“John Doe” is unconscious

Post » Thu May 20, 2010 7:27 am

Key characters are half-mortal (mortal to player, immortal to others)
But who is key characters?
Main quest only? Guild quests? Side quests? Master quests? Etc. I think main quest only.
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stevie critchley
 
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Post » Thu May 20, 2010 9:34 am

You can kill Baurus if you want but you can keep him around if you want some extra man power for the Great Gate.


Or, ya know, if you like the guy. Sheesh! Remind me never to team up with you in a fight!

On the other hand if you know your Companion is immortal it takes some of the tension out of it, and you can always abuse that to help you whittle down more difficult enemies (lock him with Umbra, hop on a rock, and shoot spells whilst Immortal Companion gets his gashes in)


You guys are so mean to your companions! :blink:
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Bellismydesi
 
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Post » Thu May 20, 2010 2:07 pm

I don't know, I feel like in order to not outright kill the main story certain characters have to be labeled as essential. I feel like it's more of an immersion breaker if the main character is killed and suddenly the world just forgets there's main story.

I'd rather Bethesda focused on creating a good story, rather than thinking up a million different things that could happen in the main story if so and so dies at so and so a time.
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Dalley hussain
 
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Post » Thu May 20, 2010 1:50 am

I want all npcs to be killable it just feels more real
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Stefanny Cardona
 
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Post » Thu May 20, 2010 11:49 am

I like the half-mortal idea. I remember this one non-immortal NPC trainer for marksman, and her schedule had her pass by dangerous creatures that tended to kill her.

That might be more of a lack of forethought on the developer's part. Still, I wouldn't want to finally reach a village that has a trainer I want, only to discover they were killed while out walking in the woods on day 2 of the game.
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Marquis deVille
 
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Post » Thu May 20, 2010 8:05 am

I like the half-mortal idea. I remember this one non-immortal NPC trainer for marksman, and her schedule had her pass by dangerous creatures that tended to kill her.

That might be more of a lack of forethought on the developer's part. Still, I wouldn't want to finally reach a village that has a trainer I want, only to discover they were killed while out walking in the woods on day 2 of the game.

Stop stealing my thoughts!
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Sophie Morrell
 
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Post » Thu May 20, 2010 1:02 pm

I actually don't like the idea of any NPC randomply dropping dead somewhere. I had to use the console numerous times if my memory serves me just to pop in an NPC that was nowhere to be found. I won't have access to the console on a PS3, so the damn quest givers better stop dropping like flies.
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Esther Fernandez
 
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Post » Thu May 20, 2010 7:23 am

Well, if they improve radiant A.I. even more. Which I'm sure they have. I would much prefer option 2. Can you imagine? You're in a cave fighting some bandits then you get a message: "With this person's death a thread in the prophecy is severed. Revert to a previous save or continue in the doomed world you've created" (paraphrased) because Mr. Important to a quest line went and got himself killed by wolves while talking a stroll.

So, mortal to the player, immortal to everyone else.

Never had that problem in FONV. (The whole NPC dropping dead somewhere randomly)
And besides they kept only one character unkillable because you literally can't get to them just yet.
Then you could kill them

Just as long as the devs are clever about placement it should be fine.

I want my command humanoid spell to help non directly kill someone important.

I support killing anyone by everyone.
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Sarah Edmunds
 
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Post » Thu May 20, 2010 1:34 pm

mortal to player and immortal to others. as a mod user i know that one of the unintentional consequences of using spawn list changing mods is the game world getting FUBARed sometimes especially in betas.
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Heather Dawson
 
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