TES V Ideas and Suggestions # 148

Post » Thu Oct 01, 2009 6:10 am

Bagpipes would be nice, I would love those to be in TESV soundtrack, though im not sure where they'd belong, while wandering the land perhaps?


Yes bagpipes would be epic indeed, but they probably wouldnt belong anywhere but an area with lots of hills and grasslands.

On an unrelated not, something that bothered me about Oblivion was that all weapons had the same progression in the quality of materials used (rusty iron, iron, steel, dwarven and so on) even with weapons such as bows. It would seem to me that bows at least should be made out of wood more often than not, as they were in morrowind. I would also assume that hammers or clubs would be made out of different materials than the blades of the same level.

I also find it weird that Ingrediants such as bread give magical abillities like Detect Life. You would imagine that such effects would only come from ingrediants that are far more rare, and i find the idea of eating a sandwich in a tavern then being able to sense where everyone is comicle.
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JESSE
 
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Post » Thu Oct 01, 2009 4:25 am

Sounds like a good thing to do, Oblivions engine was lacking at quite a few points. Possibly tweaking it to integrate Umbra, hopefully to integrate Lightsprint and "would be awesomely" to integrate Euphoria.

I really wish they would just use a new engine entirely. As I said in another thread, the newest Cry Engine would be perfect.
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Taylor Bakos
 
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Post » Thu Oct 01, 2009 10:20 am

When Bethesda moves to a new engine, smart money is on it being an idTech engine.

Smart money is also on it not being in time for at least the next project.

That said, I would expect the final idTech engine that Bethesda elects to use to be "capable of much more than Bethesda needs", because it will do everything id needs of it, while also being designed with the strains of Bethesda in mind.
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Jeneene Hunte
 
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Post » Thu Oct 01, 2009 4:38 am

When Bethesda moves to a new engine, smart money is on it being an idTech engine.

Smart money is also on it not being in time for at least the next project.

That said, I would expect the final idTech engine that Bethesda elects to use to be "capable of much more than Bethesda needs", because it will do everything id needs of it, while also being designed with the strains of Bethesda in mind.

That would be another good engine. Whatever they do, they need to stop using the NetImmerse/Gamebryo engine. Its just so poorly optimized. Besides which there are way better game engine out there.
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Claudz
 
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Post » Thu Oct 01, 2009 9:42 am

It's Dwarf Fortress built over a DOS shell like a roguelike?I remember my friend being into it for a while and IIRC that's what I remember seeing.


Dwarf Fortress is what happens when you have somebody makes a game with game systems and AI as polished as Oblivion's graphics, and graphics as polished as Oblivion's game systems and AI.
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Mrs shelly Sugarplum
 
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Post » Thu Oct 01, 2009 6:16 am

If we're going to have a decent size game world with lots of music and voice and more advanced graphic, we'd need more than one DVD.

Double layer DVDs can hold up to aboput 10 gigs, and thats more than enough. Especially when its compressed.
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Gavin Roberts
 
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Post » Thu Oct 01, 2009 4:45 pm

The problem of "Good and Evil":

A big problem when trying to make a "good and evil" system is, what do you define as evil and what as good.
Imagine this scenario, you murder a random person on the street in cold blood, you never met that person and he never did anything to you. But it later turns out that person was the leader of a criminal organization that planned several murders, robberies and is responsible for severe damage.
Should the game count that murder as good or as evil?

You simply can't tell for sure, the only thing you CAN say however is that if people observed the murder they will look at you with different eyes now and in the eyes of the law you DID commit a murder no matter who the person was. Even if you knew that person to be what he really is it wouldn't pull your head out of the sling that easily, people might sympathize with you but in the eyes of the law you're still just a murderer.


That's why instead of a good and evil system there needs to be more of a "social judgment" and a "law judgment".

Social judgment is what people think of you, with the murder example above, when you murdered somebody everyone hated for good reasons (not just being an outcast but a real bastard) but had no way to deal with some people will consider you a "hero of the people" so to say. However what you did was still a crime in the eyes of the law and you likely get arrested.
Here the NPCs connection to what happened and their own personality play the biggest role how they will react. Someone who's very emotional or has a close connection to the murdered person is likely to react more than someone unaffected.

