Huge step back from oblivion. Can't kill anyone!

Post » Sat Dec 10, 2011 5:57 am

Wow, I can't even believe this garbage. Practically any quest NPC you can have dialogue with can't be killed eventhough you already did their quest.

Ulfric will be highking, I raid an imperial camp and the commanders can't be killed. Why? Why on earth can the commanders of an enemy faction that I can't do quests or even interact with be invincible?

I try to kill Mjoll to power up my ebony blade but nope, can't be killed eventhough I already did her quest

Balgruuf has no throne anymore, Did all his quest. Nope can't touch him.

I can't even kill the [censored] steward or maid!

This is ridiculous.

I wish there was a morrowind mode. If its a quest npc then fine make em invulnerable for dragon attacks but its just plain stupid that about half the NPCs just go to their knees for a few seconds, and get back up with full health. Complete [censored]

Radiant story my ass. It hardly replaces anyone because most quest npcs are invulnerable. Alvor died in a dragon attack and their is still no blacksmith in riverrun.
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Milagros Osorio
 
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Post » Sat Dec 10, 2011 11:09 am

Though I agree with you, once a quest is completed or closed to your character the NPC involved needs to be flagged killable again. Enemy camps for sure like this. It was pretty lazy of them to keep them unkillable even if they are unnecessary.

I agree with you, but WRONG FORUM. You want the main forums under some constructive criticism thread.
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Andrew
 
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Post » Fri Dec 09, 2011 10:12 pm

Like they even see those. This is one of the biggest things bugging me other than the lag. Even Oblivion had the kill flags toggle after a quest.

Why is it sequels always lose features that should be obvious to include from previous titles?
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electro_fantics
 
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Post » Sat Dec 10, 2011 9:40 am

I thought it was a free for all when they said "If you kill someone that would give you a quest, that quest will be offered by someone else"
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Lindsay Dunn
 
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Post » Sat Dec 10, 2011 3:42 am

It is rediculous. I saw this girl named Susanna the Wicked at a inn. She doesn't even have a conversation dialogue, yet i tried killing her, being unsuccessful.
So f'ing stupid.
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Red Sauce
 
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Post » Fri Dec 09, 2011 10:34 pm

It is rediculous. I saw this girl named Susanna the Wicked at a inn. She doesn't even have a conversation dialogue, yet i tried killing her, being unsuccessful.
So f'ing stupid.



Thats because the butcher has to kill her. Uninformed much?
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ShOrty
 
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Post » Sat Dec 10, 2011 6:21 am

I thought it was a free for all when they said "If you kill someone that would give you a quest, that quest will be offered by someone else"


I wonder what happened to this too.
There seem to be features missing that we were told would be in the game.

Its the same malarky all over again as with Oblivion and it is infuriating.

Where is 'influencing the economy'?
Where is 'if you kill a quest giver, or if someone dies, someone else will take their place'?


And immortal NPC's are not ok.
NPC's should not be killable by the game, but always by the player.
Companions already do this, so it is possible.
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Lillian Cawfield
 
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Post » Sat Dec 10, 2011 2:04 am

It is rediculous. I saw this girl named Susanna the Wicked at a inn. She doesn't even have a conversation dialogue, yet i tried killing her, being unsuccessful.
So f'ing stupid.


She has some relevance in the future.
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Matthew Warren
 
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Post » Sat Dec 10, 2011 12:19 pm

That's because the butcher has to kill her. Uninformed much?


Why should it be assumed that he'd know that? You made kind of a butt-headed comment over nothing there, and in a thread where his and the OP's points are more or less universally agreed to be valid gripes.
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Emily Jones
 
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Post » Sat Dec 10, 2011 2:21 pm

IIRC doing jobs (chopping wood, picking leeks, etc) makes the merchant have more money but that's it.

