, you'd notice it weren't goblins but the village's human inhabitants (or you might have noticed earlier that something is off - I can remember when I played that quest for the first time, I thought it was weird that the goblins were peaceful, so I retreated and didn't kill all of them, at least). But no matter on which point of the story the player noticed that something was very wrong there, it was shocking. Thinking of it, there were quite some serious emotional moments in Oblivion, despite it often also having some more humourous tone - and despite the rather strange character models.
That would be fun! Of course that brings up the entire notion of: will we ever get to go to these other places.
Some people might be complaining about asset reusal then, I guess... But anyway, generally I don't think chances are high to ever get to Akavir in ESO. I'm slightly more optimistic when it comes to Pyandonea. I'd just hope Maormer society would feel really unique, and that the depiction would not shy away from aspects that clearly do not adhere to today's real world morals. That's a thing that concerns me a bit considering how "negative" aspects often feel to get avoided now, not only in ESO's Sanguine depiction, for example, but generally in game writing.
Traitor's Vault is an odd construct (speaking figuratively, though literally the layout is also quite odd). On such a small island, to have one part of it sealed away, and called that with no real explanation--is it any wonder students wanted to get in there and poke around? We know from the flashbacks that, even back then, Mannimarco had to get permission to use it, so that makes me think it was always off-limits. They don't name it in the flashback, so we don't know if it was called Traitor's Vault back then. If it was--well, who was the traitor to the Psijic Order? If they named it after they expelled Mannimarco, was that really the best name for it? Was he really a traitor to the Order? And if they named it after finding out he was a traitor to Varen, well, that's the strangest of all. Yes, we definitely need a lore book about the history of the Traitor's Vault!
I really need to replay Summerset sometime soon. It's somehow hard to believe that there's no lore on that whole structure, right? It wasn't just the Traitor's Vault, after all, but the whole complex also extended to the South. I'm aware there's the Vault of Moawita with that artifact collection quest, but the whole structure looks much bigger, and also half ruined for some reason. It's like most of the island is just left in that state, unused, while the students don't even have some place to sleep.
Well, he never finished his Psijic training--left the island in a rage and all.
Thinking more about it, the whole place is a strange concept. Secluded, completely disconnected from the rest of the world, always just watching over it, normally not interacting. For an orphan it might not be too bad, but I guess many people with a family on the mainland would possibly see staying there as a sacrifice. Well, except for those who prefer the calm of just sitting on some island in tropical climate, staring at the sea, drinking wine
It does amuse me, mostly because I imagine everyone in Tamriel is kind of stinky--there really aren't many baths to be found.
I have a bathtub in all of my homes (funny thing, the only bathtub furnishings available are a Dunmer bathtub made of marble, a rather rustic wooden orc style tub, and an Altmer bathtub that's only available for crowns)But perhaps that npc didn't like my perfume...
...or maybe it didn't mix well with the natural flowery scent of magicka (unless it's necrotic energy; we've already speficied that that smells of strawberries).
Seriously though, the average fighter would probably smell horrible. And I don't mean only sweat, but all the blood and whatnot that would stick to weaponry and armor, especially if someone walks around like that for hours in hot climate.
Everyone's attached to the smells of their own home, aren't they? But do all oblivion planes smell like sulphur, do you think? Or is that reserved for princes like Bal and Dagon? I figured Apocrphya would smell like book dust mostly. Maybe mildew and ink. The Evergloam I could see having a musty kind of dank smell, like a damp evening in winter.
It would make sense for all planes to have their unique smell, even if there's some underlying tone of sulphur - I think according to lore, that's supposed to be typical for all daedric beings. The more I think about it, perhaps a unique smell would not make sense? If we assume that all we see there is just an imitation made of daedric chaotic creatia anyway? That would make it a bit dull, perhaps; but on the other hand it's also unsettling to see, let's say ink or an ocean or ice, but everything smells unreal, strangely sterile, or wrong somehow, only having that typical daedric matter smell (which would also explain why dremora might dislike the smells of the mortal world - because they're different, varied and possibly confusing).