Law judgment comes into play when you violated the code of law, here some things that could be called socially unacceptable can happen. For example someone who's actually "innocent" or maybe a well loved member of a town somehow got into attacking you and you kill him in self defense, may it be accidental, because you had to or you DID aim to kill him once he attacked you. Here the people who liked him, his family and people who witnessed it will treat you differently, however in the eyes of the law what you did was fully justified and the worst you may get is one day in prison for questioning.
Here the personalities play a more minor role, they still play into it but it's a hard written code of law that dictates it. There might be some who still manage to get you imprisoned even if you where actually innocent, like when you already built up a bad reputation.

However, while largely separate factors both can interact, if people like or don't like you they can give false testimony to either help or get you into trouble. This largely depends on their personality though, someone who's very lawful won't lie even if he hates your guts.


A third instance playing into this is "Religious judgment", sometimes what a belief dictates can be far different from what the law says. It's more like a communal social judgment as it also dictates what people think of you much more than the law. The big difference is which comes first, the law or religion and it can even differ from location to location.
In a highly religious society it could be possible that you kill someone but don't get arrested because he was considered a heretic or of a "bad belief" there, hell some people might even compliment or reward you. However trying that at a town in another region where the law comes first it doesn't matter, even if members of said religions are present or even a majority. What can happen though is that they try to cover such things up.

And this leads into rivaling beliefs, some things might be OK in one area but are considered a crime in other.


The code of law could actually come in 2 parts, the "imperial code of law" which is the same everywhere and all guards have to follow it and the "regional code of law" that can differ between regions. Walking around naked in the streets of one town might just be considered an annoyance or even as nothing bad (Tribal Argonian village for example) while in another it gets you a painful fine or a few days in prison.


On Good end Evil though, what should happen if you commit a murder and nobody ever found out about it? Should there still be some kinda of karma system or divine judgment that says "you're a bad person" and make people suddenly look at you different?
I'd say in game you should be able to commit murders as much as you want, as long as nobody notices it you're fine. The only drawback would be that you potentially kill people that COULD become useful for you later on and, when more and more people vanish without explanation, people get more suspicious and nervous which can make some things harder (or easier, depends).

It's all about how well you can cover your traces, do it well and you're OK. Become sloppy and you might have agents on your trail watching your moves. Get caught and prepare for a looong prison sentence or execution.
But still, where there's no witness there's no trial.

In the end, as long as the characters personality is dependent on the player, only the player should judge if a decision was good or bad. Everything else is not karma but consequence of actions.


Thankyou for explaining this in such detail, I have a much better understanding of what you mean now, this would go well with the bringing back of Daggerfalls court system, where you are caught by the law for some crime and have to testify as either guilty or innocent, while pleading guilty your sentence is reduced, while pleading innocent your sentence is increased or doubled if you are found out and if you are successful you get let go free of charge. This could be expanded upon using your system of thoughts so that witnesses are called in and testify, if no witnesses are available then the evidence at the crime scene is used and you have more chance to get away with your crimes. Along with this idea is the possibility that you are blamed for other peoples crimes (not in a quest but just randomly if you're in the wrong spot at the wrong time say a pickpocket steals something from someone and you're blamed, or a murder, etc).

As for your ideas about good and evil, I can see how the evil bar might get in the way, or wrongly construe what people think of you because often times no witnesses are left. :gun:

Stephen.
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Kristian Perez
 
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Post » Thu Oct 01, 2009 5:11 am

It is slightly different from Morrowind's theme, so it won't be an exact copy if used in the TES V. Have people given much thought to what the soundtrack of TES V will be like? I think this is one of the few things we haven't speculated about yet.


As long as they throw in some heavy trance and dark psychedelic sounds I'm happy. :)

Stephen.
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Kerri Lee
 
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Post » Thu Oct 01, 2009 10:37 am

Bagpipes would be nice, I would love those to be in TESV soundtrack, though im not sure where they'd belong, while wandering the land perhaps?


Considering all the Daedric Princes had very scottish accents I think the bagpipes could fit in somewhere with them, perhaps the new sheogorath has a band?

Stephen.

I really really hope this isn't my 3rd post in a row, I have tried to use the quote buttons to quote multiple posts but as of yet all it seems to do is not quote when I reply, so really sorry.
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Laurenn Doylee
 
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Post » Thu Oct 01, 2009 1:50 pm

Bethesda wont use a format that the Xbox 360 can't run. Maybe they'll use it on future consoles, but if the 360 can't use a format, they wont use it. Sure, the PS3 can, but I very much doubt they'll ever make a PS3 and PC exclusive game.