Pretty sure dead NPCs aren't replaced, or it takes a very long time.
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Louise Andrew
 
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Post » Sat Dec 10, 2011 7:15 am

its a small step back but other parts of the game took huge steps forward. I wish you could kill more but its not a big deal for me.
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M!KkI
 
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Post » Sat Dec 10, 2011 12:54 am

Really disappointed with this.
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Clea Jamerson
 
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Post » Sat Dec 10, 2011 10:22 am

I hate this aswell, im sure though that it can be modded out?
I want ALL npcs to be killable.
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Mashystar
 
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Post » Sat Dec 10, 2011 2:23 pm

Yes, what I remember about disliking a lot from Oblivion was the fact every town had a few unkillables, now it seems to have increased to where every other person you see is essential, despite the npcs only being part of some stupid sidequest I don't care about.
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Scared humanity
 
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Post » Sat Dec 10, 2011 12:29 am

I killed the blacksmith in Riften, and literally one second later his apprentice became the new blacksmith. I didn't even have time to loot the corpse before he was replaced.
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Richard Thompson
 
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Post » Sat Dec 10, 2011 2:04 am

I hate it too, cant even tell if an NPC is tagged immortal before you try and kill them. Oh and it seems sacrificing immortals to boethia can cause problems, for instance the sacrificed guy came back anyway.

Sorry if you bought it on an Xbox or PS3. This game will one day be all I've wanted it to be thanks to the talented people who mod the game.
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:)Colleenn
 
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Post » Sat Dec 10, 2011 8:20 am

I killed the blacksmith in Riften, and literally one second later his apprentice became the new blacksmith. I didn't even have time to loot the corpse before he was replaced.


Seriously?
I take back what I said then.
I havent experienced anything like that, people being eaten by dragons and no replacement, but Im going to try Riften right now.
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Sarah Kim
 
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Post » Sat Dec 10, 2011 7:30 am

Edit: nevermind, my computer just stinks.
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DeeD
 
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Post » Sat Dec 10, 2011 9:37 am

I agree they shouldn't make all the npc's essential, though this is certainly not a step back from Oblivion. This is a HUGE improvement over unmodded Oblivion, plus I think they might have made so many npc's essential thinking that dragons might kill them otherwise.
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Rowena
 
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Post » Fri Dec 09, 2011 11:05 pm

Yeah, I've run into this problem far too many times myself.

It seems like over 50% of the games population can't actually die, and its major immersion breaker for me.

Just like the OP, my Imperial Orc found a random Stormcloak camp...so I proceeded to do what any Orc of the Legion would do, I assaulted the camp!

Only to find the leader of the camp couldn't die. I killed all the "Stormcloak Soliders", but the 1 named guy, wouldn't die.

Whats the point of allowing me to attack anyone I want, if so many NPCs are using god-mode? You want to make a few NPCs, related to the MAIN QUEST unkillable, fine. But not every single named NPC in the game, thats a bit too much.
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Jose ordaz
 
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Post » Sat Dec 10, 2011 1:11 am

Step back from oblivion because more persons can be killed? Yes, more can be killed.

You can't say a game like this is terrible and a failure because you can't kill everyone. Look at uncharted 1 2 and 3. What would happen if you were able to kill (or enemies be able to permanently kill) any of the vital story characters? That's right, you can't progress in the story. Assassin's creed, same thing. What would happen if the enemies could kill the vital story characters? You can't finish the game. Etc etc etc. Each game has this, but only huge open world games get negative opinions about it.
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Katharine Newton
 
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Post » Sat Dec 10, 2011 1:53 am

Well, the game isn't exactly murder-happy like Oblivion was, either. Such as you needed to kill in order to get to the DB.

I get that sometimes people want to do a quick rampage and then reload to resume normal play, but it's all very unnecessary.
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adam holden
 
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Post » Sat Dec 10, 2011 2:18 pm

I believe somebody did make a mod that sets all NPC to mortal so that they can be killed.
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Gemma Flanagan
 
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Post » Sat Dec 10, 2011 1:22 pm

Poor guys, can't play a psychotic serial killer...

Game svcks!!!1!11!!
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Genocidal Cry
 
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Post » Sat Dec 10, 2011 7:50 am

Yup, Beth really spammed the essential tags with NPCs. If they had just had 'essential' quest givers flagged as immortal during dragon attacks it would have been fine, but this level is just too much. Same with the damned quest items again, a pop up warning you it's used for a before you drop it would be enough unless there's a lore/game reason why said item can't be dropped/removed and those damned locks that "Require Keys". I really hate to say this, but these three things are the biggest symptoms of dumbing down in the game, I don't care about the rest but this is just blatant hand holding and [censored]-proofing.
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Everardo Montano
 
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