He's dead, Jim.

Post » Wed Mar 30, 2011 10:05 am

So if you killed a pants merchant with this system... and they have 30 pairs of pants in their inventory.... It'd be like some weird magic trick.

My favorite pant's oriented magic trick was the trick Dorian could pull with his gold in the unpatched OB. =P
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Rebecca Dosch
 
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Post » Wed Mar 30, 2011 1:28 am

I said morrowind/Oblivion bodies but with blood stains on them and slowly growing blood pools. Also I said the way the body should disappear is after a guard finds it, they will call for someone to remove it so within a few hours it will be gone. If you hide it, it should rot (obviously not real time rotting but if you come back in a week or so, the body will have a rotten body model and as time passes they will get a different model and so on) I also said I would like blood and gore (which we know are already in from finishing moves and how much blood comes off when people get hit) but not over the top gore like dismemberment (which isn't realistic in melee combat, as it is incredibly hard to sever a limb due to trying to cut through bone and sinew).

But to make it clear, NO MORROWIND VANISHING ACT! I'd rather have bodies sitting in the streets for weeks then bodies vanishing for no reason because you hit a button :pinch:

I agree bodies should stay as they was in Oblivion and Morrowind, see mutilated bodies of NPC in such manner will make game more grim and dark, but I don't think thats enemy what was killed with dagger will fall into pile of guts bones and flesh after dead, better if dismemberment will applied to them like it was in Deadly Reflex and FO3 then transform enemies into such piles of flesh, better left such gore for intractable activators or decorations.
But there must be some improvements over Oblivion havok ragdolls, there is must be animations of agony and dead and animations of fainting before ragdoll physics will applied to actor, thats will make actors more living as well will make room for special idle anims for dead of unnatural beings what was created as NPC: daedras vampires, liches and mages, as well will make Rigor Mortis on dead bodies visible since ragdoll will not work forever

About blood stains thats good idea to add them as well as add NPC reaction on fresh kills, so need some work to remove evidence, like using not gruesome weapons for stealth kills, removing blood splatters with alchemical potions or with soaking with cloth.

About vanishing act, I think it can be applied as special spell or acid potion for shady characters, as well there is must be option drag bodies into cover or take bodies into inventory to drop it somewhere, thats fit to idea of detecting of equipped illegal items by NPC and idea of carry-able and movable containers as well
It would be sweet if dead bodies turned to a zombie type body (rotted) and then to a skeleton before the dungeon reset.

For the question about the fate of the bodies, I chose other. I like the Obl/Mor system of the bodies disappearing after three game days. I would like the time till disappearance to be increased to atleast a week, but it's not really important to me either way.
Anyway, here is what I would like:
The character is killed and his body begins decomposing.
Phase 1-The body is 'phresh' and looks like the victim when he/she was killed.
Phase 2-The body loses its fluids and becomes skinnier (basically a skeleton with skin).
Phase 3-The skin begins rotting, and the victim now looks like one of the zombies.
Phase 4-The skin rots completely off and the body is now a mere skeleton.

So, if you kill a character with an important quest item in the beginning of the game, and you just found out you need it months later, you will find a skeleton. Now, wouldn't that be cool?

Well Reneers Corpse Mod ad simmilar feature into Oblivion
http://www.tesnexus.com/downloads/file.php?id=8939
But there is certain problems naturally full decomposing will take quietly long time and player will not wait to see all stages few weeks, but such effect can be added as FX to agony animation of some unnatural creatures..
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Brιonα Renae
 
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Post » Wed Mar 30, 2011 1:38 pm

I like the idea of more bloody corpses. Doesn't really make much sense without blood when you've just slashed through them with a blade... Also kind of like the idea of them rotting away, but it takes years for bodies to decay into skeletons so it should probably also take some time in-game.

