Unkillable NPC's

Post » Mon Mar 07, 2011 3:20 pm

I'm lvl 44'ish hunter by now with decent magic skills doing the main quest at maximum difficulty. Or rather, trying, it's nuts :D

Bottom line is it seems impossible to do the main quest without unkillable (main quest) NPCs, at extreme difficulties. Or the difficulty system needs an overhaul.


Well... I'm also 85% against level scaling... and a thing I MISS from Morrowind: Healing potions actually being able to heal you... to me it seams stupid buying a strong potion of healing and if playing as a decent warrior "Oh great 75 more points in my 500 health, this will so much help me kill this giant squid..." and also the fact that if your playing more barbarien (Lots of strength, speed, but little health) those potions healed you completely at once while Morrowinds potions lasted...
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Aaron Clark
 
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Post » Mon Mar 07, 2011 2:40 pm

A THING THAT REALLY REALLY ANNOYED ME WITH OBLIVION WAS THOSE UNKILLABLE NPC'S!
I NEVER LIKED THE KING OF BRAVIL SO I DECIDED TO KILL HIM... WOW... I DID IT! HE'S DEAD!... WAIT WHY IS HE STILL ALIVE! I JUST SAW HIS HP VANISH... Oh... now I see... he was just taking a nap, because it would be so sad if we couldn't get his help for "allies for Bruma" or if we couldn't complete some fighter's guild quest. In Morrowind we could kill whoever we wanted! If you killed someone needable for the mainquest a thing would pop up and explain its now incompleteable, but atleast they would DIE!


Essential NPCs are important to have to keep you from breaking your main quest line but for side quests, they fixed the need for Essential NPCs with the new Radiant story system. They may still have Essential NPCs for the main quest but just like with Oblivion, once you pass the point in the main quest where that person was essential because it was needed for the quest, they are killable. It's not like they are trying to keep you from killing people, they just don't want you to screw yourself over in a game where you accidentally saved over all of your game data and then you have to start all over (which has happened to alot of people I know, that's why I have multiple save files hehe.)

I'm lvl 44'ish hunter by now with decent magic skills doing the main quest at maximum difficulty. Or rather, trying, it's nuts


The last quest in the main quest line on full difficulty is RIDICULOUSLY hard just to let you know lol. That's what makes it fun.
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Kitana Lucas
 
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Post » Mon Mar 07, 2011 5:38 pm

Immortal NPCs never bothered me since I never play as an evil character.
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Melis Hristina
 
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Post » Mon Mar 07, 2011 11:48 pm

I hope we have some essential NPC's. I wouldn't want a main quest giver to fall off the top of a mountain and ruin the whole game because of AI Programming that was improperly used. Such as he was suppose to go right towards his house but he goes left and falls to his death when he walks off the top of a mountain.
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phil walsh
 
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Post » Tue Mar 08, 2011 12:06 am

It would be nice if main quest specific characters could be killed and then we could get a really cool video sequence showing Alduin destroying the world after we have doomed everyone. Then it would ask if we wanted to re-load a previous save or continue on like Morrowind.
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Nicholas
 
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Post » Mon Mar 07, 2011 6:10 pm

No eternal living non god NPC, and make thosa avatar take time to come back and pissed at you if you killed them

You do crap ! You get crap!
As simple as the world is.

Too sooner you learn to deal with your SH!T the better you will be in whatever you choose.

So KILL THEM ALL NO MATTER WHAAAT!!
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teeny
 
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Post » Mon Mar 07, 2011 1:44 pm

Bethesda fears of people breaking their games and complaining afterwards. So I guess it will still be there. But I think it would be much better to label the important NPCs in a way and to give you a BIG warning when you kill one, that your game will be broken if you don′t reload. If you decide to play on, this message shouldn′t appear anymore, since it′s obvious that you didn′t care, the labelling will be enough then (maybe the player is one of these "I kill every living soul in Skyrim" and doesn′t give a **** about quests; this should be possible, it′s a sandbox game after all).


