ObrinMRtel Posted April 16, 2014 Posted April 16, 2014 I'm working on it. ETA: When hell freezes over. On my current PC I have no motivation to work on anithing, but when i get the new one in about a month I will start my own project. Not sure what it will be though.
1conseq Posted April 16, 2014 Posted April 16, 2014 Legit point. It would take some serious doing to make the near immortal, dragon eating murder-hobo that is the PC just roll over and offer their ass up to some grubby bandit chief despite the literal hundreds they've no doubt already butchered. Sort of makes you wonder why people even bother to try fighting you after they hear all the shouts coming from over that next hill. Well, the optimist bandit chief assumes that the group over the hill almost managed to take down the dragonborn, so the time is ripe for him to swoop in and finish off the weakened dragonborn. I love how video games do that. It's not a matter of any one enemy being a real challenge, it's a matter of how many tiny fools are necessary to chip you down enough that the final "boss" is actually going to compete with you. I always think of those long areas in something like Pokemon and stuff where there's a bunch of enemies that are totally harmless alone, but because you need to slog through every one of them, it becomes a war of attrition. On that note, and back to the topic (I'm done with pokemon here, don't worry), if someone was going to make a dungeon exploration mod, something a bit different might be rather than five thousand enemies with about ten health each scattered in abundance throughout a ruin or something, go for only a few enemies, each one an antagonist in their own right. A tough fight in some way, a specific theme to each one and maybe a bit of backstory on them and why you want to murder them scattered here and there. Journals and stuff, maybe. To y'all, there are some mods that make combat deadlier for both the player and the NPC's, thus making it not so "meaningless" to kill someone, since you can legitimately feel that you can be killed by anyone and that you need some smarts to overcome a numerical disadvantage. But that also means the PC isn't that strong, he's more human and some players don't like that. I guess we'll see an open world game in the future that gives more personality to the NPC's, so we'll actually see struggle to escape death that comes with battle, but I don't know if Skyrim has the technology to be "modded" to give that. I think what the mods available upgraded in Skyrim is really close to the limitations of the engine. But I might be wrong. What bothers me more than NPC's foolhardly charging towards a clearly more powerful foe, is going to bandits hideouts and see them hanging around doing nothing, always in the same place. They should be moving around, doing what bandits do and be unpredictable, bandits should be very hard to find and should catch you by surprise when you are unaware. There are some mods that add bandit raids and bandit groups that roam around, as well as increase differentiation between one and another. There are mods that add reactions, like fleeing away from something, like a dragon, instead of stupidly charging in. But there are still those groups of bandits that hang inside a dungeon without ever going out, if I go there, I'm 100% sure to find them there, doing absolutely nothing and worse than that, they'll be in the exact same rooms, they don't even move inside the dungeon. I think what we'll see in the future is real integration between NPC's and their virtual environment, meaning that the world will be alive and in constant change and the relationship between NPC's will change and generate events that will be random and will look organic, dynamic and almost never the same thing regardless of who's the character that the player is controlling and what he is doing. Because as it is now, the NPC's aren't much different from the houses, rocks and water, it's all just part of the scenery.