Also, when people die in towns, maybe guards are someone else ought to carry them away? Not necessarily make something as much as a funeral service out of it or something, but just carry them to the temple or something, where the body can then disappear without it seeming particularly strange.
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Mark Churchman
 
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Post » Wed Mar 30, 2011 4:25 am

Having bodies rot in towns makes no sense because of hygiene issues. In the wild, they could stay around for longer although wild animals could take them away.

I remember being impressed with the original Unreal when flies appeared, circling bodies after a little while. Then they quickly dissolved.
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Bloomer
 
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Post » Wed Mar 30, 2011 6:38 am

Original Star Trek Reference... I'm not much of a fan... but i know some of the stuff.

More of a star wars guy myself.

HAHA.

You a fan of the fett?
No, I've always been a star wars guy myself. (Die Hard)

Thanks for making me think of it
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Joey Avelar
 
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Post » Wed Mar 30, 2011 11:25 am

What should dead bodies be like? - Other

Bit of both, I was fine with how it was in Oblivion. But, it didn't always look right.. If you kill someone with a sword it should look different to killing someone with a fire spell!

Should blood keep flowing from the body for a little bit after it's dead? - Other

I think maybe a little bit would be nice. But I'm not going to be staring at each and every body that I have killed just to see how much blood comes out... Its not overly important to me, but some might make it look a bit better!

What should become of the dead bodies? - Other

For me, I would like there to be a graveyard that adds a gravestone for each person you kill. The bodies will disappear, and any valuable / non-degrading items should be either buried with them or placed somewhere. When I say non-degrading items, you wouldn't bury or store the dead persons food, but you might with their weapons/armor/jewelry/quest items.
So, if you killed someone with an amulet that was for a quest, you could then maybe find it a their grave, or stored somewhere in the town/city.

Bonus Question: Optional Blood and Gore? - Other

Some people will like it, some won't. Maybe have varying degrees of it. So, someone could have blood on, but heads/limbs being sliced off turned off.
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Taylor Thompson
 
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Post » Wed Mar 30, 2011 1:35 am

I want blood and gore that makes sense for how my enemies died, I don't want someone whose throat I slit to appear to be bleeding from his legs, and if dismemberment is in, it needs to match where you hit the enemy and what you hit him with, I don't want to see people's legs flying off when I chop at their neck with an ax, so I'd like to see some blood and gore on bodies, but it shouldn't be like in Daggerfall, where as far as I know, it was just a generic death animation that didn't take into account how enemies were killed. Such a basic implementation was fine for its time, but wouldn't cut it for Skyrim, and after they die, they still need to dissappear after a certain amount of time, for one thing, it's necessary for the sake of performance. For another, I don't want spots along the road with respawning enemies to become cluttered with an absurd amount of bodies because I have to kill the enemies there every time I go through, finally, it wouldn't make sense for bodies to be permanent. If they died in towns, they'd be removed by people after some time, and bodies in the wilderness or dungeons would decay or be eaten by scavangers, now while that would theoretically leave a skeleton behind, actually implementing that into the game does not adress the issues of performance and clutter I previously mentioned, plus, it means Bethesda needs to design by hand appropriate skeletons for every character and creature in the game that needs a visually distinct skeleton, which is really more work than should be necessary for something whose impact on the game will probably often go unnoticed. I mean, are people really going to remember exactly where they killed an enemy out in the wilderness or come back to previously looted dungeons days later just to inspect the results of their attack on the place? I know I don't expect to do that sort of thing often.

And I really don't care if there's an option to turn of blood and gore at all, if there is, I'll simply always play with blood and gore on anyway.

For me, I would like there to be a graveyard that adds a gravestone for each person you kill. The bodies will disappear, and any valuable / non-degrading items should be either buried with them or placed somewhere. When I say non-degrading items, you wouldn't bury or store the dead persons food, but you might with their weapons/armor/jewelry/quest items.
So, if you killed someone with an amulet that was for a quest, you could then maybe find it a their grave, or stored somewhere in the town/city.