Isn't it possible they put them in because of the side-effects of the new AI? In previous games, the NPCs basically stayed put, out of harms way. In Oblivion, they tended to roam about a bit. Several killable NPCs got killed this way, by heading into the forest and getting whacked by a monster. I know I ran into shops being closed permanently because the owner had been killed. So can't it be that at least part of the reasoning behind essential NPCs in Oblivion was the concern that because of the new AI, they might die even without the PCs involvement, leaving the quest unfinishable through no fault or action of the player?
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Nicholas
 
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Post » Tue Mar 08, 2011 3:00 am

I want every single advlt NPC to be killable. I would love if only one or two NPCs were essential just so it wouldn't break the mainquest.

As for children, leave them essential, I don't want to see all those maniacs whining about them and eventually decreasing Bethesda's reputation as a great developer. If I want to kill them, I mod the game.
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Anna Kyselova
 
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Post » Mon Mar 07, 2011 3:41 pm

I guess I'm an evil person or something but I hope that you can kill the kids in Skyrim. I dont really see the difference in killing a taller mass of polygons as opposed to a shorter mass of polygons. I remember in Fallout 3 I just wanted to nuke Little Lamplight and kill all those brats in there but I guess that is too shocking for video games.
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Robert Bindley
 
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Post » Mon Mar 07, 2011 12:51 pm

Unkillable NPCs is unavoidable, otherwise you could break the entire game story
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Elea Rossi
 
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Post » Tue Mar 08, 2011 1:51 am

Fallout 3's system was the best in my opinion. Oblivion went way over the top with it, while Fallout allowed you to kill most people, if not all, like Morrowind did.
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Karl harris
 
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Post » Mon Mar 07, 2011 9:11 pm

Isn't it possible they put them in because of the side-effects of the new AI? In previous games, the NPCs basically stayed put, out of harms way. In Oblivion, they tended to roam about a bit. Several killable NPCs got killed this way, by heading into the forest and getting whacked by a monster. I know I ran into shops being closed permanently because the owner had been killed. So can't it be that at least part of the reasoning behind essential NPCs in Oblivion was the concern that because of the new AI, they might die even without the PCs involvement, leaving the quest unfinishable through no fault or action of the player?


That was one of the things that pissed me off about Oblivion. My destruction trainer would die to a cougar or Minotaur while I was off doing things and I'd come back to find her corpse by a Minotaur that is teabagging her or I would try to find my Marksman trainer and she ran into a bandit camp and died. They just need essential NPCs for the main quest and after they have finished their purpose you can kill them like in Oblivion. There were only a handful of NPCs in Oblivion that were still immortal after finishing their respective quests like the Counts and Countesses. In Skyrim it has been all but confirmed that there will be no essential NPCs for side quests being as how they have the new Radiant story system which will pass on quests if someone dies.
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Elisabete Gaspar
 
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Post » Mon Mar 07, 2011 11:20 pm

Yeah, I'm dissapointed that they included kids in the game. Just breaks the immersion of the game completely. Should have left them out.



say WHATTTTTTTTTTTTTTTTTTTTTTT :bonk:

:gun: :dead: < that's you
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[ becca ]
 
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Post » Mon Mar 07, 2011 2:59 pm

I'm also for normal kids or none at all.If they cannot be modded into mortality,than I hope they are removeable at least...It's just like being able to cut some trees and not cut some...<<
A-A-A-Atmosphere Breaker!!!!
And for essential NPCs,Morrowind slapped you in the face with a huge prompt saying you to load or bear the consequences.Shame that it used a lyrical language so I guess some gamers missed it.However,it's frustrating when I want to get that beautiful amulet and can't get it because the NPC is essential...-_-;;
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StunnaLiike FiiFii
 
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Post » Mon Mar 07, 2011 8:39 pm

:gun: :dead: < that's you

:rofl:
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Mr. Ray
 
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Post » Mon Mar 07, 2011 11:09 pm

Isn't it possible they put them in because of the side-effects of the new AI? In previous games, the NPCs basically stayed put, out of harms way. In Oblivion, they tended to roam about a bit. Several killable NPCs got killed this way, by heading into the forest and getting whacked by a monster. I know I ran into shops being closed permanently because the owner had been killed. So can't it be that at least part of the reasoning behind essential NPCs in Oblivion was the concern that because of the new AI, they might die even without the PCs involvement, leaving the quest unfinishable through no fault or action of the player?


