Patrolling the Mojave almost makes you wish for a nuclear wi

Post » Mon Apr 25, 2011 9:03 am

I don't like the new system so far.

We haven't seen it?!
User avatar
Jesus Sanchez
 
Posts: 3455
Joined: Sun Oct 21, 2007 11:15 am

Post » Sun Apr 24, 2011 9:00 pm

I prefer it to be more like hello and good bye , maybe they talk to each other about a topic now and again like in oblivion but i dont want to be able to hold conversations with every npc out there I dont want to talk to every1 in my house half the time how friggin weird would it be to have conversations with every 1 on the street,... I dont know about you but like in the work place you just go around sayin hi ( maybe) and thats about it you dont hold conversations with every 1 you happen to be standing near at bus stops or on a plane or when getting on or off the tram it would be too unreal so why have it different in the game especially since it would eat up space that could be used better elsewhere.
User avatar
Wayne Cole
 
Posts: 3369
Joined: Sat May 26, 2007 5:22 am

Post » Sun Apr 24, 2011 6:41 pm

I want to know how all those gamblers got into the strip when all they have on them is just their clothes, why do I need 2000 caps when I'am the guest of Mr house. Lets discuss that bit of busted ass immersion before we get into repetitive dialog,knowing NPC's names upon seeing them,floating guns and .....I could go all night. Immersion is a word you use to piggyback an idea you have into a conversation about implementing a feature into a game.(I should know,I do it all the time :hubbahubba: ) It's the only argument you can use against an aspect of the game you find annoying. I despise floating guns and weapons and would like something adhering it to my avatar.(I seen the screen shots and I got a bit of what I wanted to boot! :celebration:) You guys can say were nit pickers(your right mostly) but,I would never let these things stop me from playing and outright enjoying the game. Things will always annoy you but there differences between discussion on here and demanding it and whining about how the game is bad because of X.
User avatar
Peter P Canning
 
Posts: 3531
Joined: Tue May 22, 2007 2:44 am

Post » Sun Apr 24, 2011 11:29 pm

As long as they have unique names and a tiny bit to say (unique to that npc), it's fine with me.
User avatar
Elizabeth Falvey
 
Posts: 3347
Joined: Fri Oct 26, 2007 1:37 am

Post » Mon Apr 25, 2011 12:29 am

I think they should have names, but i don't think its necessary to have each NPC have dialouge. "The emperor is dead...." Yes, thats what EVERY other person in Tamriel has told me in the exact same way.
User avatar
c.o.s.m.o
 
Posts: 3419
Joined: Sat Aug 12, 2006 9:21 am

Post » Sun Apr 24, 2011 7:04 pm

I know that I don't get approached by tourists all the time asking about rumors of buried treasure and such, I don't think npcs should always have to put up with that.


So does that mean that never once in a million years you would ever respond to them?

Im just trying to wrap my head around the "People dont ask about rumors in real life" arugment. If someone you didnt know walked up and said 'hey whats going on' you would just look at them blankly and not utter a word? Thats pretty [censored] weird behavior if you ask me.

Not to mention, the playable character is the dovakiin...the dragon born.....the savior of the world. Dont you think people would WANT to talk to that guy? Or at least they wouldnt mind sharing the latest gossip with him?
User avatar
Amanda Leis
 
Posts: 3518
Joined: Sun Dec 24, 2006 1:57 am

Post » Mon Apr 25, 2011 5:39 am

Playing STALKER makes you wish for a nuclear winter.
User avatar
Alexandra walker
 
Posts: 3441
Joined: Wed Sep 13, 2006 2:50 am

Post » Sun Apr 24, 2011 8:15 pm

They should attack you if you keep talking to them. Why talk to random NPC villager 121 10 times when there are monsters to kill and loot to get.
User avatar
Mr. Ray
 
Posts: 3459
Joined: Sun Jul 29, 2007 8:08 am

Post » Mon Apr 25, 2011 5:59 am

unfortunatly we might not be seing any funny machinimas anymore you know like all those ones that involve weebam-na
User avatar
Gaelle Courant
 
Posts: 3465
Joined: Fri Apr 06, 2007 11:06 pm

Post » Sun Apr 24, 2011 10:52 pm

Most non-quest givers inOblivion only had basic things to say. It's nothing new. It doesn't mean generic "townsperson" or anything. It would be nice if people would (if they liked you enough) give a little info about the town they live in or perhaps themselves, though I know this can be an issue with cost and game space. But I didn't like it in Morrowind how everyone was basically a copy of an encyclopedia either.

