Nightlife

Post » Sun Dec 05, 2010 1:54 pm

Hmm.... my prediction is this:

A lot of you will be disappointed.


I just don't see all of this happening. I know ES is great, but... I don't see them having this kind of detail going on all throughout the game. Maybe some guys sitting in a bar drinking at night, a few conversations going on. But that's all I really expect.
I'd love more, but I'm not getting my hopes up for hundreds of unique interactions going on between dozens of NPCS all doing unique animations and routines with their own voice work for all sorts of situations like bar fights and table dancing etc.

I just see three NPCS sitting around the bar at night with a few candles to light the place up.
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cheryl wright
 
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Post » Sun Dec 05, 2010 9:12 am

My comment about the night life is that the guards should be part of it. In Oblivion, the guards all lived in the castle's barracks, which I didn't like at all. They should be part of the town as much as everyone else, living in their own homes and getting drunk with everyone else in the evening.

For nighttime, a couple guards should be posted at each gate into the city, and there probably shouldn't be any others.
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Hearts
 
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Post » Sun Dec 05, 2010 11:54 am

Good idea, I'd take them out one by one in their houses :evil:
And I forgot to mention, at night there should be drunk couples talking loud and laughing while going from tavern to home to make more children.
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cosmo valerga
 
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Post » Sun Dec 05, 2010 12:43 am

Late-Night Mood... Or How I Learned to Appreciate The Seedy Underbelly of Society:

This is one of the chunks from my old Ideas and Improvements regarding Large Cities doc. I doubt much of it should be expected in the game, but it's what I'd want to see, and what doesn't make it in will prove to be a good target for a personal mod.

5. CRIMINALITY
5a. Walking the city at night should be a dicey proposition. There might be pickpockets, outright robbers, con-artists, even potentially murderers. The night-time should be a time when the law-abiding citizenry shrinks into their little quarters of safety, and the darker underside of the city peeks out its head. This means that RadiantAI will actually have to be improved upon a bit, to rationally allow for this kind of stuff. So say you’re walking around in a less-than-appealing neighborhood. Some Wood-Elf, whose fingers have more of a mind of their own than what’s good for them, starts sneaking up behind you. [Not sure how an NPC actually sneaking undetected might be pulled off; the generic sneak animation obviously isn’t going to work to hide them from you if their stealth-check is passed. Perhaps they could (cringe) do it like WoW does it, by just becoming invisible until the stealth-check is failed] He attempts to pick your pocket and, depending on his skill or need, pulls free as many items as he thinks he can get away with, starting with the most valuable. At this point, the game calculates whether he succeeds without being detected or fails. If he fails, a top-screen message alerts the player, who can then lawfully attack the thief. Or if he succeeds, the player won’t be any the wiser until he discovers that the item happens to be missing. Quest-items and equipped items would be exempt, of course.

5b. The night-guard cannot be in the same condition and the same caliber as the day-guard. Whereas in the day, the guard rotation guarantees there will be a guard in any area no matter what, there should be significant holes in the rotation during the night due to understaffing and the less-desirous conditions of night-work. This way, criminal activities will have brief yet logical windows to operate. While I’m not fond of having something like a permanent location of a Black Market in the game, some form of illicit trade should exist that’s different than the “fence” system of Oblivion. Say, during these holes in the night-guard rotation, a sort of secretive criminal co-op is hastily undergone. And depending on the night of the week, it’s held at different locations and different times throughout the city, to lessen the chance of someone catching on. Discovering the locations and times of these black markets should be a matter of your reputation with the criminal element of that city, and perhaps your reputation and rank in the Thieves’ Guild (if there’s not rivalry between the guild and freelancers in cities).

5c. The Thieves’ Guild should be difficult to find in such cities. If they are fairly neutral or even cooperative with the freelancers in their area, then finding them should only be possible via winning over the trust of these late-night criminal elements. And winning trust from people who are said to have no trust should be a rather hard thing to do. Or, if the Thieves’ Guild and these freelancers do not get along well, then finding a recruiter to the guild should be counter-intuitive i.e. you’d expect to find the guild around such freelancers, but they’re not there, and those guys aren’t going to help you in discovering how to get in contact with them.

