Bandits are People Too

Post » Tue May 03, 2011 2:11 am

In the games so far, when you enter a dungeon or whatever, bandits or marauders or necromancers or WHATEVER are always just pacing around, once in a while talking about mudcrabs to eachother. I get that they're evil, but are they still not human?

What do you think about them actually LIVING? Sleeping during the night, eating in groups, drinking, playing games, doing some sort of work (such as having a group sorting loot), having meetings to discuss their dastardly deeds,etc.

Basically this would, depending on dungeon design and loot placement, potentially make dungeons harder. Instead of intermittently encountering single bandits, you would sporadically encounter groups of at least 3.
Also, I hate to say it, but it would also add a "sense of realism/believability/immersion."

Thoughts?
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Lil Miss
 
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Post » Tue May 03, 2011 2:22 am

There is no such thing as evil.
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Crystal Clarke
 
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Post » Tue May 03, 2011 8:07 am

well if you where a bandit or a necromancer would you let someone who is not in your group live after they discover your hideout and what you are up to?
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BEl J
 
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Post » Tue May 03, 2011 12:10 am

There is no such thing as evil.

Psychopathy?

I would define evil as complete selfishness without any regard whatsoever for the damage done to others, or the infliction of pain for it's own sake.

I know evil is subjective, but that's what it means to me.
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Greg Swan
 
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Post » Tue May 03, 2011 12:54 am

well if you where a bandit or a necromancer would you let someone who is not in your group live after they discover your hideout and what you are up to?

That is why I don't usually attack first until they attack me first. This way it's self defence.
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Emily Rose
 
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Post » Tue May 03, 2011 7:44 am

Bandits having a schedule would be epic as hell.

Imagine memorising their routines, so you know when they're asleep, how many guards there are etc. Then slinking in under the cover of darkness.

Certainly gives you more options to avoid combat.
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aisha jamil
 
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Post » Tue May 03, 2011 9:43 am

They did sleep.

But it would have been a hassle to code a bunch of schedules for enemies whose entire purpose is to be killed by the player. Only a handful of people would have ever seen their entire schedule play out. Kind of a waste.
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LuBiE LoU
 
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Post » Tue May 03, 2011 4:14 am

Psychopathy?

I would define evil as complete selfishness without any regard whatsoever for the damage done to others, or the infliction of pain for it's own sake.

I know evil is subjective, but that's what it means to me.


I believe that's narcissism. And for the second part, there's sadism which is inflicting pain on others because you enjoy it.

The OP is right. The bandits behave like robots, not like breathing creatures with emotions and needs.
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Misty lt
 
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Post » Mon May 02, 2011 9:02 pm

Bandits having a schedule would be epic as hell.

Imagine memorising their routines, so you know when they're asleep, how many guards there are etc. Then slinking in under the cover of darkness.

Certainly gives you more options to avoid combat.

i like the way you think. it would make things alot simpler at least for me. thanks to tenchu stealth assassins for the ps1 o.o...that games really good at teaching you to be better at stealth such as memorizing movement patterns guard numbers and placement and most important of all how to approach and dispatch your target unseen. i recommend getting it if you wish to get better at stealth just saying :)
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Pete Schmitzer
 
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Post » Tue May 03, 2011 2:10 am

I believe that's narcissism. And for the second part, there's sadism which is inflicting pain on others because you enjoy it.

Well, like I said, evil is subjective. My definitions fit within the dictionary definitions. Things can be/be named more than one thing.

EDIT: But this is kind of off topic, so let's not bother about it
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Queen of Spades
 
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Post » Tue May 03, 2011 8:42 am

They did sleep.

But it would have been a hassle to code a bunch of schedules for enemies whose entire purpose is to be killed by the player. Only a handful of people would have ever seen their entire schedule play out. Kind of a waste.

It wouldn't be a waste. Player's like myself would love something like that. Imagine killing him while he's doing his chores...
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Danny Warner
 
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Post » Mon May 02, 2011 9:21 pm

i like the way you think. it would make things alot simpler at least for me. thanks to tenchu stealth assassins for the ps1 o.o...that games really good at teaching you to be better at stealth such as memorizing movement patterns guard numbers and placement and most important of all how to approach and dispatch your target unseen. i recommend getting it if you wish to get better at stealth just saying :)


I've played it. It was a fantastic game for the time.

I think the thing I'd want the most is to sneak my way to the bottom of a dungeon, steal the loot and sneak back out. All unseen, with no blood spilt.
But that's probably because of travelling Cyrodiil with a Healer so much, I've taken to not killing unless I absolutely have to.
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Sudah mati ini Keparat
 
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Post » Tue May 03, 2011 7:12 am

It wouldn't be a waste. Player's like myself would love something like that. Imagine killing him while he's doing his chores...


It wouldn't be a waste for you .... but in the overall priority of programming time you would be in such a small minority that it wouldn't be worth it.
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Laura Cartwright
 
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Post » Tue May 03, 2011 2:19 am

It would be cool if a group of them ventured out of the dungeon every so often to gather resources. You could wait for them to do this, and then eliminate them thereby decreasing the amount of enemies you have to deal with in the dungeon.

