House of Horrors quest should of allowed options.

Post » Thu Dec 15, 2011 5:20 pm

they say they have weight but they dont. Most quest items dont actually weigh anything, although some might, save and drop all your items except for the rusty mace and see what your carry weight is at.


Hmm, a sidequest made a giants toe a quest item, this was a problem because I had quite a lot of them on me, yet could drop not even one of them. That was a little irritating, for about 20 seconds, then I got over it.
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kitten maciver
 
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Post » Thu Dec 15, 2011 7:18 am

http://www.gamesas.com/index.php?/topic/1149624-do-not-post-spoilers-in-this-board/

Hes a [censored] Daedric Prince, not only that he is the [censored] Daedric Prince of Domination! The quest is almost undoubtedly gonna be evil in nature.
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Jason Rice
 
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Post » Thu Dec 15, 2011 5:34 am

Vaermina's quest and even Azura's quests both have outs. The result is that your reward is different. I don't know why they didn't build this into all the quests.
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Nick Tyler
 
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Post » Thu Dec 15, 2011 6:47 pm

"SHOULD HAVE" not "should of"
of is not a verb

and I just leave any evil qeusts alone
remember some cannibals ordering me to clear out a cave of draugrs so they could go back there
I figured that cannibals are kind of evil but what the heck, at least they'll be out of the way so it's sort of a good deed
after that they asked me to bring them a sacrifice in order to join them or something
just left the quest after that

I brought the guy and when all the cannibals were gathered together, I wiped them out, then released the guy, who thanked me and gave me gold. Sad thing is one of the cannibals had given me a radiant quest, and now I'm stuck with the item I was supposed to give them.
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michael flanigan
 
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Post » Thu Dec 15, 2011 6:33 am

Molag Bal is the king of not allowing options.

The name for his sphere is censored on this forum, but his sphere encompasses taking by force, conquest, defilement and domination.

I did not like the outcome of the quest either, but there really wasnt any other choice.
Fits Molag Bal quite well.
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Steeeph
 
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Post » Thu Dec 15, 2011 12:05 pm

At first I was afraid, and I was horrified.

But then I realised... I am the PERFECT person for Molag Bal.

Remember Oblivion? I hope this isn't a spoiler, but he makes you trick a GOOD person into an evil act.

This time round... you're the good person, and he's forcing you to do something evil, made worse that there is no escape, no choice. He's a GODLIKE being, and you cannot fight him.

Domination and Enslavement, thats his thing. He does BOTH of these to you.

The more I thought about this quest, the more it actually made sense to happen to a good character. It wouldn't be as much fun for Molag Bal if you were already evil.

Maybe, but what about another daedra eating your arm and you not being able to use that arm again in the game? (just an example this didn't happens in this game) The idea is to make things so the player can enjoy the game and this is not the case.

Why do people care about their fake character in a video game?

Who cares if you have to be bad to finish a quest.

If you didn't care about your fake character in a video game, you'll never enjoy a video game as much as the rest of the players. That's the whole point of making the games more sophisticates.
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Jesus Duran
 
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Post » Thu Dec 15, 2011 5:43 am

Wait a minute here. Am I not remembering this right?

I thought it was pretty obvious at the point where you were told to bring the priest back to the house, that it was an evil quest. Why did those of you who are upset at being tricked even at the point where you are asked to kill him?

You weren't forced to go find the priest. And even if you found and released him on accident, you didn't have to go back to the house.

If you made it that far, you chose to be evil. You weren't tricked.
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Isaiah Burdeau
 
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Post » Thu Dec 15, 2011 1:35 pm

IMO, your refusal option is to walk away. You can tell Molag Ball you won''t be a part of it and he will let you go anyway. Yeah, some quests make you think it forces you to be evil, but it's not mandatory to do all the quests in your journal. Quests that lean on your conscience are simply options or offers, you can choose to do them or not. The questgiver is just simply making you an offer and this offer stands. Even if the quest/offer gets removed from your journal after refusal, you would still be able to restart it, so what's the difference, it's just a note in your journal, a record of events.
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Lynne Hinton
 
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Post » Thu Dec 15, 2011 11:51 am

I role-played as a dunmer going to free a priest of the three good Daedra, and warning him of the dangers p returning to the house. Sorry, not an option
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Michelle Smith
 
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Post » Thu Dec 15, 2011 3:24 pm

You can get rid of It by speaking to the orsimer at the mages college.

