Bethesda one thing you need to fix for the next game

Post » Mon Dec 14, 2015 10:58 am

This is really something that is true for not just Skyrim, but every other game, and not just Bethesdas always. But it is really one point that just needs to be adressed.

What I am talking about is that there must be some sort of timer setup to dialogue after a quest giver have given you a quest.

What I am talking about is you for example talking to an NPC and he asks you to go delve into some ruin on the other side of the map to retrieve a magic sword. Then you walk across the room and back and he asks you "Have you retrieved that magic sword yet?". It is so darn annoying and immersive breaking on all levels. Please just stop with this and put in some kind of timer in future games so an NPC does not ask this kind of thing when you speak to them until some resonable time has passed where it actually makes any sense that he would comment like this. It is just totally wrong and silly on every level and I don't know how many times this has happened. To me it is always so mindboggling how a developer spends years to craft the most immersive world possible, making the player feel like it is a real place and then overlook simple things like these.

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Jessica Raven
 
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Post » Mon Dec 14, 2015 7:17 am

This pretty much falls under NPC dialogue improvement, which needs correction in other ways as well.

I see where you are coming from. It's pretty dumb when an NPC asks you if you completed the task they just gave you, when it has barely been a minute or you haven't even left the room yet.

Other NPC's will tell you to hurry up and go do what they said, rather than hanging around, this is a bit more realistic.

My main pet peeve with Skyrim NPCs is the constant recycling of the same conversations over and over again. At least have about 5 different conversations for each NPC, so we get some variety.

Another issue for me is the NPCs that make the same comments to you every time you walk by them.

For instance:

"Do you get to the cloud district very often? oh what am I saying? Of course you dont!"

"I work with my mother to sell fruits and vegetables, it's fun most days, but hard work"

"Working at the Riften Fishery is tough, but it puts some coin in my pocket"

If your going to have the NPCs make a comment everytime I walk past them, let's at least give them some more variations, I know it might cost a little more for voice acting, but it would be worth it to hear more than the same comments everytime I walk through a town. Or how about just having them say hi, or nothing at all sometimes(unless I choose to talk to them)?

Lastly, this doesn't relate to Skyrim, but I noticed this in Fallout 4, and I hope this doesn't happen to the next TES game. There are certain NPCs you can't even talk to, your only option is to trade items. Seriously? Why bother having npcs that only have this function? Might as well just have chests floating around that you can switch out gear with. My point is, you should always be able to conversate with an NPC if you want.
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dell
 
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Post » Mon Dec 14, 2015 12:20 am

I just take it as them being indignant. Passive-aggressively telling you to get going.

This is why I find Oblivion's general NPC dialog superior to Skyrim. In Oblivion, walk-by comments were not only a simple "Hi.", but it would also differ slightly depending on your disposition... lower disposition meant a harsher "What?" or "Go bother someone else.", while higher dispositions gave a friendlier "Hello there!". Since these were short barks, it was very easy to vary them up.

Similarly, conversions between NPCs were dynamic. There'd be a set number of specific topics they could bring up, but the way they chained together in the back-and-forth between NPCs wasn't scripted. And because of that, it too could change automatically based on the disposition between the two people talking. If they don't like each other, they'll more abruptly end the conversation with a rude comment, while if they do like each other, they'll tend to be more polite and talk longer.

This better created an atmosphere of a living dynamic world, compared to Skyrim's "conversation playing on a loop forever".

And worse, it doesn't even always tell you when that'll happen. You see an NPC like any other, you walk up and activate them, and before anything else happens you say "I want to trade with you," before bringing up the trade menu. I'm so glad "my" character let me know what I wanted, because I mistakenly thought I wanted to talk to an NPC. And even worse, they typically have crap items, so they're not even interesting to trade with.
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Susan
 
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Post » Mon Dec 14, 2015 1:23 am

It's an aspect of Fallout 4 that I dont think has been addressed much, but I really don't want these "trade only" npcs (that you cant even talk to) in the next TES game.

I feel like it was just a lazy way for the developers to just throw more NPCs in the game, to make it feel more populated. But they didn't want to make any effort into giving them any personality or ability to communicate, so let's just make them "item trading" tools rather than actual characters.
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Alyesha Neufeld
 
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Post » Mon Dec 14, 2015 7:28 am

Its mostly a symptom of the Settlements. They can't just move NPC's around, and when you factor in the number of settlements you'e talking about, it amounts to a few hundred extra NPC's... That is a significant amount of extra work in terms of writing, voice acting and scripting (probably the easiest of the jobs in this case).

I do think the auto-trade is lazier than they should have gone (They should have given a full conversation interface with 'Hows it going?', 'Trade', 'Assign' and 'Supply' instead of linking the last 2 to the build menu) but we saw similarly bland and uninvolved NPCs in Fallout 3 and New Vegas, and it didn't have any bearing on the NPCs in Skyrim.