It would also be cool if they raided small nearby settlements.
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Kelly James
 
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Post » Tue May 03, 2011 5:04 am

radiant ai :tes:
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Queen of Spades
 
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Post » Mon May 02, 2011 8:12 pm

Bandits are people too


I thought you meant something completely diff by this. I figured you were going to say they have families and friends. Maybe there is a bandit in a group that only does it to feed his children.

To speak directly to what you meant, that makes sense enough. Maybe every once in a while a bandit will leave his group and visit his mother in a city too



There is no such thing as evil.


lol, relativists always make me laugh. If you want to be a part of society and reap its benefits then there is an evil. Even disregarding that, there is still possibility for metaphysical concepts of evil being true. That's not a discussion for this forum though. Your comment was an obvious attempt to derail the thread
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Jamie Lee
 
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Post » Mon May 02, 2011 10:07 pm

Evil is simply the opposite of a societies' norm.

One life lesson a person must learn before they become an advlt is that they need to evaluate things from more than one side.

I'm only 15, I'm sure any reasonable advlt would come up with this decision.
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Skrapp Stephens
 
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Post » Tue May 03, 2011 8:12 am

emotionless or not, they will be killed.
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Sudah mati ini Keparat
 
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Post » Mon May 02, 2011 10:51 pm


lol, relativists always make me laugh. If you want to be a part of society and reap its benefits then there is an evil. Even disregarding that, there is still possibility for metaphysical concepts of evil being true. That's not a discussion for this forum though. Your comment was an obvious attempt to derail the thread


No, I don't think his comment was an attempt to derail the thread. I think he was merely pointing out (correctly) that the world isn't black and white, good and evil. There are many varying shades of grey in between, and many people who consider themselves good, could easily be considered evil by another.

However, lets not turn this into a debate.

Your suggestion of a member of a bandit group doing it to feed his family is epic! I'd feel bad killing him.
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Vicky Keeler
 
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Post » Tue May 03, 2011 12:47 am

radiant ai :tes:

Yes, indeed. They already had schedules in Oblivion and I have complete faith in the devs to improve this. Everything in Oblivion is a bit dated now, but I for one thought it worked awesome as hell when it came out 5 years ago.
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Lily
 
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Post » Tue May 03, 2011 3:05 am

No, I don't think his comment was an attempt to derail the thread. I think he was merely pointing out (correctly) that the world isn't black and white, good and evil. There are many varying shades of grey in between, and many people who consider themselves good, could easily be considered evil by another.

However, lets not turn this into a debate.

Your suggestion of a member of a bandit group doing it to feed his family is epic! I'd feel bad killing him.


Was the thread about good/evil? Seems like it was about giving bandits more tasks. If so, it was an attempt to derail the thread. I'll ignore the substance of your point for the sake of not getting into a deeper debate.

Yea, I think giving bandits some depth would really add something. I think it might be too much work to make him visit home like I proposed but you could scatter a journal or some notes around of him writing to/about his family. Maybe allow you to talk to him if you don't kill him first. Make a couple quests in that vein
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Lory Da Costa
 
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Post » Tue May 03, 2011 3:09 am

Evil is simply the opposite of a societies' norm.

One life lesson a person must learn before they become an advlt is that they need to evaluate things from more than one side.

I'm only 15, I'm sure any reasonable advlt would come up with this decision.


That's a simplification of the issue. Also, evaluating things from different perspectives does not negate the possibility for evil. Bottom line is that most people who do things that are considered 'evil' either have a mental illness or they do it in spite of knowing it is wrong. To say they aren't 'evil' because it's their perspective is like saying someone who thinks 2+2=5 isn't wrong because they have a different view. Again though, stay on subject. If you want to discuss relativist mindsets do it in general topic forums
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Roy Harris
 
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Post » Tue May 03, 2011 6:41 am

I've played it. It was a fantastic game for the time.

I think the thing I'd want the most is to sneak my way to the bottom of a dungeon, steal the loot and sneak back out. All unseen, with no blood spilt.
But that's probably because of travelling Cyrodiil with a Healer so much, I've taken to not killing unless I absolutely have to.

if theyr bandits or necromancers they will likely meet there fate by the sword of a guard or the executioners axe. best save them that torment and kill them while they sleep or with one swift attack from behind that kills them before they even hit the ground or feel the pain. and it stops more innocent people from being hurt or even killed by there hand
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NO suckers In Here
 
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Post » Mon May 02, 2011 6:26 pm

Maybe they shouldn't even attack on sight.
The "lookout" could draw his weapons but try and talk. Now that conversations are dynamic so you can still just attack while they are talking it could work.

*Detected by lookout*
"Don't move or I'll rip your guts out"
You continue to walk- the bandit attacks.
You stop- the conversation options come up- possibility to use speechcraft to avoid conflict- either though retreat or intimidation

You get the picture, but the bandits should have lives like real people and pleeeeeeeeeease give them names!
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abi
 
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Post » Tue May 03, 2011 5:28 am

if theyr bandits or necromancers they will likely meet there fate by the sword of a guard or the executioners axe. best save them that torment and kill them while they sleep or with one swift attack from behind that kills them before they even hit the ground or feel the pain. and it stops more innocent people from being hurt or even killed by there hand


If it's Necromancers, my Healer goes all out nuclear on them.

If it's anyone else, she'll try and avoid combat at all costs. Come on, she's a Healer. She doesn't want to kill anyone. However, you do raise an interesting point about one persons death saving the lives of many...
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Ysabelle
 
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