5d. Night-time is also when a different element of shadiness should come forth. Occasionally, a suspicious-looking (and never-before-seen) NPC should be discovered in the area (perhaps like a Fallout-3-esque random event). He should look and feel sinister, in both his physical appearance and his choice of attire. Attempted conversation should result in brutishly nasty and short words along the line of “Get away from me” or “I don’t want to talk to you.” If the player manages to follow this individual undetected, the NPC will lead the player to some location (such as a house or back-alley, or perhaps even outside the city), where that NPC will engage in an assassination of another NPC (naturally, the victim NPC will have to be a freshly-spawned, nameless background NPC). If the player remains undetected through the assassination, then nothing happens. If the assassin detects the player after completing the assassination, then they will attack the player.

5e. Certain clubs or taverns should only be open during the late hours of the night, and getting into them should be a matter of having a good disposition with the right people or faction. Inside, the player will find commonplace use (and ability to purchase) both moon sugar and the more refined skooma, along with the more acceptable alcoholic beverages. The patrons of these late-night establishments should have high aggression levels, so that if something about the player rubs them the wrong direction, they’ll get up (perhaps in two’s or three’s) and begin to pummel the player. Perhaps scripting should be enabled so that they’ll leave the player alone after the player’s health has dropped to a certain percentage, and they’ll yield w/ dialogue if their own health has dropped to a certain percentage. Highly illicit work/quests could be found here, ranging from smuggling materials to extralegal mercenary work to theft and perhaps piracy. Further, these late-night clubs or taverns could also act as a supplier of equipment and general merchandise to characters that’ve lost the trust of the legitimate day-time merchants [see 2e.]

5f. In these late-night taverns, gambling should be a constant presence, something the player should be able to engage in. While I’m not a fan of mini-games, the ability to gamble seems a worthy inclusion. When it comes down to it, betting in the arena did nothing for me, and the “game of shells” in the Winged Guar in Tribunal was similarly limited. I’m looking for two or three different games, and they should be along the level of complexity of pazaak in KotOR. It should be something the player could honestly invest money in, something that requires a bit of skill, as well as a bit of luck (which, by the way, could add whole new elements behind the Luck attribute). It should also be something by which the player could win or lose quite a bit of money in. It should also have economy-friendly limits, so that the player could not bottomlessly milk gambling to amass an immediate fortune. Opponent NPCs should be able to gamble only they money that they possess. Overall, there could be one or two serious games, as well as a few chance games (i.e. shells). Furthermore, it might be possible that a dealer/NPC might be cheating, adding a whole new complexity to things.

5g. Late-night player excursions may also be the perfect opportunity for factions hostile enough toward the player to send agents to attempt to end the player’s life. For example, if you’ve irritated the Order of the Hour enough, they may decide to send someone to quietly finish you off during the dead hours between dusk and dawn. It should also be part of the AI to detect the radius of guards. And since guard patrols should be heavily limited at night, it’ll prevent those laughable assassination attempts where the NPC draws and rushes the player in broad daylight and right in front of a troupe of soldiers.

2. COMMERCE
...
2e. Merchants and thieves do not mix. If the merchant has any reason to suspect the player promotes, is involved with, or is engaged in thievery, then the merchant should be able to judge the amount of his suspicion against the desire to make a profit on the player. If the suspicion outweighs the profit, then the merchant should refuse service to the player and demand the player leave. A lot of people dislike this kind of thing, usually saying, “How is anyone going to know I’m a thief?!” Well, they’re not going to know (unless you’re a terrible thief). However, they are going to be able to infer. And that inference can be made by the following: the people you associate with, the places you associate with, and the number of times things have gone notoriously missing with you in the area at the time (in other words, your reputation/disposition with thievery organizations and thieves, as well as relevant faction reputation modifications upon completion of thievery quests. Note this is vastly different than a blanket fame/infamy system). If your illicit reputation gets too high, and you’re dealing with a merchant with a high enough responsibility value, they should refuse you until their disposition is high enough to override that refusal. Also, if you steal from a merchant and attempt to sell back the stolen item to that merchant, the same should apply. If the player gets too much of a bad reputation, they will have to seek out less reputable merchants to meet their needs [see 5e].
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Jessica Colville
 
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Post » Sun Dec 05, 2010 12:39 pm

It's obvios skyrim's AI is going to be far beyond anything we have seen in the past that being said should the towns of skyrim have an active nightlife?Would you like to walk into a bar late at night and see some town drunks arguing to the right and a cute little wood elf pole dancing on your upper left maybe a few people in the back playing some typ of pub game and don't forget about a foulmouth bartender that you just can't help but like oh and a few musicians.Realism has always been a big deal to me an active nightlife would help in making me feel like i was in a real world.Anyone else feel this way?or is 8:00 bed time.

