Worries about Magic System and "Live Cities"

Post » Sat Jul 24, 2010 7:53 am

Even though most of the NPC's in OB only had a 'rumour' topic at least they had a proper name and their own houses for the most part. Fallout just had so many generic people that didn't even have a name it was just 'Megaton Settler' etc. I really hated that. If the NPC's in Skyrim just give a one line 'rumour' automatically if you try to speak to them I can live with that as long as they have a proper name, no 'Skyrim traveller' please. When you were exploring a new town in OB you spoke to everyone you met. Some would only have thr 'rumour' topic but you could have short converations with most NPC's but the point is you weren't sure how chatty an NPC would be until you spoke to them because everyone had a full proper name. In the Fallout games I know I can ignore the majority of the games population because they don't have a proper name and therefore won't even give you the 'rumour' topic but would rather say something like ''patrolling the Majave almost makes you wish for a nuclear winter''. If 80% of Skyrims NPC's are gerneric named 'Skyrim Traveller' I'll be very disapointed, probably won't bother talking to anyone unless I'm told to for a quest, pretty much like I do in Fallout.
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Lance Vannortwick
 
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Post » Sat Jul 24, 2010 1:03 pm

I really don't want ice to just be an icicle, I want it to see frosty wind covet my opponent not some dainty icicle breaking on their armor. Hopefully the hold effect weill be frost while the tap is just icicle.
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dean Cutler
 
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Post » Sat Jul 24, 2010 12:42 pm

I'm sorry... No background to them? 'Cause every character in say, Fallout 3, had a background... Or maybe in Oblivion... Where the only background they had was worth a sentence in Wikipedia and the underlying paragraphs just detailed their schedule.

Backgroundtastic.


They all had schedules, they all had names, they all did things with their lives. Their AI is very complex (and taxing to the system to boot). AC citizens don't even exist outside of seeing them in the streets, and if you killed one their brother certainly wouldn't hold a grudge (like they will in Skyrim). Sure, it would be nice to have thousands of NPCs, but where would they all live? There aren't enough houses (or interiors) for the people of AC to live. For thousands of NPCs per city, you'd have to have at least 250 houses per city, presuming the average family has 4 people in. BGS doesn't make games of that scale; they make small, detailed games. Maybe in 10 or 20 years and there's consoles that have the hardware to handle Bethesda's complex AI running on thousands of NPCs at a time, and maybe BGS will expand to 4 or 5 hundred members, so they have enough time in between games to make these massively detailed cities you speak of. Until then, I'm content with what Bethesda gives me, and would rather they start with less more detailed (and persistent) NPCs, and expand from there between games.

Have you ever tried making an interior?? It takes time, especially if you want to make the place feel unique. They just don't have enough time to make huge worlds with masses of houses with interiors.
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Reanan-Marie Olsen
 
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Post » Sat Jul 24, 2010 10:30 am

The spell system is pretty much how you described it.

As for the Assassin's Creed like NPCs? Not gonna happen.
In AC NPCs were randomly generated and they just wandered around aimlessly. In TES games there were lesser people, but they had schedules, a place to sleep, a place to work and a place to eat and actual names. If you follow around an NPC in TES games, you could follow them to their home or work, while in AC they would just walk around with nothing to do.
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Matt Terry
 
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Post » Sat Jul 24, 2010 6:29 pm

a big problem would be moving around in a city of thousands of people you would need to push everyone out of the way like ac, which is something that really wouldn't suit TES games... and trying to take someone out in a busy street is a pain in the [censored] in a game like TES because you would accidently hit more than one person, unlike in ac where everyone was individually targeted... the up side is casting a powerful AoE spell in the centre of town to see how many people you can kill
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{Richies Mommy}
 
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Post » Sat Jul 24, 2010 6:51 am

I think your spellsystem details exactly what I do not want and what I would consider to be lame.

To have the vast intricacies of spellmaking replaced by holding down the button for the same spell, but more powerful is just..
terrible.
Would be very Fable, or indeed Bioshock, but it wouldnt be close to the quality I expect from Elder Scrolls spellmaking.


You mean scrolling down the start menu for a specific spell over and over and over again? "Use teh hotkey new player!" There will be too many spells for that.

And I don't want them to charge to reach a rank so you can cast a certain spell like in Fable.

These are just ideas. I don't want them to be like Fable. What I want them to do is a Magic Combat overhaul, like they did to Physical Combat. Hold Down the button to either charge or stream a spell.
Quickly tap the button to let go dozens of weak fireballs, not just a static spell you have to choose out of a menu.

In a sense, what I propose might be seen as more actiony than more RPGy. But it might make magic more entertaining to use; in battle at least.
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Kate Schofield
 
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Post » Sat Jul 24, 2010 8:58 pm

They all had schedules, they all had names, they all did things with their lives. Their AI is very complex (and taxing to the system to boot). AC citizens don't even exist outside of seeing them in the streets, and if you killed one their brother certainly wouldn't hold a grudge (like they will in Skyrim). Sure, it would be nice to have thousands of NPCs, but where would they all live? There aren't enough houses (or interiors) for the people of AC to live. For thousands of NPCs per city, you'd have to have at least 250 houses per city, presuming the average family has 4 people in. BGS doesn't make games of that scale; they make small, detailed games. Maybe in 10 or 20 years and there's consoles that have the hardware to handle Bethesda's complex AI running on thousands of NPCs at a time, and maybe BGS will expand to 4 or 5 hundred members, so they have enough time in between games to make these massively detailed cities you speak of. Until then, I'm content with what Bethesda gives me, and would rather they start with less more detailed (and persistent) NPCs, and expand from there between games.

