What if I don't want family members replacing the dead?

Post » Sun Jul 04, 2010 5:25 pm

Replacing a dead shopkeeper is all fine and dandy when you've just killed one person but lets face it sooner or later we will get bored and kill off everyone in a town. Now if this town happens to be out in the middle of nowhere it wouldn't be too impressive to see that everyone has respawned with a new face. It would be downright annoying since our insane rampage meant absolutely nothing except a disposition loss. Extending this we won't be able to just murder the owner of a nice mansion and squat there and developing mods like the usual zombie apocalypse will be harder since this will have to be disabled.

For what it's worth I'd say this is another feature which makes sense on the small scale but will get very frustrating for large scale attacks.
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Rachel Cafferty
 
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Post » Sun Jul 04, 2010 1:48 pm

kill them all.

They would only be replaced if they actually have a brother/sister or other family member in the game i think. Not random generated family members that spawn out of nowhere.
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Anna Watts
 
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Post » Sun Jul 04, 2010 7:08 am

kill them all

Reading that with your avatar made me lol.
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CArlos BArrera
 
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Post » Sun Jul 04, 2010 7:18 am

Do we know that the houses will get inherited too then? I can't get the mag, so I'm behind on everything :( I was one of the people hoping for this feature, but I can see your point.
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Ricky Rayner
 
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Post » Sun Jul 04, 2010 3:57 pm

I assume there won't be new NPCs spawning out of nowhere claiming to be the sister of the shopkeeper, but that these family members have been in the game all along.
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Chase McAbee
 
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Post » Sun Jul 04, 2010 9:35 am

Probably managed by factions or scripted I think.
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Eilidh Brian
 
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Post » Sun Jul 04, 2010 11:08 pm

Can't see myself ever having the need to really just kill the entire town, but I get the need for the choice at least... Maybe replacement would only be for some people (as noted above, only if they actually have relatives) and maybe one could assume it would only be a one time replacement, meaning kill one guy then their replacement: no more replacements
:flamethrower:

Although as I said I am not to worried about this as I very rarely go on a rampage and then keep playing... I'm really just a nice guy maybe! :wavey:
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Jonathan Egan
 
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Post » Sun Jul 04, 2010 4:29 pm

No, I can't say that I have, actually. Playing the game, following the story, and doing quests usually means that I kill only the people I was ordered to kill. Even then there may be a way around that. House Redoran did that in Morrowind. Several times you could kill npcs with no repercussions. But you got better rewards for *not* killing them. Completed a suit of ebony armor for one of my characters that way.

You do realize that you are getting anxious over information that wasn't in the article? Until there is additional confirmation, you may not want to get upset about not being able to slaughter everyone in the game. Although if killing everyone is generally the result you play a game for, one of Bethesda's games may not be the type of game you're interested in playing.
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Campbell
 
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Post » Sun Jul 04, 2010 7:49 am

I don't think it works quite like you are assuming. I think Todd's example is more of a special case than a common procedure. I doubt the game automatically generates a relative to replace every character you kill. I think that in Todd's example, the daughter already existed within the game and the game engine knew she was his daughter, and was programmed to assign the shopkeeper's property (including his store) to her in the event of his death. I'm sure there are plenty of shopkeepers without immediate family, whose shops would simply go out of business or maybe be sold or something, if one of them were to die.
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jessica robson
 
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Post » Sun Jul 04, 2010 11:49 pm

whose shops would simply go out of business or maybe be sold or something, if one of them were to die.


Interesting...sold or simply abandoned.
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Siobhan Wallis-McRobert
 
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Post » Sun Jul 04, 2010 3:50 pm

Although if killing everyone is generally the result you play a game for, one of Bethesda's games may not be the type of game you're interested in playing.

Hey, I totally always have at least one playthrough where I play as a pyschotic daedra bent on wholesale destruction. Killing everyone is a legitimate playstyle. They even made sure it was possible in New Vegas, so we can hardly say they don't account for that possibility.


Now what I want to know is if beds are still magically unuseable.
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Leah
 
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Post » Sun Jul 04, 2010 10:34 am

I'd love for it to be rather hard to kill a whole town. Not through super guards like OB but in a there's so many people and there'll be a point where even a god like level 50 char wont be able to handle the mob.
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Scared humanity
 
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Post » Sun Jul 04, 2010 9:32 am

Interesting...sold or simply abandoned.

Maybe buying shops would be a pretty cool addition. But that would just add to my money swimming pool back in Cyrodiil.
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mimi_lys
 
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Post » Sun Jul 04, 2010 10:40 pm

maybe their delicious daughter will take care of the bussiness ;)
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ashleigh bryden
 
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Post » Sun Jul 04, 2010 6:11 pm

This is just Bethesda's solution to an ongoing problem. How many times a month does some idiot come on this board and say, "I killed Somecharacterorothervitaltoaquest and now I can't finish it. Wut do i do?"

TES have never been games where killing everyone in sight is an intelligent option. If they let you kill Martin Septim, people will come on and complain that that they messed up their game and Bethesda shouldn't let them pay the price for their stupidity. If they make Martin Septim unkillable yet another faction comes in and screams that it destroys immersion and "ruins the game". This is a compromise. A brilliant one IMHO. There should be some penalty for behaving like a lunatic, and with luck this cut down on the panicked numbskulls who think they're supposed to kill it if it moves and now can't do anything.

And, if your heart's desire is to be the only living thing left in the game, I'm sure some modder will grant your wish.
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Jacob Phillips
 
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