I may be offbase historically, but I do not think that the idea of something special starting after 6:00 PM existed before the Industrial Age began to define the work day more strictly than had ever been done in the Middle Ages The limitations of relatively primitive room lighting and relatively expensive lamp oils probably meant that lots of things we take for granted just aren't that likely.
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CArla HOlbert
 
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Post » Sun Dec 05, 2010 9:45 am

Historically speaking, a lot of people went to bed around sundown, then woke up at midnight to check on the cows and stuff for about 3 hours, then went back to bed until dawn.
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Angela
 
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Post » Sun Dec 05, 2010 12:15 pm

i like the idea of a bustling nightlife in the major cities, but a quiet night in smaller cities. Oh i would love pitch black nights too. Also has anyone thought to cure the pitch black problem if it was implemented would be like real life where your eyes adjust to the darkness? So at first it creates a really atmospheric contrast between the bustling vibrant lights of the city to the darkness and untamed lands of the wilderness. I think this would be awesome
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Dewayne Quattlebaum
 
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Post » Sun Dec 05, 2010 3:29 pm

Might also point out that some of the bigger towns in Skyrim are built in Dwemer ruins, also possible that the northern holdings have large scale whaling operations not to mention the climate pretty much guarantees that most buildings are going to have a fireplace of some sort. Add magic and Nirn's much more potent alchemy (at least much more potent that anything seen on earth) I doubt lighting is as big an issue to them.
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Rhysa Hughes
 
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Post » Sun Dec 05, 2010 6:28 am

My comment about the night life is that the guards should be part of it. In Oblivion, the guards all lived in the castle's barracks, which I didn't like at all. They should be part of the town as much as everyone else, living in their own homes and getting drunk with everyone else in the evening.

For nighttime, a couple guards should be posted at each gate into the city, and there probably shouldn't be any others.



Actually the majority of guards living in the Barracks is rather realistic. In the US military it wasn't that long ago that unless you were and E-7 or above, or married then you lived in the barracks. Still today, unless you are E-5 or above, or married then you will be living in the barracks. I know because I am in the military... and about 70% of the people I work with are living in the barracks.

They do go out and party and what not, just return to the barracks at the end of the night.
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elliot mudd
 
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Post » Sun Dec 05, 2010 1:49 pm

Perhaps something like "The Inn of the Last Home."

It is usually my first thought when there are inns in fantasy settings. I won't ever forget a certain character sitting in a dark corner his face mostly hidden by his robe's large hood.
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Marion Geneste
 
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Post » Sun Dec 05, 2010 7:50 am

I say the skyrymites have a swell Dunkadunka!
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m Gardner
 
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Post » Sun Dec 05, 2010 5:12 pm

Nightlife in Skyrim? Lots of booze, singing and drunk fighting, with the occasional hook-up. I'd be kind of surprized not to see this image of Nords portrayed in the game.

This.
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Alexis Acevedo
 
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Post » Sun Dec 05, 2010 12:13 pm

I hope the nightlife in Skyrim is improved on aswell.Would be fun to become a regular at a pub,and maybe even get a quest somehow through this.Imagine having a few drinks with another patron in the pub who you have become friends with.One night you get really drunk with him and he starts to drunkenly talk about a hidden treasure he has been trying to locate for years,but has not had any luck finding it.He then tells you that he is giving up on trying to find it,and gives you a map and a clue to it's whereabouts,..........before he passes out right there on the table ofcourse.
Would also be interesting if you end up finding the treasure and next time you see him he accuses you of stealing the map from him,and wants to fight you,..........because he doesnt remember giving you the map. :foodndrink:
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luke trodden
 
