I've been frustrated, too, by companions speaking over other NPC voice lines, but for this quest line, I'm not bringing a companion along. I feel more like a successful sneak-thief if I don't have someone trailing along after me. Not that I'm always so successful at it--the number of heists I don't complete in time tells its own tale.
I do chuckle sometimes when I'm supposed to be doing something quietly, but there's a companion with me, my big bear is just standing around, and there's a non-combat pet rolling around or being loud/flashy, depending on which one I have out.
But, back to topic: The problem is that daedric princes don't actually have a biological physical body, but are basically made of energy, so one can't draw conclusions between them, and, say, the average Altmer, Breton or hound, because they're biologically really completely different things.
You think a mass of tentacles with eyeballs is a form that makes sense for the average mortal mind?
More sense than a confusing pattern of impossible geometry formed from ever-changing rays of light or whatever they might "truly" be. In the end, every brain works with pattern recognition. It tries to make sense of the world, in ways it can comprehend. In some cases this leads to things not actually being perceived as how they actually look - think of optical illusions, for example. Also, colors don't truly exist. It's all just electromagnetic waves of different wavelengths, and our eyes make them look like colors. And eyes of other species see them differently.
So what a daedric prince truly is, and what is perceived by a mortal, might be entirely different things.
As far as the definition of living goes: cells and metabolism--we don't know if the Princes have those or not, since no one has ever been in a position to confirm that, but I'm willing to bet they don't, since they are made of creatia. Grows, reproduces, reacts on its environment: if growth means 'was once a baby and is now an adult,' then no, they don't grow; Molag Bal at least is said to have children/spawn, so one of them at least has some level of reproduction; not sure what constitutes reacting to the environment, but every time we go to one of their realms, they do something about it. Obviously they are capable of movement. As for evolve: not in the classical Darwinian sense, they don't, but there have been a couple of notable evolutions/changes for a couple of them. So they're, what: half-living? Some weird space between living and not living?
In any way they do not meet the criteria for biological life (meeting just a few of them isn't enough per definition). What they are? Who knows. But them obviously not being the average lifeform comparable to humans or elves is the very reason I find it a pity that they are portrayed in such a "mundane" way, especially lately. There could be something more mysterious and hard to comprehend about them and their actions, considering they are supposed to be something mysterious and foreign.
I suppose an enemy could have tried such a thing. Taken that information, run to Cyrodiil with it, found the person in question, (who was hiding somewhere), warned them, and then gotten back to Skywatch in time for the next day's favour. Sure, why not. My character didn't do that. Did yours? I know you don't like Urcelmo--are you his enemy, too?
I don't dislike him, I just didn't find him particularly interesting in base game. He's also lucky that Great House Telvanni has no interest in the war, so I did not forward the info to the Pact.
What I like is that the Thieves Guild quest has three different ways you can start it. You can pick it up from the crown store, of course (which isn't something I like to do to start quests), you can just happen upon it if you use the Daggerfall wayshrine, or you can get it from Quen herself in the Abah's Landing Thieves Guild. I was there to do a heist, saw Quen had a quest marker, and so picked it up from here there.
Unfortunately, if you do take the quest from Quen in the Thieves Guild in Abah's Landing, that isn't reflected in the dialogue with Skeever Nivo. You can say "Quen's a friend," if you knew her from before, but you can't say, "Quen told me to meet her here." And then, in the end, Skeever will tell you all about Quen as if you don't know her anyway. That's what I meant about the arrangement of the dialogue being a bit off. As far as how much he tells us--he's expositon NPC and, like all exposition NPCs in the game, he tells us all the details. I chose the neutral option with him as the others didn't feel like they fit my character.
I didn't know about the different start locations for the questline. When it comes to dialogue options, I mostly found myself choosing the neutral one so far, just like it had been in Solstice. But it was just quest 1, we'll see how it continues! I hope I'll be able to continue questing later today.
I enjoyed the conversation with Quen, and I don't mind that the other characters from the original quest aren't involved. It makes sense that the Guild sent one person to try to establish a new chapter, and as far as her being the one ZOS decided on: she's popular.
It looks like it's still following the old pattern that we saw with chapters, with there mostly being one returning "host character" leading through the new storyline. Not all the time (Leramil was new, for example), but they did that quite often, with Eveli, Lyris, etc.