The ps3 does use Blu-Ray. That's why every Bethesda game for the ps3 is one disk instead of 2, like the 360 versions(GOTY).
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Rachael
 
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Post » Thu Oct 01, 2009 3:51 am

Agents:

Another law enforcement aside guards or something similar to a police force would be Agents. They operate more secretly and mostly come into play when you display suspicious behavior. Once one is ordered on you he will attempt to keep track in disguises and always kinda out of your reach. When they catch you doing a crime they can instantly arrest you and of course call in support from the guards.

Some reasons for agents pursuing you can be:

Criminal record:
After getting a few prison sentences it can happen that agents are ordered to keep track of you, any crime witnessed by them counts far more than it would normally do since they can confirm it was a repeated offense.

Unexplained disappearances and deaths:
When there have been a lot of unexplained disappearances and deaths in a town over some time it gets likely agents appear all over the place. If you're "new" in town you can be sure to get some dirty looks and it's likely a agent will watch you even if what happens isn't your doing. If it is though you need to be more careful as they're likely to also break into your house and snoop around.

Many thieving reports:
Similar to above, when a lot of thieving reports come in you can be sure to get a few dirty looks as a newcomer in town too, especially if the cases stacked up AFTER you arrived, if they where already high beforehand you won't be in the center of suspicion that much but still get watched.

Buying a lot of "suddenly available" property:
When people are declared dead and there's no heir to their property it becomes "city property" and is put up for sale. You can buy that property and own the houses afterwards, however when you buy a lot of houses of recently deceased inhabitants it's sure someone will get suspicious, after all it could be that you murdered them to buy their houses for a cheap price.
In that case agents won't be after every little crime, though they will still take note of it. However they will likely check if the owner of a house is still alive after you visited them. Should they turn up dead shortly after you can be sure to suddenly be arrested for questioning and investigation.

Involvement in too many "justified" kills:
Of course the law will also get suspicious if you killed a lot of people even IF they where justified. After all it's possible that you somehow made them attack you somehow which still poses you as a danger for society. They will simply try to collect evidence like eavesdropping on your conversations and stepping in when they get to the point of somebody attacking you.

Getting accused:
Of course when a lot of people don't like you it can also happen that they accuse you of something. You may get a visit from the guards for questioning but, if the accusation is wrong, it'll most likely end in nothing. However if accusations and suspicions are still present it can be that a Agent starts following you to see if there's anything true about all that.


When a agent arrests you they will usually present a document to identify them as a agent like some kind of "badge" (has to be small enough to hide it, they have to stay secret after all) and documents proving that they have been ordered to survey you.
Killing a agent is a very serious crime, even if it was in "self defense" since they had the order to keep track of you and perform any action to arrest you including lethal force. Killing one BEFORE he had a chance to identify himself though can give you a chance to cover it since you can attempt to take away his badge and orders. Getting caught doing so however or with the documents on you can give you a even stronger punishment so doing so is risky.

You can also try to steal their identification or their orders. Doing so can in some cases even get THEM arrested for "impersonating a agent", same can be to you though if you try to use the identification yourself to get something.

Also you can try to confront them, though they will lie about who they are and what they do, but you can sometimes spot that familiar person following you everywhere.
With good speechcraft skills you can get some info out of them like why they follow you.

While most agents would follow you disguised and in the background some could actively try to get you like pose as a mission giver involving a situation you're accused of. Take a offer to murder somebody and they may have the evidence they need that you're a murdered for hire or that you're at least potentially one.
Corrupt agents might even offer you a deal or manipulate evidence to blackmail you.

Lastly you should also be able to join the agents, they would be kinda similar to the thieves guild (sneaking, staying in the background, watching targets, breaking into houses...) only that for them stealing, while partly something they have to do, is not allowed. Sure sometimes you have to break into somebodies house and look for evidence but you get a "evidence bag" for that and you will be searched when reporting to you official.
Though you can still abuse your position to steal from suspects and hide it at a stash before reporting back, but, as you might have guessed, some things can get the suspicion of your superiors up which can lead to some uncomfortable questioning.
Also questioning suspects or gathering information is a big part of it, you can use your badge to get people to talk a bit more sometimes.

Though in order to not abuse it you'd either only get your badge when on duty, or when using it without having a order you can get into trouble.