And I don't mind the idea of having NPCs randomly generated, but making them piecesof scenery who appear all the time and dissapear once you turn a corner to be replaced by other pieces of scenery, like in AC, would not work for TES. It's been confirmed that NPCs will have a history with you and reactions to stuff you do based on that, which sounds good to me.
User avatar
Logan Greenwood
 
Posts: 3416
Joined: Mon Jul 30, 2007 5:41 pm

Post » Sun Apr 24, 2011 9:20 pm

I used to think this would bother me, but after seeing it in Nehrim (total conversion mod for Oblivion), it really doesn't seem that bad. You get used to it after a while, and it detracts less than you think from immersion.
User avatar
Jerry Cox
 
Posts: 3409
Joined: Wed Oct 10, 2007 1:21 pm

Post » Sun Apr 24, 2011 10:45 pm

It really doesn't seem to me, based on what I've heard, that it's like Fallout. In Fallout, NPCs would just say some generic, usually pointless statement if you spoke to them, yet here, it seems that NPCs with no full dialog actually give you rumors and other pieces of information, and don't tell you the same thing every time, so it doesn't seem that different from what past games already did, since it's not like you had real conversations with NPCs anyway. You just spoke to them, selected a topic you wanted to hear about, and they'd say something, select another topic, and they'd tell you something different, it seems like Skyrim is just skipping the selecting topics part for Skyrim.

Though I'm not sure I'd really mind if it was like Fallout, consider. People have criticized past Elder Scrolls games for not having enough NPCs in cities, thus cities feel under-populated, and I kind of agree. I didn't mind the size of Oblivion's cities, but I wouldn't mind if they felt more populated, so how do you make cities feel more populated? You add more people, of course. But there's the problem, Bethesda can't possibly make every NPC unique, the more characters you add, the more generic NPCs you'll have, so why not just drop in some random, generic NPCs to add the illusion of the game being more populated, you can still have the people who matter be unique, in fact, this way, it may allow them to be more unique as Bethesda doesn't have to try to give every NPC an identity, so they can focus on the important ones. I don't see this breaking immersion because in real life, I don't know who every single person I see on the street is, nor do I really care, I don't get into in-depth discussions of politics, history and religion with random people I meet on the street either, for that matter, so why should it be any different in games?
User avatar
louise tagg
 
Posts: 3394
Joined: Sun Aug 06, 2006 8:32 am

Post » Mon Apr 25, 2011 8:52 am

snip


This. I kind of just figured that if anything this meant they were simply adding more npcs to the game. Think if Oblivion had the same exact amount of NPCs, nothing changed. Now add an equal amount of random NPCs that populate the world to make it feel more real and populated. When you look at it this way you realize you arent losing anything that you previously had, you are simply gaining.

If Joe the woodcutter is only going to say "Hey I heard theres dragons around" then he may as well just save it. I dont know where it was confirmed that NPCs with no dialog will still give rumors, Id love to see a link. But even if they dont its not a big deal as long as there are at least as many NPCs to talk to as Oblivion. Im guessing there will be.
User avatar
Sebrina Johnstone
 
Posts: 3456
Joined: Sat Jun 24, 2006 12:58 pm

Post » Mon Apr 25, 2011 8:24 am

Except it's not speculation :thumbsup:

Then back it up with a source.
User avatar
Petr Jordy Zugar
 
Posts: 3497
Joined: Tue Jul 03, 2007 10:10 pm

Post » Mon Apr 25, 2011 3:05 am

Not to me. Being able to look in some direction, see an NPC, and know they have specific wants and needs, and have a specific goal that changes as time passes, makes the world feel much more inhabitable than a game that just copy-pastes models and has them walk around to fill space.

I need to be able to make a mental connection to an NPC for them to feel "living", and the fewer I can make a connection to, the less alive it feels. Having a lot of aimless NPC drones is no where near as good, to me, as having fewer NPCs that have something unique to them (even if it's a small something) and that do what want they want when they want.



So you can look in a direction and know these things when walking down the street. Nice to meet you professor X, those mental connections must be awesome. About the only thing I would expect in normal life to be able to ask a random person on an average day is directions. And when I glance down the street I don't see names, goals etc. I just see people walking.
User avatar
Fluffer
 
Posts: 3489
Joined: Thu Jul 05, 2007 6:29 am

Post » Mon Apr 25, 2011 6:59 am

So you can look in a direction and know these things when walking down the street. Nice to meet you professor X, those mental connections must be awesome. About the only thing I would expect in normal life to be able to ask a random person on an average day is directions. And when I glance down the street I don't see names, goals etc. I just see people walking.