A really strange bug somehow occured with my Oblivion... I killed the owner of the Best discount spells shop in the Imperial city... sure the shop closed and never re-opened but the strange thing was that whenever I player (on old or new chars) the shop was closed and he was dead...
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Melanie Steinberg
 
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Post » Mon Mar 07, 2011 1:43 pm

Come on... think about it...
if you don't want kids to die in YOUR game... don't kill 'em... Just don't claim its a good thing if they can't die... just don't... sure its nice they are here... if the player can kill 'em... if not... well... then I'd rather not want 'em


For me-I don't care if I can't do it because I wouldn't want to-and even more so because I don't want this game to stir up a bunch of controversy because it allows you to do that.

I personally hope they'll implement a system where if you do attack them you might either automatically miss or it does hit them but then they run away to someplace you can't get to for a certain period of time-that would be better than having weapons just pass right through them. I think having swords miss would be fairly easy-I'm not sure about things like arrows, though-maybe arrows just magically bounce off them or something-yeah it'd be ridiculous but not quite as immersion-breaking as having them pass right through. They'd also run and hide if the player decides to go on a GTA-style killing spree, obviously.
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Emilie M
 
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Post » Tue Mar 08, 2011 1:03 am

What's the fuss all about?
If too many NPCs are unkillable, a mod will come out the first week after release, making them killable.
If some quest-relevant NPCs tend to end up eaten by critters or falling from a cliff, a mod will come out the first week after release, making them essential. (This is something I would do when I buy Skyrim and notice this problem. However, I will probably wait for the first reviews before buying, and by the time I've bought the game someone else will likely have done it.)
It's a matter of ticking in some boxes, nothing more. In comparison to changing the leveled creatures to unleveled ones (which requires a few months and a lot of playtesting), this is something anyone could do.
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Daddy Cool!
 
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Post » Mon Mar 07, 2011 3:00 pm

This never bothered me, since I never play a downright psychopath who makes it his or her goal to kill everyone in the province. :confused:
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Sabrina Schwarz
 
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Post » Mon Mar 07, 2011 4:24 pm

My question, if you kill the shopkeeper, can you kill his sister too?
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Len swann
 
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Post » Mon Mar 07, 2011 8:14 pm

What's the fuss all about?
If too many NPCs are unkillable, a mod will come out the first week after release, making them killable.
If some quest-relevant NPCs tend to end up eaten by critters or falling from a cliff, a mod will come out the first week after release, making them essential. (This is something I would do when I buy Skyrim and notice this problem. However, I will probably wait for the first reviews before buying, and by the time I've bought the game someone else will likely have done it.)
It's a matter of ticking in some boxes, nothing more. In comparison to changing the leveled creatures to unleveled ones (which requires a few months and a lot of playtesting), this is something anyone could do.


Hopefully it'll be that easy.
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Megan Stabler
 
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Post » Tue Mar 08, 2011 2:09 am

Hm, imagine you've just started a new game in Oblivion. You are in the prisoncell, the emperor walks in and you kill him.
Whoops, you can't play any further.
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x a million...
 
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Post » Tue Mar 08, 2011 1:17 am

If kids are in i want a questline for the fighters guild or whatever they have now were you can have an orphan as your squire that can level amongst you while you kill monsters and what not. But make it if you do the assassins quest chains you kill his parents in the first place that is what made him an orphan and later while he levels he finds out it was you and leaves only to come back by hunting you down but you didn't know those were his parents.. Now that would be a weird experience.
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Alex [AK]
 
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Post » Mon Mar 07, 2011 5:07 pm

say WHATTTTTTTTTTTTTTTTTTTTTTT :bonk:

:gun: :dead: < that's you


He is kinda right, it's a dilemma:

Having a children in game improves the immersion, but the immersion is cut off the moment you realize they are essential.

So it's better not having any children, it's not like you are going to miss them.
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Dark Mogul
 
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Post » Tue Mar 08, 2011 2:05 am

If kids are in i want a questline for the fighters guild or whatever they have now were you can have an orphan as your squire that can level amongst you while you kill monsters and what not. But make it if you do the assassins quest chains you kill his parents in the first place that is what made him an orphan and later while he levels he finds out it was you and leaves only to come back by hunting you down but you didn't know those were his parents.. Now that would be a weird experience.


-Okay son.Time to fight that dragon.Go go go.
-But master,why do I always have to fight? You haven't fought even once since I got under your service...
-Saving health potions.You don't need anyway.
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Heather Stewart
 
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