Immortal Essential Characters

Post » Tue Mar 29, 2011 9:47 pm

I hated it but in some cases its necessary.. Maybe just the NPC's for the main quest and stuff cant be killed and like the the leaders of guilds or just very important people like counts and countess's
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Brandon Wilson
 
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Post » Wed Mar 30, 2011 8:49 am

Considering that, at least in Oblivion, it was possible for essential characters to get themselves killed while you weren't even around and before you'd ever met them, I'd have to say keep the immortality. Unless they come up with a better solution which I admit I would prefer
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victoria gillis
 
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Post » Wed Mar 30, 2011 5:14 am

*snip*


Well if that was truly their main motivation, I wish they had made Master Trainers essential, I can't even remember how many times I had to use the console to bring the trainers back to life.
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lydia nekongo
 
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Post » Wed Mar 30, 2011 11:31 am

get rid of them.

if your to stupid to use more than one save, then you deserve to have to start over if you seriously mess something up. morrowinds system was perfect. if someone died you got a message and a choice to continue or reload. developers need to stop designing games around idiots.

the only way i would allow it is the "invulnerable to other npcs/monsters but vulnerable to player" suggestions ive seen but should only be applied to a quest giver who was travelling from town to town or something.


Are you implying that only idiots make mistakes? Im kinda on your side but no need to be so rash.
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dean Cutler
 
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Post » Wed Mar 30, 2011 10:29 am

I don't like it at all when non-evil NPCs die so if they were all immortal, it would be fine by me. The ones who attack me are another story. If they'd leave me alone, I'd leave them alone. :) I know that's not how the game goes though so anyone who's made essential, it's ok.

:tes:
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Emily Rose
 
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Post » Wed Mar 30, 2011 9:55 am

Are you implying that only idiots make mistakes? Im kinda on your side but no need to be so rash.



no im implying that if you dont use more than one save then you deserve to have to start over if your game is messed up. using only one save is idiotic and its not harsh its just how it should be. i probably cant post the link to it but there is a youtube video of someone just running through the last level of crysis 2 on veteran mode barely firing any shots. gee..........i wonder who they had in mind when they designed that game. :bonk:

i just dont want skyrim to have training wheels on it like so many other games released these days. let the people who svck at gaming improve their skills or lower the difficulty setting to easy. stop punishing the other gamers out there.
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lexy
 
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Post » Wed Mar 30, 2011 9:20 am

Well if that was truly their main motivation, I wish they had made Master Trainers essential, I can't even remember how many times I had to use the console to bring the trainers back to life.

LOL, guess now I know why did I fail to locate a few of them in my prior play-throughs! :teehee:
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Jesus Lopez
 
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Post » Tue Mar 29, 2011 11:52 pm

LOL, guess now I know why did I fail to locate a few of them in my prior play-throughs! :teehee:


Yeah, one of the pat areas for the marksman trainer was through a bandit camp and by an Oblivion gate. The Destruction trainer I would find dead near a mountain lion or Minotaur :pinch:
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I’m my own
 
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Post » Tue Mar 29, 2011 9:39 pm

LOLOLOLOLOO those twos are exactly the ones I'm missing! And I recall there's at least a couple others too actually...
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Nathan Risch
 
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Post » Wed Mar 30, 2011 10:30 am

I never had a problem with this in NV.

With NPCs killing other NPCs

or me killing an NPC because I accept the consequence that they might be a quest giver.



FO:NV isn't exactly the same - it had such a complex web of quests, that conflicts were inevitable (since you could work for different factions). Like, you're doing Quest X ("go kill Bob"), and when you kill Bob... it says "you failed Quest Y". Because, if you were working for Bob's faction, you would have gotten a quest from him.

------

Personally, I never had a problem with the essentials in Oblivion. Not having major quests fail out of nowhere, because some NPC ran afoul of stupid AI.... seems like a good thing. (Of course, I also never randomly killed people in towns, so "OMG, I'm so annoyed that I can't slaughter all the important NPCs!" never became an issue. :shrug:)
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Sammygirl500
 
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Post » Wed Mar 30, 2011 4:34 am

FO:NV isn't exactly the same - it had such a complex web of quests, that conflicts were inevitable (since you could work for different factions). Like, you're doing Quest X ("go kill Bob"), and when you kill Bob... it says "you failed Quest Y". Because, if you were working for Bob's faction, you would have gotten a quest from him.

------

Personally, I never had a problem with the essentials in Oblivion. Not having major quests fail out of nowhere, because some NPC ran afoul of stupid AI.... seems like a good thing. (Of course, I also never randomly killed people in towns, so "OMG, I'm so annoyed that I can't slaughter all the important NPCs!" never became an issue. :shrug:)


Yeah but they never died of stupid AI so I never really had a problem with it. And I wasn't thinknig mainly about consequences of killing someone, more along the lines that I never had a character in NV die because of some randm radscorpion or deathclaw running into town.

This might be different with dragons running amuk, so there will probably be some essential NPCs but radiant AI might help decrease the overall amount that was in Oblivion which I hated alot. Like a good amount of NPCs couldn't die, I don't mind maybe one or two for the main quest but I want everyone killable if I choose to kill them no matter the state of a quest.
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butterfly
 
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Post » Wed Mar 30, 2011 4:21 am

Only if another NPC can take their place in the quest line. I don't want to play 50 hours only to find out I am unable to complete the MQ because I killed some hermit out in the woods.
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Monika Fiolek
 
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Post » Wed Mar 30, 2011 9:17 am

It was already confirmed that there are certain unkillable essential characters in the game.

/thread
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Nathan Risch
 
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Post » Wed Mar 30, 2011 10:33 am

Important NPCs should be essential any time they are not within a certain range of the player, like another poster said above. When in your presence they should have artificially buffed health/block/resistance stats to lessen the chance to death (buffs would be strictly defensive, though maybe you might even nerf their damage output slightly, so you couldn't just sit back and wait for hulk to kill everyone). And for as many as possible, there should be an alternate character that can fill in their purpose, like the radiant AI examples Beth has given, where a family member slots in when needed. You could even just switch the job over to another important character without plugging a new one in.
Or just have special quest givers marked obviously and give them alot of health for the first few hours of the game, then if you start attacking one a message will pop stating " this is a essential character killing him/her will cause issues with a quest" but only for the main quest and/or a king or faction leader.
The only problem with something like this is if you attack someone who seems rather innocuous, and if you got that message it'd be a little spoilery.
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Tiffany Carter
 
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Post » Wed Mar 30, 2011 7:38 am

The only problem with something like this is if you attack someone who seems rather innocuous, and if you got that message it'd be a little spoilery.

An immortal monk spoilery too.

"Oh. I guess I'll have to come talk to him for something soon."
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Emma Pennington
 
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