I did choose the flirt options in this quest, because to me they didn't seem like flirting so much as teasing familiarity, and Quen's responses fit that, at least in my mind. There will be at least one more flirt option (haven't finished the quest line yet, so don't know how many more times one can flirt with her) that is more decidedly flirtatious (and so I didn't choose that one). I like that they gave some nuance to the flirt lines and I think they made sense for when they showed up.
I just found that dialogue option friendly, showing familiarity in a way, which especially makes sense for characters who have just finished the first Thieves Guild storyline before, or interact with the guild regularly. It would actually have been what my character would have most likely said, but since it was labeled the way it was, I thought I better don't choose it, not knowing if it might lead into a direction I didn't intend. It's a bit of a pity, but I'm really not sure how much weight choosing one such dialogue option might have or not.
I also got 'caught' by the cartel, but that was because I was too focused on taking the lootable things and the timer ran out. I knew it was a timed quest, but I thought I would be fast enough to grab a bunch of stuff and make it out. Next character I take through, I'm going to concentrate just on getting out unseen (maybe grab one thing) and see how that ends up.
In my case, there was still plenty of time left, so it made me wonder if it was a scripted event that happens in any way. Or maybe using the Blade Of Woe counted as having been detected by the npc and a specific number of detections also leads to that outcome?! It still felt a bit weird as I had the feeling my character was getting along quite fine.
It does sound like you got some sort of earlier version of text that hadn't been cleaned up/translated. What a strange and unfortunate bug.
For me, it wasn't that bad since I could also listen to the correct text, but for people who rely on the written text only, this indeed is an unfortunate bug.
Ah, right, I just remembered: The Night Market will not return at the end of this year. It's postponed to early 2017. Which again made me think that this is mostly a testing ground for upcoming content - if they didn't get the stuff ready to test yet, having the Market return also makes no sense.
If we want to get really very technical, we don't actually know what the denizens of Nirn are composed of, biologically speaking. At least one of them is apparently also creatia, so is the Vestige even sentient?
I'm aware of how the brain works really hard to make sense of the world, but what I question is that, being confronted with "impossible geometry formed from ever-changing rays of light" you think a mass of tentacles with eyeballs is what the mind would settle on as "making sense." Why not a more humanoid form, as the other Princes appear? Why, when confronted with Meridia would the brain say, "Ok, lady of light." And when confronted with Mora, it would say, "Writhing mass of tentacle eyeballs." And when confronted with Vile, it would say, "Hey, this one has a dog." If a Daedric Prince's appearance is all down to what the mortals of Nirn think they look like, why such variety? Or, conversely, why aren't their appearances more wildly varied, if it's all just down to the individual who is perceiving them?
Some of that portrayal has got to be down the limitations of the medium, but largely it's down to the established lore. As far as I understand it, the Princes can choose what form they want to look like, so that's what we see.
I agree they could be less common in stories, and their actions harder for us to parse, but too much of that risks us going too far in the direction of senseless and zany--like Sheogorath times 10.
Which info? The Pact already knew they lost that one battle. The name of one Aldmeri Dominion member who was possibly a member of a rogue group who wants more war? Or the name of the Eye of the Queen?
I've also wondered if ZOS is ever going to move the whole 'peace talks' storyline forward. I mean in game, not just in letters from Lady Arabelle. Obviously the Cyrodiil zone will always be there and always be at war, similar to the way the anchors will always drop even though we ended the planemeld (and the bards will always be singing about how the planemeld is nigh). But would a 'cease-fire' or 'truce' story work, do you think? An official lore end to the hostilities? Or are we doomed to this forever war?
That's true, but I think this one has more of a reason for it, because it's a direct sequel. It would be strange if we didn't have anyone from the original Thieves Guild involved.
I don't know if there's some kind of tally being kept behind the scenes for which player response we choose. It would be cool if the dialogue trees could be more dynamic based on these responses, and that if you're likely to choose the surly response, for example, the future dialogue would show that--like maybe the NPC would become a bit brusque or reserved towards you.
Well, if you still had plenty of time left and still got caught, maybe it was down to all the murder you were doing. I did kill a couple of people, but mostly I was doing my best to sneak by them, and it wasn't until the timer ran out that I got caught.
Early 2017, you say? Let's get out that old time-travel machine, then! ;-P
No, I know you meant 2027, and I was a little surprised to see that. But they did say it was an experimental zone, so you're probably right and they don't have the experiments ready yet.