PS: While agents will attempt to follow you as much as possible they probably won't go into extremely dangerous situations, like follow you into a active volcano or something. They'll mostly follow you through towns, on roads and a bit into the wilderness.
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Bambi
 
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Post » Thu Oct 01, 2009 11:25 am

I fail to see how the alignment system as established in the DnD rules which a lot of games use is narrow minded,restricts gameplay, roleplaying, and unrealistic. When it's a good representation of how each one of us are in reality .

The irony however is you suggesting a MMO style system that's even more black and white.

Life is full of double standards. We make our own justifications as to why we will obey the law in some situations, but break laws in other situations. We make exceptions to the rules, to ourselves. People are full of contradictions, and their value systems and motivations are complex. Consider TESIII: how would you "classify" on the Lawful-Chaotic scale a Dunmer who obeys the laws and honors his Great House, but breaks the rules imposed by the Empire of Cyrodiil? What about an NPC who will selflessly help and care for the sick and needy, yet supports the enslavement of Khajiit and Argonians? What if he/she honestly believes that being a slave is a far better life than living in the wilds of Black Marsh and Elswyer? What of a slave master who treats his slaves well and educations them and gives them a better life than most free-born citizens have?

The problem with the imposed morality system is that someone ultimately decides what is Good and what is Bad as a universal Truth. In the TES universe, there is no Supreme Divine Entity declaring this is good, that is bad, and there is no room for negotiation. The guidelines for awarding 'good' points and 'evil' points for the player's behavior will needs be from a single perspective with no room for the player to justify their actions. Is killing a bandit "evil"? On the one hand, you are taking a life; on the other hand, you could justify it by saying you are permanently removing a threat to the law-abiding populace. It depends on your perspective.
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RObert loVes MOmmy
 
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Post » Thu Oct 01, 2009 8:55 am

Mark 'n' Recall.


If we get Mark 'n' Recall back, I want city battlemages guards to be able to reopen your teleportation, if that is how you'll try to escape, sort of like in the movie Jumper. This means that if you've done enough crime so that battlemages have been sent after you, that you can't just teleport out of the trouble, or prison.

Crime Rating.

In the GTA series, the authority works like an immune system, that throws more and more police at you, the more criminal your actions get. This would be a great thing to implement into TES.

I imagine some something like the regular guards being the handlers of a first offense, but if you kill a guard or continue to evade them while remaining criminal, the authority will send Elite units, mages/knights/assassins, who are specially trained to dealing, or capturing criminals.
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Big Homie
 
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Post » Thu Oct 01, 2009 10:26 am

The Elderscrolls is a greyish grey of grey. It should stay that way. Look at Morrowind. You killed Dagoth Ur, who was once your best friend who had been overcome by the power of the tools and had been betrayed by his friends (just as you had been betrayed and murdered). Azura tells you that you ARE the Nerevarine, but are you just her pawn to get rid of an ancient power that she loathes for betraying her?

There should be no alignment system. However, there should be an approval system, as with Daggerfall. If you murder a money grubbing noble, most nobles would dislike you and distrust you, but the peasantry would generally approve of getting rid of someone who abuses taxes and steals from the city vaults. The guard, as always, would be pissed.
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Jerry Jr. Ortiz
 
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Post » Thu Oct 01, 2009 5:01 am

Mark 'n' Recall.


If we get Mark 'n' Recall back, I want city battlemages guards to be able to reopen your teleportation, if that is how you'll try to escape, sort of like in the movie Jumper. This means that if you've done enough crime so that battlemages have been sent after you, that you can't just teleport out of the trouble, or prison.

I had a thought on mark and recall and also other teleportation magic. First off teleportation itself doesn't require too much magic, however it does need more depending on the distance you teleport over and the mass you want to teleport, so if you carry a lot of stuff or teleport more than one person it needs more energy to perform.
Teleporting through solid objects could too require more energy to do, teleporting out in the open works best, througha house wall is a bit harder, through a thick prison wall is VERY hard. Deep underground is nearly impossible to do.

What does make teleportation hard is that it needs a lot of focus and can easily disturbed. For example, while in a burning building the heat and stress can be too much for you to teleport.

