Claw
Erudite
Just barely. I like it better than Gothic's invulnerability, but then this also means you don't have the overglorified "continue the broken game" choice anymore.
Claw said:Just barely. I like it better than Gothic's invulnerability, but then this also means you don't have the overglorified "continue the broken game" choice anymore.
Drakron said:I dont think it ruins the Radient AI that mush,likely its just screws up dialogue and quest triggers since those "essencial" NPCs might die along the path and there are quest and dialogue triggers looking for those NPC status.
Gwendo said:Damn! How do they know it's stolen?Shopkeepers will still not accept stolen goods. Luckily for compulsive stealers, the Thieves Guild has fences who have no such scruples.
Chefe said:Why didn't you guys just do that IN THE FIRST PLACE
Twinfalls said:Gwendo said:Damn! How do they know it's stolen?Shopkeepers will still not accept stolen goods. Luckily for compulsive stealers, the Thieves Guild has fences who have no such scruples.
Easy. You use your imagination. Or must everything be explicitly acted out in graphics now - leading to features being cut out because of resource limits?
Twinfalls said:Yes. I've got that you have no imagination. What if the shopkeeper says "hang on - I have the latest list of stolen items from the authorities, and.... this one matches item X on the list". Would that make it easier to swallow?
jiujitsu said:The unconcious idea is good. It's better than the symbol above the head idea. That would be lame.
Tintin said:Chefe said:Why didn't you guys just do that IN THE FIRST PLACE
It's a weighing of choices - do we go with NPC's being alive no matter the punishment you give them, or let them be killable - but make them reload since you can't continue the game at that point with them there.
OverrideB1 said:jiujitsu said:The unconcious idea is good. It's better than the symbol above the head idea. That would be lame.
From what I can gather, they'll still have the floating icon over their heads. You just won't be able to get a forced reload out of "killing" them .
MrSmileyFaceDude said:They never had icons floating above their heads. The reticle in the center of the screen changes depending on what you're looking at (if you're within range to activate it). If it's an NPC you can talk to, the reticle has one appearance. If it's an essential NPC you can talk to, it has a different appearance. The reticle changes appearance when you look at a door, container, or item, as well. It's very small and unobtrusive.
Gwendo said:Twinfalls said:Yes. I've got that you have no imagination. What if the shopkeeper says "hang on - I have the latest list of stolen items from the authorities, and.... this one matches item X on the list". Would that make it easier to swallow?
No. Unless they are always up to date and have fax machines to send those lists to all shopkeepers.
Why penalize a good thief by cheating that way?
Okay, so there's no floating icon and there's a change of reticule instead (see, 1 day and I already know more than I did at the other place). But, as Chefe says, it's still hand-holding for the RPG-newbie and the terminally bewildered. As I made abundantly clear, I have zero problem with that: you want to attract a larger proportion of the non-RPG market to play your game. Very laudible as people who've never played an RPG might find a whole new genre they can enjoy instead of these interminable FPS and beat 'em ups.Chefe said:MrSmileyFaceDude said:They never had icons floating above their heads. The reticle in the center of the screen changes depending on what you're looking at (if you're within range to activate it). If it's an NPC you can talk to, the reticle has one appearance. If it's an essential NPC you can talk to, it has a different appearance. The reticle changes appearance when you look at a door, container, or item, as well. It's very small and unobtrusive.
Is that like the hand that appears when you can pick stuff up? I liked that in the video. It was cool.
What's not cool is different "hands" for NPCs and Essential NPCs. If you can answer me one question, why can't we turn off the "essential NPC indicator"? Why can't we turn off the compass pointing out locations? Why will you not allow us to do this? I know Todd might be too stupid to figure out things on his own, like saying it's totally-utterly-fucking-completely-impossible to do anything without it, but we're smarter than him... at least many of us are, and we don't like being held by the hand. We like being lost, stumbling upon a ruin. We like to have a bout with an NPC, then be surprised to find out that he's only been knocked unconscious... meaning he's pretty damn important.
If you take the "unknown" factor out of an Elder Scrolls game, then it ceases to be an Elder Scrolls game. Getting lost is huge factor in these and makes up a ton of the freeform fun. At least, for the love christ, let us turn these things off so we of greater brain power can enjoy the game our way and not have to druge through the game in a manner that was ment for those of lesser intellect and those stricken with ADD.
Why?