So I killed the shopkeeper.. and his sister... and his dad..

Post » Mon Sep 06, 2010 11:30 pm

Sherlock Holmes comes and explores the mystery of the cursed shop.
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Sarah MacLeod
 
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Post » Mon Sep 06, 2010 9:35 pm

What happens if we kill Sherlock? ;)

I hope we get some sort of confirmation on how this works and how far the line of replacement stretches. I'll be a wee bit disappointment if it doesn't go further than just the one replacement.. Imagine the quest when you're on the butchers wifes brothers daughter:

"I need you to find a family heirloom that my uncle in law, my auntie and my dad were all looking for when they mysteriously were murdered after talking to you... Strange that."
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Chris Johnston
 
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Post » Mon Sep 06, 2010 7:12 pm

What happens if we kill Sherlock? ;)


You can't kill Sherlock.
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T. tacks Rims
 
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Post » Mon Sep 06, 2010 5:59 pm

I shall take that wager sir! :thumbsup:
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Rude_Bitch_420
 
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Post » Tue Sep 07, 2010 3:46 am

So I killed the shopkeeper.. and his sister... and his dad.. What would happen?


I guess you'd be visited at night by a shady rumor-maker :)
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Claudz
 
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Post » Mon Sep 06, 2010 4:50 pm

Lucien Lachance turns up as an undead Speaker of the Dark Brotherhood :biggrin:

"You sleep rather soundly for a murderer..."
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Bee Baby
 
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Post » Tue Sep 07, 2010 4:23 am

I shall take that wager sir! :thumbsup:


The worlds greatest master criminal tried, and he ended up smashing his big, domed head open on a rock and falling down a waterfall.
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NAtIVe GOddess
 
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Post » Tue Sep 07, 2010 6:40 am

Sherlock Holmes cannot defeat a flamethrower. :flamethrower:

Anywho having someone, like Carrius Runellius did in Bruma, try and investigate these murders would be sweet. Perhaps questioning you if you left clues. ;)
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kelly thomson
 
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Post » Mon Sep 06, 2010 4:54 pm

Grr double post sorry. :facepalm:
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Kat Stewart
 
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Post » Mon Sep 06, 2010 10:00 pm

I hope you all kill so many people related to one quest, then the reward ends up being umbra :P would svck to be you.
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Jonathan Montero
 
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Post » Mon Sep 06, 2010 10:29 pm

What happens if we kill Sherlock? ;)

Dr. Whatson will appear and punish you
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Colton Idonthavealastna
 
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Post » Mon Sep 06, 2010 7:57 pm

derp derp!

just because you read one sentence or paragraph (i havnt read the article yet) doesnt mean the whole system is going to be quest give = brotherseriously, bethesda arnt morons
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Tamika Jett
 
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Post » Tue Sep 07, 2010 12:16 am

After a few family members die, you become the quest?
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Amy Melissa
 
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Post » Mon Sep 06, 2010 8:22 pm

After a few family members die, you become the quest?


Actually, I was just thinking that. If the quest giver[s] is dead, but you come across the setting of a quest, you should be able to pick up the quest from that point. If you can't end the quest because the NPC is no more, maybe a neighbor or a guard can substitute in as is fitting.
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NIloufar Emporio
 
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Post » Mon Sep 06, 2010 6:07 pm

that would be a neat easter egg: if you kill the entire family, they come back as zombies or vampires to track you down.
I would prefer the first person's brother calls the DB down on you though.
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luis ortiz
 
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Post » Mon Sep 06, 2010 7:05 pm

that would be a neat easter egg: if you kill the entire family, they come back as zombies or vampires to track you down.
I would prefer the first person's brother calls the DB down on you though.


Though Sherlock Holmes tracking you down would still be a much better easter egg.
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Hussnein Amin
 
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Post » Mon Sep 06, 2010 4:29 pm

Sounds like fable they'll just keep getting replaced.

This is what I think. Perhaps after the family of the business is removed from existence, someone in town buys up the place and continues the family's business as a homage to how much said family helped out the community and the city as a whole with their profits.
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Jhenna lee Lizama
 
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Post » Tue Sep 07, 2010 4:36 am

This is what I think. Perhaps after the family of the business is removed from existence, someone in town buys up the place and continues the family's business as a homage to how much said family helped out the community and the city as a whole with their profits.


But besides generic bandits and guards and stuff, the NPCs are not random in ES games. Perhaps they'd have some premade NPCs to bring in wherever they're needed, but I think when they run out, the shops would probably just close down. They wouldn't have randomly generated NPCs.
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Killah Bee
 
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Post » Tue Sep 07, 2010 7:59 am

derp derp!

just because you read one sentence or paragraph (i havnt read the article yet) doesnt mean the whole system is going to be quest give = brotherseriously, bethesda arnt morons


I didn't assume it will be, I'm speculating on how it will be run, whether there will be a limit on replacement characters or will the quest be failed.

What do you think will happen then?
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Sakura Haruno
 
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Post » Tue Sep 07, 2010 4:11 am

But besides generic bandits and guards and stuff, the NPCs are not random in ES games. Perhaps they'd have some premade NPCs to bring in wherever they're needed, but I think when they run out, the shops would probably just close down. They wouldn't have randomly generated NPCs.

We really don't know that as of yet. Perhaps they could have randomly generated NPCs for the shop which basically act as my description above. Something tells me the only reason why this feature is implemented is because the kids on the console complained too much about their favorite shop not being around because the shopkeeper just so happened to be involved in an "accident" that ended their life, and the players didn't have any saves to fall back on besides their autosave.

In reality, I actually like the old system better. There's one shopkeeper. If he dies, too bad. No one is going to be able to replace him, because no one knows as much concerning his wares as he does. Either reload a save, or continue playing knowing that the shop in question is no longer up and running.
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SHAWNNA-KAY
 
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Post » Tue Sep 07, 2010 3:02 am

We really don't know that as of yet. Perhaps they could have randomly generated NPCs for the shop which basically act as my description above. Something tells me the only reason why this feature is implemented is because the kids on the console complained too much about their favorite shop not being around because the shopkeeper just so happened to be involved in an "accident" that ended their life, and the players didn't have any saves to fall back on besides their autosave.

In reality, I actually like the old system better. There's one shopkeeper. If he dies, too bad. No one is going to be able to replace him, because no one knows as much concerning his wares as he does. Either reload a save, or continue playing knowing that the shop in question is no longer up and running.



What I see in being most likely is that the game puts out a character with the same surname/race/features and give them all the same dialogue "You killed me relative/friend :flame: but I really need this done so.."
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asako
 
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Post » Tue Sep 07, 2010 6:10 am

Would be nice to make the shopowners and his entire family "disappear" over night and in the next morning you are the mysterious new shop owner.
And the NPC customers wonder about the new risen prices. When they are smart they call some investigators to solve the mystery about the new business man.
Else you can take over every other shop in town. That's something I want to see, but propably will never happen.
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Rachael Williams
 
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