Also there could be "directional teleportation" where you teleport towards the point you're looking at.
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Nadia Nad
 
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Post » Thu Oct 01, 2009 6:44 am

I had a thought on mark and recall and also other teleportation magic. First off teleportation itself doesn't require too much magic, however it does need more depending on the distance you teleport over and the mass you want to teleport, so if you carry a lot of stuff or teleport more than one person it needs more energy to perform.
Teleporting through solid objects could too require more energy to do, teleporting out in the open works best, througha house wall is a bit harder, through a thick prison wall is VERY hard. Deep underground is nearly impossible to do.

What does make teleportation hard is that it needs a lot of focus and can easily disturbed. For example, while in a burning building the heat and stress can be too much for you to teleport.

Also there could be "directional teleportation" where you teleport towards the point you're looking at.


sounds good, the different concepts of teleportation could be tied to different schools. Something like an Alteration teleport, would be where you merge with the earth and appear somewhere else, this could be cheaper than regular teleport, but limited in that you have to have contact with solid matter, or the earth itself.
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Cedric Pearson
 
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Post » Thu Oct 01, 2009 4:38 am

Most of the thing I've been thinking of have already been said, but I would like to press my main thoughts:

-No leveled items or enemies. Have it handled like in Fallout 3, where everyone has a set level, so you can feel your progression. In Oblivion, when enemies get stronger when you get stronger, it takes away the sense of progression. If a guy takes 7 hits from an iron dagger at level one, why does he take 7 hits from the Epic Blade of Pwnage at level 53?

-When you hit random stuff with your weapon, the sound should depend on the surface. For example, if I hit a stone wall and there's a CLANG, why does it make the same sound if I hit grass? :shrug:

-Make "essential" NPCs killable, but have backdoors (like others have said), or at least give us a warning message like in Morrowind.

-The ability to drop quest items stuck in our inventory (possibly with a warning)

-This has been said many times, but NO PSYCHIC GUARDS!!!! :swear:

-Mark stealable items with the red hand BEFORE we pick them up, but afterwards, they're ours. "Mr Imperial Guard, how do you know that this piece of cheese is stolen?" :huh:
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Emma louise Wendelk
 
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Post » Thu Oct 01, 2009 12:47 pm

The guards aren't psychic, it's just that sound travels through walls and everything (IIRC), so if they scream or grunt (almost always) the guards will notice.
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El Goose
 
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Post » Thu Oct 01, 2009 3:36 am

It'd be really cool to have a sound distortion system, so for example, people speaking beyond a door will be more muffled than if you open it.
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Alada Vaginah
 
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Post » Thu Oct 01, 2009 7:47 am

The guards aren't psychic, it's just that sound travels through walls and everything (IIRC), so if they scream or grunt (almost always) the guards will notice.

That doesn't explain how they can hear the grunt of somebody you killed in ONE hit while he was down in the basemant and nobody was even NEAR the house. It was just a system that didn't work properly.
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SWagg KId
 
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Post » Thu Oct 01, 2009 2:24 pm

I wasn't defending the guards, or the programing, or the feature, it's just one example of an explanation that I heard, don't attack me over it just because you disagree with the idea.
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Mistress trades Melissa
 
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Post » Thu Oct 01, 2009 4:12 am

I wasn't defending the guards, or the programing, or the feature, it's just one example of an explanation that I heard, don't attack me over it just because you disagree with the idea.

Trust me, he wasnt attacking you.
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KiiSsez jdgaf Benzler
 
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Post » Thu Oct 01, 2009 4:14 pm

:D

A thought on Teleportation; Bethesda could waste resources on making a Portal-like system :D
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Suzie Dalziel
 
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Post » Thu Oct 01, 2009 2:32 pm

Trust me, he wasnt attacking you.

Yea, i was just trying to point out how the system was still flawed, it's ok if they can hear something close by a door but they could also hear you kill someone in the deepest corner of the basemant while he was gagged, drugged and tied up and the guard was at the other end of town.
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Da Missz
 
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Post » Thu Oct 01, 2009 4:53 am

It should also take weeks or months for the news of a murder in, say, Anvil to reach a town on the other side of a province like Leyawinn. And even then, if nobody witnessed the murder, they shouldn't know it was you on sight.

Perhaps Stealth should be altered to include a mastery perk of "cleaning up the scene of the crime" or something. Under a certain level maybe you leave a hair or some of your blood or a boot print behind and a Battlemage Investigator can come and use Mysticism to figure out your identity..but after a certain level of Stealth you become smarter and figure out how to remove evidence from the crime scene. At level 100 you are uncatchable, with no witnesses.
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Andy durkan
 
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