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Steven Nicholson
 
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Post » Mon Dec 14, 2015 8:18 am

I always took the NPC's immediate question of whether you've finished the quest yet or not (after having just received it a few moments ago) to come from an attitude of extreme sarcasm. :P

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Chloe :)
 
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Post » Mon Dec 14, 2015 10:33 am

as did I haha.. sort of like when your boss comes into your office and asks you to work on something, but you immediately go to the break room to grab a coffee and pass him in the hall and he says "wow, you sure finished that fast!"

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Juanita Hernandez
 
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Post » Mon Dec 14, 2015 9:17 am

Granted, that automatically turns all quest-giving NPCs into jerks. But then, if I asked somebody to take a trip somewhere to retrieve something important and he agreed and he just stands there or walks around looking at things, I'd be kind of miffed too. Or at the very least a little anxious.

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Monika Krzyzak
 
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Post » Mon Dec 14, 2015 10:51 am


Especially when they barged into your house uninvited, and pried into your private affairs. I mean, really, we should be surprised that they''ll even speak to us half the time. Adventurers are jerks.
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Farrah Lee
 
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Post » Mon Dec 14, 2015 12:29 am

In Morrowind the few voiced lines NPCs had were sufficiently vague and random that they didn't seem repetitive.

In any case, there have always been some instances where NPC banter was completely out of place and immersion-breaking, for example Argonians in Morrowind telling you "Death is upon you. You should find a healer" even though you're at 100% health.

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James Rhead
 
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Post » Mon Dec 14, 2015 9:33 am

For me, this is a pretty big immersion breaker. I can understand one or two NPCs being sarcastic, but it gets boring and repetitive when every single quest giver does it.

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XPidgex Jefferson
 
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Post » Mon Dec 14, 2015 12:16 am

INFAMY AND FAME
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Sophie Louise Edge
 
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Post » Mon Dec 14, 2015 7:47 am

Don't really make much sense in the context of medieval fantasy and applies far too much unilateral approval or scorn to people. It also isn't really related to the issue being raised.

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Jessica Nash
 
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Post » Mon Dec 14, 2015 9:10 am

Um well I knew so I get a pass right that's a thing any way I want infamy and fame it was fun in oblivions or at least having high infamy was I had a argonian character who lived in flooded mine and he could walk in a vampire lair and speak to a the vampires cuase o spent hours killing all the guards in Brivil and anvil and impericity host infamy was exactly 200000 thousand pluse and he did the Maine quest with the gray fox mask so his fame was 0
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Isabell Hoffmann
 
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Post » Mon Dec 14, 2015 1:45 am

Ok I'll imit I was entell paying attention to the topic at hand but I'm knew to this so I have no real clue what I'm doing I'm throwing ideas out their fame and infamy for me was the best in oblivions could be more like fall out but not completly like it. For example I had a argonian character named Crotos he was a hand to hand master with orc gloves that made it look like he had thick fist he wore only the prisoners shorts and those gloves he was a monster collected treasure I gather mortal flesh and dumped pluse all over flooded mine were he lived near Brivil and he killed all the guards around the city's with water or a dock anvil and the impericity being his most populated and Brivil simply ran out of guards so every citizen loved him and feared him at the same time I killed a guard in front of them and they be like better them than me his infamy was like 20000000 pluse and he could speak to vampires he had 0 fame cuase I did the main question with the gray fox making the mask hold all fame so he wasn't good only the fox was it was fun and I want to do it again
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Evaa
 
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Post » Mon Dec 14, 2015 5:22 am

No worries, everyone starts somewhere. Around here, we have a few recurring threads for types of ideas. For general mechanics and ideas, we have;

http://www.gamesas.com/topic/1563794-official-beyond-skyrim-tes-vi-68/page-1

I would recommend some punctuation though. It makes things easier to read.

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Krystina Proietti
 
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Post » Mon Dec 14, 2015 12:34 pm

Well thanks if guess, sorry I typed the same thing twice I dint see my other reply entell I typed my second.
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Judy Lynch
 
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Post » Mon Dec 14, 2015 12:49 am

As for the topic of npcs fallout in general completly blower elder scrolls npcs out of the ball park. Skyrim npcs were plain and are boring they make them sound like morons wear as fallout has every npcs even some of the useless ones seem more interactive, I want to go to a npcs that says they been on plenty adventures in the land were in or they mention a location and you go their and it opens a background dialong, so on and so fourth
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james reed
 
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Post » Mon Dec 14, 2015 12:25 am

It does not seem like you have played Fallout 4 yet.... :P

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alicia hillier
 
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Post » Mon Dec 14, 2015 12:45 pm

With the exception of the generic 'Residents' and 'Settlers', every character in Fallout 4 with an identity is equal to, or superior to anything in Skyrim. Which was, frankly, superior in that capacity to Oblivion. But inferior to Fallout 3... Which was also superior to Oblivion...

The companions in particularly are hands down the best in Bethesda's existence, beating out even New Vegas.
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Chloe Lou
 
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