Regarding the topic, you're not forced to complete the quest, just as you don't have to complete the thieves guild in a good character. Most daedric quest have a way of invalidating them, though, but this one hasn't.


I know that.

My regards to the topic were that there was no actual weight on the item until it became a real mace. Also you do not even have to take the mace. I am not 100% on what we are talking about between us anymore.
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TIhIsmc L Griot
 
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Post » Thu Dec 15, 2011 4:51 pm

Maybe, but what about another daedra eating your arm and you not being able to use that arm again in the game? (just an example this didn't happens in this game) The idea is to make things so the player can enjoy the game and this is not the case.


But no permanent damage is done, but perhaps some serious psychological damage. Sometimes these things can change character personality and improve the experience.

I often find it was the things that I didn't want to happen, that actually end up being the most defining parts of the game, for instance, having a companion die who I was fond of. I'm not one for reloading because something happened I didn't like.

If you didn't care about your fake character in a video game, you'll never enjoy a video game as much as the rest of the players. That's the whole point of making the games more sophisticates.


Well Said. :thumbsup:
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Maria Garcia
 
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Post » Thu Dec 15, 2011 1:33 pm

IMO, your refusal option is to walk away. You can tell Molag Ball you won''t be a part of it and he will let you go anyway. Yeah, some quests make you think it forces you to be evil, but it's not mandatory to do all the quests in your journal. Quests that lean on your conscience are simply options or offers, you can choose to do them or not. The questgiver is just simply making you an offer and this offer stands. Even if the quest/offer gets removed from your journal after refusal, you would still be able to restart it, so what's the difference, it's just a note in your journal, a record of events.


Wow wow wow, you mean when people tell me to do things IRL, I can ignore them? Wow, this changes everything!
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Stryke Force
 
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Post » Thu Dec 15, 2011 10:32 am

Yeah I felt bad about it too, when I heard Molag Bal for the first time saying "KILL HIM, HE'S WEAK." I knew it wasn't going to end well and all I could think was "Dammit...." but I did what I had to do. It's like Jamestown where they had to eat each other to survive, it was me or him. :sadvaultboy:
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DAVId Bryant
 
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Post » Thu Dec 15, 2011 5:19 am

I agree with the OP. I also think it's wrong of an RPG to force players to play against their characters. There are a few examples of this in the game which leaves me with a journal containing unfinished quests. Killing Paarthurnux in the MQ is another. I wish there was a way to delete them. Or is there?


Thread Title: House of Horrors quest should of allowed options

Surely you mean "should HAVE allowed options".

Sorry, word police - couldn't resist! :wink:
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Bigze Stacks
 
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Post » Thu Dec 15, 2011 2:54 pm

It was very clear what kind of quest it was from the start. He even called himself the Prince of [censored], for crying out loud. How much more of a hint do people need?

I said what I had to to get out of the cage; once I walked out of the house, I said "Pff. I'm not doing that." The consequences of just walking away? None. No one is forcing me to find that priest; no one is forcing me to go back to the house, and no one is forcing me to finish the quest. Heck, you can even kill that priest out in the field (he's not tagged essential), ensuring Bal never gets his revenge.

Anyone who went through with it did so by choice. A "lack of dialog options" isn't an excuse.
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Racheal Robertson
 
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Post » Thu Dec 15, 2011 11:32 am

I agree with the OP. I also think it's wrong of an RPG to force players to play against their characters. There are a few examples of this in the game which leaves me with a journal containing unfinished quests.
Spoiler
Killing Paarthurnux
in the MQ is another. I wish there was a way to delete them. Or is there?



Surely you mean "should HAVE allowed options".

Sorry, word police - couldn't resist! :wink:

Choices are there, they're simply not pictured in a dialog as:

"YES MY MASTER!!!!11!"
"NO I'M GOOD NOW RELEASE HIM AND GIVE PHAT LEWT"

Regarding Paarthunax...
Spoiler
You can simply not kill him, you'll have an extra conversation after killing Alduin. The Blades will not speak with you, though the Greybeards won't kick you out.

