wish clearing dungeons have greater effect

Post » Sat Aug 17, 2013 10:00 pm

Like say you clear a dungeon, would be nice if friendly NPC's started taking residence inside once all the enemies are dead. I know this happens to some dungeons, but should happen to them all. Better than the same enemies respawn after a few days like you've never been in that dungeon.

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Rebecca Dosch
 
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Post » Sun Aug 18, 2013 12:06 am

Who would move in though? I have no knowledge of that happening.

I imagine its a group of bandits moving in trying to find a place.
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darnell waddington
 
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Post » Sat Aug 17, 2013 5:24 pm

In other words you want to make dungeons non repeatable?

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Brandon Bernardi
 
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Post » Sat Aug 17, 2013 6:10 pm

And who would move in? The trade caravans? No, you should have thought that through before making a thread about it.

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Juan Suarez
 
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Post » Sat Aug 17, 2013 10:54 am

Jeez.
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Kevin Jay
 
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Post » Sat Aug 17, 2013 12:58 pm

What?

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Farrah Lee
 
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Post » Sat Aug 17, 2013 12:56 pm

I'd settle for the Civil War forts spawning with soldiers reliably. It's a serious pain in the glavin when you win the Battle for Fort Amol only to find the necromancers back there afterwards. :(

The idea of forts spawning with friendly NPCs isn't a horrible one though. There are plenty of groups that might occupy them, vigilants of Stendarr, homeless farmers, hunters, imperial/stormcloak outposts, Jarl's men etc.

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Sarah Bishop
 
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Post » Sat Aug 17, 2013 12:06 pm

Agreed, and sometimes those necromancers aren't easy. :verymad:

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Lance Vannortwick
 
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Post » Sat Aug 17, 2013 5:11 pm

If it's a mine, miners move in (like Kolskeggr Mine) with guards and start business again.

If it's a crypt, it gets turned into a hideout for some thieves.

If it's a fort, it gets taken by some faction (Like Fort Neugrad gets taken over by Imperials once you kill off the bandits).

Basically for a sense of accomplishment.

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oliver klosoff
 
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Post » Sun Aug 18, 2013 1:00 am

Progressing the CW by clearing Forts and Nord Crypts and putting a garrison. Now that might make the CW questline better.

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Hussnein Amin
 
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Post » Sat Aug 17, 2013 3:25 pm

actually, I have a character who just finished the CW for the Legion, and I am running into a ton of forts garrisoned by the Legion..

So I think the CW Factions do Garrison Forts if they control that particular Hold...

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Assumptah George
 
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Post » Sat Aug 17, 2013 1:23 pm

Fort Neugrad gets garrisoned by Imps once you clear the bandits out of it.

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Jessica White
 
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Post » Sat Aug 17, 2013 10:51 am

One time dungeons.. No thanks
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Nancy RIP
 
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Post » Sat Aug 17, 2013 9:34 am

It would be quite boring.

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Gemma Flanagan
 
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Post » Sat Aug 17, 2013 7:44 pm

And what stops a bandit faction from existing and capturing new unmanned-territory.

Bandits are inherently thieves too, so how does the crypt option make sense?

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Jon O
 
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Post » Sat Aug 17, 2013 7:20 pm

It would. not being able to fight anything besides falmer and creatures spawned on the road would become progresively dull. To the point where you pretty much forced into restarting. And I have a limited supply of ogmahed characters...

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louise fortin
 
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Post » Sat Aug 17, 2013 11:56 pm

Well say you go back to the place you cleared and kill all the friendly NPC's. Then the hostile NPC's take over again.

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Nichola Haynes
 
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