But you can watch them and find out what they do, where they go, how they live, and so on, they're not just scenery.
User avatar
Motionsharp
 
Posts: 3437
Joined: Sun Aug 06, 2006 1:33 am

Post » Mon Apr 25, 2011 9:09 am

So you can look in a direction and know these things when walking down the street. Nice to meet you professor X, those mental connections must be awesome. About the only thing I would expect in normal life to be able to ask a random person on an average day is directions. And when I glance down the street I don't see names, goals etc. I just see people walking.


I thought it was awesome in Oblivion how even when an NPC isn't mentioned that much or has that much dialouge, just by observing their schedule you could infer that they were hard workers, heavy drinkers, travelers, etc. by looking at how much they spent working, at the tavern, or on the road, etc. You couldn't see this with "Citizen of [Enter City Name Here]" NPCs.

Edit:
But you can watch them and find out what they do, where they go, how they live, and so on, they're not just scenery.


Basically what I am saying. :)
User avatar
Pawel Platek
 
Posts: 3489
Joined: Sat May 26, 2007 2:08 pm

Post » Mon Apr 25, 2011 7:00 am

I'm not sure how it will affect the game. I have adapted a wait-and-see attitude on this.
User avatar
Danielle Brown
 
Posts: 3380
Joined: Wed Sep 27, 2006 6:03 am

Post » Mon Apr 25, 2011 6:14 am

The more dialogue the better.

User avatar
CHARLODDE
 
Posts: 3408
Joined: Mon Apr 23, 2007 5:33 pm

Post » Mon Apr 25, 2011 4:16 am

I don't mind too much. It makes it easier to find the important people and avoids the feeling that everyone seems to want to talk to you (seriously, the number of times you'd walk past someone and they'd gawk at you just for being on the same walkway as them).
User avatar
Marquis deVille
 
Posts: 3409
Joined: Thu Jul 26, 2007 8:24 am

Post » Mon Apr 25, 2011 6:50 am

I think people are misinterpreting this. This allows Bethesda to put in more NPCs, making the cities and world feel even more alive. However, it's not going to be like Fallout and it has already been stated as so. All NPCs in the game will still have their own unique names and not be "Generic citizen #349". This dialogue system is much different than what people think. It's not that ALL non-quest NPCs don't have a dialogue tree, there are still plenty of NPCs that aren't quest givers that can talk. The ones that don't have a dialogue tree are the run of the mill citizen walking through the streets. Instead, they all just respond to the choice "rumors". So they won't all just respond the same, they just respond with the "rumor" choice. This isn't really a big difference from the old system. Instead of having "Talk about the city" and "rumors", now they just do rumors. It's nothing like Fallout.

Even OB had generic npcs, like guards for example and so did Beth's own game FO3, where did you hear all npcs will be named? Also it is like Fallout, you click on the person and they just talk, no dialouge tree, no options for rumors or anything. You click on them again and they say more, just like generic npcs in the New Vegas.

As for named npcs, I find it odd that I know everyone's name ahead of time, on the other hand it does make in obvious that some npcs are important because they don't have names. So I would say either make them all have names or none of them have names until you talk to them and they tell you there name or there a well know npc in the world.
User avatar
Emily Jeffs
 
Posts: 3335
Joined: Thu Nov 02, 2006 10:27 pm

Post » Sun Apr 24, 2011 6:39 pm

well, between clicking the guy to have him say hi, and then have the "options" of "rumors" and.... well, that's it, OR having him tell me the rumor directly, I don't mind that much. besides, I doubt they'll always say the same thing.

Also, I'm [censored] tired of seeing the word "immersion" employed when the whole concept in itself is SO FAR from immersive. I mean, who the hell walks down a hallway and asks EVERYONE about the rumors?
User avatar
Evaa
 
Posts: 3502
Joined: Mon Dec 18, 2006 9:11 am

Post » Mon Apr 25, 2011 6:47 am

It worked well in FO:3 and NV both. I'm fine with it.
User avatar
Trevi
 
Posts: 3404
Joined: Fri Apr 06, 2007 8:26 pm

Post » Mon Apr 25, 2011 7:18 am

I mean, who the hell walks down a hallway and asks EVERYONE about the rumors?


A detective. :)
User avatar
Andrew Tarango
 
Posts: 3454
Joined: Wed Oct 17, 2007 10:07 am

Post » Mon Apr 25, 2011 1:55 am

I think that actually increases the immersion. If you walk up to someone on the street and try to start a conversation 9 times out of 10 they'll blow you off or nod and go "uh huh, cool" not even listening to what you're saying.
User avatar
x_JeNnY_x
 
Posts: 3493
Joined: Wed Jul 05, 2006 3:52 pm

PreviousNext

Return to V - Skyrim