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Post » Sun Dec 05, 2010 4:49 am

It would be funny seeing some drunks wondering around town, then you could interact with them as they speak incoherently to you.
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Pants
 
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Post » Sun Dec 05, 2010 3:24 pm

i like the idea of a bustling nightlife in the major cities, but a quiet night in smaller cities. Oh i would love pitch black nights too. Also has anyone thought to cure the pitch black problem if it was implemented would be like real life where your eyes adjust to the darkness? So at first it creates a really atmospheric contrast between the bustling vibrant lights of the city to the darkness and untamed lands of the wilderness. I think this would be awesome


This. Except for having the game adjust your player's eyes to the darkness. Your real eyes will already be doing that.
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alicia hillier
 
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Post » Sun Dec 05, 2010 5:53 am

I was playing assassin's creed 2 today and if anyone knows the part with the city-wide festival at night, that would be pretty cool---with the strung up lights, the fireworks, the people in costumes and dancing, music and fire-breathers in the streets... Well, not like that, but something.
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Angel Torres
 
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Post » Sun Dec 05, 2010 1:16 pm

at night, the thieves and murderers should come out to play
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Harry Hearing
 
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Post » Sun Dec 05, 2010 4:11 pm

Is an argonian stripper too much to ask for?
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xemmybx
 
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Post » Sun Dec 05, 2010 1:36 am

there will be no pole dancing. thats just stupid.
no disco balls, strobe lights, or techno music either.
you might want to start reading up on medieval society, because i can guarantee that skyrim will be no fantasy liberty city.

sorry if that comes as a disappointment.

but who needs "nightlife" anyway when you have sweet sweet alcohol?
if thats what you are referring to then i agree. at the very least i want more things to do in taverns then mingle with stiff npcs.
barfights might be tougher to handle in a game than you would think, but i think there should be rougher taverns that don't necessarily attract "honest" folk.
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Klaire
 
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Post » Sun Dec 05, 2010 2:52 pm

Loose women. Lots and lots of loose women.
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SexyPimpAss
 
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Post » Sun Dec 05, 2010 9:38 am

I'd like to see street fights with npcs getting arrested, not killed on sight. I also wish there would be dangerous parts of the bigger towns where the authority is weaker and guards will not always defend you when assaulted. Guards themselves should be in trouble sometimes.
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Wane Peters
 
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Post » Sun Dec 05, 2010 2:30 pm

I think at night there should be less people roaming the streets of towns, and more people should be at inns. Perhaps that is when we see drunken nords. :foodndrink:

More shadowy people should come out at night, but I don't want the city to turn from a city at day to a criminal hotspot at night.
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X(S.a.R.a.H)X
 
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Post » Sun Dec 05, 2010 4:29 pm


I just don't see all of this happening. I know ES is great, but... I don't see them having this kind of detail going on all throughout the game. Maybe some guys sitting in a bar drinking at night, a few conversations going on. But that's all I really expect.
I'd love more, but I'm not getting my hopes up for hundreds of unique interactions going on between dozens of NPCS all doing unique animations and routines with their own voice work for all sorts of situations like bar fights and table dancing etc.


Well GOSH, when you put it like this, it all just seems too silly.... hahahaha....

"I just don't see all of this happening, what with the night-time juju monkeys tabledancing across the skyline while the yellow moon howls under a table with bar-fighting midgits singing in unison under a pale gibbous moon and all of the elves are tree-hugging the monkey balloons while conversations of drunken pultritudinous chicken feathers are rim-lighting the atmosphere in the stale baffoonery of the ever-present goat Bards telling runic stories backwards while dancing in the fire pits!"

Um.... yeah.
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Richus Dude
 
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Post » Sun Dec 05, 2010 10:53 am

They need to look into Icelandic and Scandinavian bonfires for inspiration imo.

I want to see occasional festivals, with the same sort of style as the carnival from Assassins Creed 2.
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Talitha Kukk
 
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Post » Sun Dec 05, 2010 5:59 pm

i want to see http://www.uesp.net/wiki/Oblivion:Shady_Sam lurking around the streets of Riften :ninja:
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Ashley Clifft
 
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