Whose going to bother to dig a grave for some random bandit killed out in the wilderness, though? For that matter, because of said random bandits, and other countless amounts of NPCs you could kill, the graveyards would inevitably overflow, unless of course it only applied to unique, non-respawning, hand placed NPCs.
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R.I.p MOmmy
 
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Post » Wed Mar 30, 2011 1:37 am

They should work like Dragon Age 2. You press a few buttons and something awesome happens. No need to worry about corpses because they all exploded.

http://www.neogaf.com/~tyler/da2ot-04.gif
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Cayal
 
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Post » Wed Mar 30, 2011 10:59 am

Blood and gore in games can quickly get out of hand, Just look at games like DA 2 where every time I swing my weapon a fountain of blood spews from my victim.

Personally I would love to see real time damage to enemy flesh/armour but I will always go by the rule "Less is more".
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Colton Idonthavealastna
 
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Post » Wed Mar 30, 2011 4:11 am

as far as what should happen with dead bodies i want something like deus ex or hitman where you actually have to hide the bodies. you could hide them in caskets, rooms with no guards in chasms , caves, barrels, crates. i would like this because if i play a stealth character i should run the risk of a body being discovered and raising an alarm meaning my stealth no longer does me any good because they know im there. if they carry a quest item you shouldn't be able to dispose of them, a little message should come up saying something like "maybe you should check the body more carefully". if i dont hide a body it should remain for a day or 2 before disappearing.
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Ana
 
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Post » Wed Mar 30, 2011 2:00 pm

I'm more concerned at how the world reacts to dead bodies, than what they look like. We've made some Logical(Keeping up with the Star Trek references) progression from Oblivion's infamous Mid-conversation murder issues. In Fallout 3, at least most of the non-hostile entities react to murder by going hostile based on Faction dynamics. And occasionally, it's hilarious to kill a Raider, and a few minutes later hear "You got what you deserved [censored]",
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Evaa
 
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Post » Wed Mar 30, 2011 2:57 pm

Dead bodies should be rotting and discolored, as far as the blood goes... it should depend...
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RAww DInsaww
 
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Post » Wed Mar 30, 2011 6:29 am

Having bodies rot in towns makes no sense because of hygiene issues. In the wild, they could stay around for longer although wild animals could take them away.

Hm... you think the guards, or medics, or whoever would be doing this should move the body out of town or to a church (perhaps throw the body into a fire or something), in real time.

Perhaps they should investigate the murder for a few days if you left any tracks/witnesses, drawing a line around the victim, or at least marking where he/she was...

This would all tie in beautifully to my desire for a court system in some of Skyrim's cities:

http://www.gamesas.com/index.php?/topic/1174290-justice-system-in-skyrim/
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daniel royle
 
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Post » Wed Mar 30, 2011 1:05 pm

blood flowing downhill? whoever had that idea, they should work for Bethesda, that is a brilliant idea...
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Brandi Norton
 
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Post » Wed Mar 30, 2011 12:55 am

There is a certain level of gratuity that detracts from the game. While I agree some of these should happen they really ought to be optional.
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Monika Krzyzak
 
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Post » Wed Mar 30, 2011 11:06 am

Though I am for "realistic" (and please let's not get out of hand arguing about what that means) amounts of gore... its hard to vote in your poll, because NPCs can die in so many different ways, that they shouldn't always have the same effect applied to them. If someone is killed via shock spell, or just a "damage health" spell... why are they bleeding? Or if they are shot with an arrow, they MIGHT bleed all over the place, but probably wouldn't. I'd like a variety of death types, that are context sensitive to how the NPC died. I don't want every death to be a bloody mess, or every death to be completely without blood. Neither make sense.


Like Dragon Age 2 with exploding bodies on every kill? Got old fast, especially since they instantly went bald.