Just Checking Posted April 17, 2014 Posted April 17, 2014 Legit point. It would take some serious doing to make the near immortal, dragon eating murder-hobo that is the PC just roll over and offer their ass up to some grubby bandit chief despite the literal hundreds they've no doubt already butchered. Sort of makes you wonder why people even bother to try fighting you after they hear all the shouts coming from over that next hill. Well, the optimist bandit chief assumes that the group over the hill almost managed to take down the dragonborn, so the time is ripe for him to swoop in and finish off the weakened dragonborn. I love how video games do that. It's not a matter of any one enemy being a real challenge, it's a matter of how many tiny fools are necessary to chip you down enough that the final "boss" is actually going to compete with you. I always think of those long areas in something like Pokemon and stuff where there's a bunch of enemies that are totally harmless alone, but because you need to slog through every one of them, it becomes a war of attrition. On that note, and back to the topic (I'm done with pokemon here, don't worry), if someone was going to make a dungeon exploration mod, something a bit different might be rather than five thousand enemies with about ten health each scattered in abundance throughout a ruin or something, go for only a few enemies, each one an antagonist in their own right. A tough fight in some way, a specific theme to each one and maybe a bit of backstory on them and why you want to murder them scattered here and there. Journals and stuff, maybe. To y'all, there are some mods that make combat deadlier for both the player and the NPC's, thus making it not so "meaningless" to kill someone, since you can legitimately feel that you can be killed by anyone and that you need some smarts to overcome a numerical disadvantage. But that also means the PC isn't that strong, he's more human and some players don't like that. I guess we'll see an open world game in the future that gives more personality to the NPC's, so we'll actually see struggle to escape death that comes with battle, but I don't know if Skyrim has the technology to be "modded" to give that. I think what the mods available upgraded in Skyrim is really close to the limitations of the engine. But I might be wrong. What bothers me more than NPC's foolhardly charging towards a clearly more powerful foe, is going to bandits hideouts and see them hanging around doing nothing, always in the same place. They should be moving around, doing what bandits do and be unpredictable, bandits should be very hard to find and should catch you by surprise when you are unaware. There are some mods that add bandit raids and bandit groups that roam around, as well as increase differentiation between one and another. There are mods that add reactions, like fleeing away from something, like a dragon, instead of stupidly charging in. But there are still those groups of bandits that hang inside a dungeon without ever going out, if I go there, I'm 100% sure to find them there, doing absolutely nothing and worse than that, they'll be in the exact same rooms, they don't even move inside the dungeon. I think what we'll see in the future is real integration between NPC's and their virtual environment, meaning that the world will be alive and in constant change and the relationship between NPC's will change and generate events that will be random and will look organic, dynamic and almost never the same thing regardless of who's the character that the player is controlling and what he is doing. Because as it is now, the NPC's aren't much different from the houses, rocks and water, it's all just part of the scenery. I've played things that bring the PC down to earth, as it were. Requiem was pretty good for that, and I'd probably still be using it if Skyrim's death handling system was a bit more convenient for dying quite that often. I was just thinking that as things usually go, a quest (this is from vanilla experience mostly, but also a good chunk of the quest mods I've used) generally consists of "There is a goal here, and between you and said goal are a large number of nameless enemies", and whether those enemies are strong or weak or whatever, there's always a lot of them for seemingly filler purposes. I just thought it would be interesting rather than making the game harder all around with the same nameless bandits that outnumber the population of most of the games cities (why are there so many more outlaws and maniacs than there are normal people?), to give you only a few enemies to have to deal with and a reason to see them as enemies. If I had to use an example from the game, it would be the whole golden claw thing. Butcher your way through a dozen bandits and a few throngs of the undead, and the only one of all of them that is anything more than a new walking sheath for your sword is the dark elf caught by the spider, and even he's just there to be stabbed in the back so you can read his journal. The only evidence he did anything wrong was actually being in possession of the stolen claw, for all I know he could be just another greedy treasure hunter. What the hell point am I even trying to make here? I barely understand what I want to say with this. I guess its that when I go through a quest, I look for a reason to be out there, butchering all those (as you pointed out) otherwise harmless bandits. Some thief stole your favourite necklace? Well I'd better go kill him, all his friends and take their stuff, then come back to give the amulet back for less of a gold reward than I would have gotten selling it. I have no reason to really want that necklace back, or those thieves dead. One thing I did like in the vanilla game was entering Markarth the first time. People going about their business and one of them whips out a knife and goes fanatic crazy right there. Murders a completely harmless person right in front of you like he has every right to. That guy, I had a reason not to like, and because that quest was much less killing your way through the whole thing and more learning about the city's people of power and deciding which side you hated less before you joined one and, I found it more interesting and enjoyable, if that makes sense. Here's to the next game in the Elder Scrolls series, where hopefully NPCs will be more alive and intelligent, quests will feel more like parts of a story than chores, and the game's bugs will be worked out before it even gets released!
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