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Damien Mulvenna
 
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Post » Thu Dec 15, 2011 10:17 am

With it still being in your journal you could view it as him still trying to exert his control over you. By ignoring the quest you are asserting your own will power. He'll never give up (the entry will still be there) but you can decide to never give in.

I don't personally like it, but with him being domination, it does make sense.
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maddison
 
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Post » Thu Dec 15, 2011 4:06 pm

I've greatly enjoyed Skyrim. I find the quests to be really good, or enjoyable enough, except one.

House of Horrors

What's the issue I have with this quest? Simple.

Why can't I drop the Rusty Mace and refuse to beat the priest to submission/death?
I know I can simply leave the house, but then I have this worthless mace taking up 13 points of my carry weight. Not a good option.
The only other option is to leave the quest in limbo. Again, not a good option.

I don't care about what kind of mace I will get out of this. I'm not playing this game like one would typically play an MMO like WoW. It's not about getting the most "leet" weapon for me. It's about playing my character, and this quest is against my character's personality.

I was tricked into this evil quest. I thought I was helping a guy do an investigation and now I'm shoved into a wicked role I don't want.

This quest needs to be patched with a refusal option.

My Oblivion character didn't put his life on the line drudge through, and shutting, Oblivion Gate after Oblivion Gate just to have my Skyrim character beat priests of the Nine/Eight for their cheap amusemant.

Now I'm going to have to reload, (something I was hoping to avoid as much as I could), and somehow "accidentally" kill the priest while he's in the cave. It's the best option I've got, and it's not a good one either.


You will find all these god quests, save one, (AFAIK) will have this distasteful element. The gods here are remarkably evil entities - sort of a dark version of Greek gods but with a sense of sadism too.

I, like you, was bothered by this but if you keep in mind that you aren't really killing the priest but sending him to be one with his god, it makes it a bit easier. I went through with the killing and ended up with my fave weapon.
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Budgie
 
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Post » Thu Dec 15, 2011 5:14 am

The way I am dealing with these darker questlines... Once a quest starts to take a turn down a path that my character wouldn't go down, I walk away from the quest.

Eventually, my character is bound to contract vampirism. Once that happens, I'll go all evil and wrap up as many dark quests as I can.
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Mistress trades Melissa
 
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Post » Thu Dec 15, 2011 6:11 pm

I learned from OB that Bethesda games, or at least the late TES ones, make it almost impossible to play the game widely while role playing a good character. There was one really sickening stage in the Fighter's Quest in OB which wasn't avoidable except to abandon this major quest.

I realized this before buying SK and live with it.
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jodie
 
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Post » Thu Dec 15, 2011 7:42 pm

You will find all these god quests, save one, (AFAIK) will have this distasteful element. The gods here are remarkably evil entities - sort of a dark version of Greek gods but with a sense of sadism too.

I, like you, was bothered by this but if you keep in mind that you aren't really killing the priest but sending him to be one with his god, it makes it a bit easier. I went through with the killing and ended up with my fave weapon.


The Daedric Princes are hardly the only gods worshipped in Tamriel, the Eight(Nine?) Divines are much more prevalent in society.

Also, the priest of Boethia won't be going to Boethia's realm, he swore his soul to Molag Bal after your character painfully beat him to death (and then once more) with a mace remember?
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Tracey Duncan
 
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Post » Thu Dec 15, 2011 5:23 pm

I got tired of the monk asking me if I saw anyone going into the house every time I neared him, even if I had said no a few seconds before, and basically always tried to ignore him and brush him off. After the umteenth time "Did you see anyone go into this house", I sent him to Elder Scrolls Oblivion...open console, click on monk, ' disable', enter. If he's too pigheaded to believe me, I banish him to the netherworld.
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stephanie eastwood
 
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Post » Thu Dec 15, 2011 3:54 pm

They have all given me an out somewhere in the quest line. Once you leave the house, never go back.

Can't help you if the quest entry in the journal is your only beef. The game doesn't force you to complete every one, and it could care less if you ever quest.
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Matt Terry
 
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Post » Thu Dec 15, 2011 9:57 am

Rusty Mace
Damge: 13
Weight: 13
Value: 5

It has weight. Try again.

Quest items don't have weight.
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Lisa Robb
 
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Post » Thu Dec 15, 2011 9:32 am

Not fond of being tricked into evil quest


Then your going to love Sanguine's Realm.
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Vicki Blondie
 
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