I like blood and gore. If you aren't bleeding, you're not having enough fun. :D I don't want exploding corpses (unless I blow them up with a spell, or slam them with my dual-wielded shields), but blood and gore adds to the atmosphere for me. If I slash something with a sword and it doesn't bleed, either I didn't make it through the armor, or there's something terribly wrong with whomever I'm fighting.
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[Bounty][Ben]
 
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Post » Wed Mar 30, 2011 9:48 am

There is a certain level of gratuity that detracts from the game. While I agree some of these should happen they really ought to be optional.


agreed.... btw, whos Jim?
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Jade MacSpade
 
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Post » Wed Mar 30, 2011 4:49 am

blood flowing downhill? whoever had that idea, they should work for Bethesda, that is a brilliant idea...

:D

I'm not sure if i was the first to think of it, but I'm certain I came up with it on my own. No idea's are truly original though... this idea i got from real life.

If you look at my threads, most of them have decent "original" ideas. I don't usually post a thread unless i have one...

some of my favorite recent original ideas were:
http://www.gamesas.com/index.php?/topic/1175342-what-if-quest-failed-doesnt-really-mean-the-end-of-your-quest/
http://www.gamesas.com/index.php?/topic/1180091-in-my-time-of-dying/
http://www.gamesas.com/index.php?/topic/1179690-thunder-and-lightning/

But i have pretty unliked ones too:

http://www.gamesas.com/index.php?/topic/1180578-optional-parser-system/
http://www.gamesas.com/index.php?/topic/1170770-cigarscigarettes/

Working at Bethesda would be my dream job.... like so many others here... svcks that my only game development experience was "Stagecast Creator" when i was a kid.
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Arnold Wet
 
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Post » Wed Mar 30, 2011 12:18 pm

btw, whos Jim?

Captain James T. Kirk.
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Latino HeaT
 
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Post » Wed Mar 30, 2011 6:44 am

I like the idea of slow decomp, unless the body is in a town, in which case the local population should remove it.

However, I like the idea because I'm hoping to see necromancy come back into vogue. With the Empire on its way out, I don't see why it shouldn't. With slow decomp, you have the possibility of raising everything from zombies (more or less intact undead) to skeleton warriors. With some care, you could actually create a fairly impressive undead army this way.

Frankly, I don't even see it as being all that "evil". Once the original owner is dead, the body is just a biochemical machine waiting to be recycled. ;)
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Assumptah George
 
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Post » Wed Mar 30, 2011 4:15 am

They should go the Bioshock route-

Arrows & Melee should leave enemies with puncture wounds/cuts.

Fire should leave enemies charred.

Ice should leave them looking all brittle and cold.

Shock has no visible effect, or has a more electrical-looking burn.

Bees should leave the enemy swollen.

Wait what? We don't get to shoot bees at people in this game?! Bethesda! Bethesdaaaa!! What the hell?!
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Taylrea Teodor
 
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Post » Wed Mar 30, 2011 12:41 pm

What should become of the dead bodies?

Other:

There should be a dispose of corpse function, and also a they should all disappear eventually (see below)

How they disappear (because they have to eventually) should be based on where the body is:
Inhabited Area (Anywhere an NPC would regularly go): A short disappear time, as though someone had removed the body (you know, realism)
Wilderness: A long disappear time, or maybe a decomposing type thing where you come back and there are bones there, then eventually they are gone
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cosmo valerga
 
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Post » Wed Mar 30, 2011 2:50 pm

Just had some more ideas about this...

In tundra weather, the body shouldn't decompose (so fast), but rather freeze over and become bluish.

If a person dies of a bloody wound in water, then the blood should flow out from the body realistically (basically implied with the original idea of dynamic blood, but not mentioned)

If someone dies in a very small body of water (with a bloody wound), the water should slowly turn red.
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Rudi Carter
 
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Post » Wed Mar 30, 2011 1:50 am

Captain James T. Kirk.


+ 1

+ 2 if you had said James Tiberius Kirk
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cosmo valerga
 
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Post » Wed Mar 30, 2011 6:31 am

+ 1

+ 2 if you had said James Tiberius Kirk

How would i of known...

http://www.youtube.com/watch?v=MULMbqQ9LJ8!!

for the record I'm neither... I'm just a poor fool who knows a lot of pop-culture references.

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Rachell Katherine
 
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