Have you ever tried making an interior?? It takes time, especially if you want to make the place feel unique. They just don't have enough time to make huge worlds with masses of houses with interiors.


So what your saying is... That the mini schedule that made NPC's go to the bathroom at 2 and sleep at 9 was absolutely necessary?

It was just for Bethesda to show off their "Radiant AI" and their e-peen and programming prowess.
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Sanctum
 
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Post » Sat Jul 24, 2010 2:29 pm

Am I the only one worried that spells are going to be lame again?Or that these "Live Cities" are just going to be a bigger version of Fallout Towns? 10 or so Unique Named NPC's with 30 or so "Skyrim Travelers" walking around.Regarding cities, I want them to be like Assassin's Creed cities; Bustling with people and activity.Regarding spells, I was sort of hoping like a more detailed and complex Bioshock Plasmyd System for Skyrim.Sort of like:A. Normal Shot: 1. Fire - Fire Ball2. Frost - Icicle Launch3. Shock - Lightning boltB. Charged Shot: 1. Fire - Charged Explosive Fire Ball2. Frost - Multiple Icicle Shot3. Lightning - Chain LightningC. AoE: 1. Fire - Fire Explosion2. Frost - Icicles Sprouting from the Ground3. Shock - Lightning StormD. Close Ranged Spread Shot:1. Fire - Fire Shotgun2. Frost - Icey Myst Shotgun3. Shock - Short Range Lightning SparksE. Spell Streaming:1. Fire - Flamethrower.2. Frost - Icey Myst Stream,3. Shock - Electrical Stream.Then there'd be the ways you cast them.1. Standard One Handed Cast - Standard Casting.2. Dual Handed Casting - Quicker Casting. Dual Wielding Swords.3. Staff Casting - Stronger spells. Sort of like a two handed sword.Not just that but better summons, and over-the-top spells like friggin' tonadoes or something.I just sort of don't want them to repeat Oblivion... I mean, not that I didn't play the crap out of that game, but I Ioved yet hated so many things about it.I mean; who came up with Touch Spells? And for that matter... All those pointless named NPC's in Imperial City?

sounds like all good things except one... when I am duel wielding a spell, I want to be able to shout.... kaaaaaaammeeeeeeehaaaaaaaammeeeeee HAAAAAAAAAAAA!!!!!

relax dude... things will be better. trust bethesda. they know what they are doing. :smile:
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ladyflames
 
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Post » Sat Jul 24, 2010 4:03 pm

lol a powerful AoE paralysis spell would be hilarious.
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Curveballs On Phoenix
 
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Post » Sat Jul 24, 2010 12:37 pm

So what your saying is... That the mini schedule that made NPC's go to the bathroom at 2 and sleep at 9 was absolutely necessary?

It was just for Bethesda to show off their "Radiant AI" and their e-peen and programming prowess.


I'm saying that that's how Bethesda makes their games, and that's how I like them. It takes a lot longer for them to create individual NPCs with schedules and such than it does to make the generic NPCs in AC. I'm saying I'd rather have a realistic world (realistic in that every NPC has a house somewhere, and actually does stuff) rather than the generic NPCs that you see in AC. To me it seems you just want an AC game with a bit of magic and some skills thrown in. TES games aren't like that, and that's what sets them apart. For better or for worse, but I know which way I take it.
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Michael Russ
 
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Post » Sat Jul 24, 2010 4:14 pm

Even though most of the NPC's in OB only had a 'rumour' topic at least they had a proper name and their own houses for the most part. Fallout just had so many generic people that didn't even have a name it was just 'Megaton Settler' etc. I really hated that. If the NPC's in Skyrim just give a one line 'rumour' automatically if you try to speak to them I can live with that as long as they have a proper name, no 'Skyrim traveller' please. When you were exploring a new town in OB you spoke to everyone you met. Some would only have thr 'rumour' topic but you could have short converations with most NPC's but the point is you weren't sure how chatty an NPC would be until you spoke to them because everyone had a full proper name. In the Fallout games I know I can ignore the majority of the games population because they don't have a proper name and therefore won't even give you the 'rumour' topic but would rather say something like ''patrolling the Majave almost makes you wish for a nuclear winter''. If 80% of Skyrims NPC's are gerneric named 'Skyrim Traveller' I'll be very disapointed, probably won't bother talking to anyone unless I'm told to for a quest, pretty much like I do in Fallout.


Think of it this way... Everyone does have a name... You just don't know it.

A generic NPC that said "Hi" was almost as important to the game as an NPC with a name that only had rumor.

And what do you want them to say? Instead of tapping them and them replying "Patrolling the Mojave almost makes you wish for a nuclear winter".

You want to tap them. Tap rumor and hear "Why Imperial City is a nice place to live! Tea and Crumpets!"
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Manuela Ribeiro Pereira
 
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Post » Sat Jul 24, 2010 1:50 pm

I'm saying that that's how Bethesda makes their games, and that's how I like them. It takes a lot longer for them to create individual NPCs with schedules and such than it does to make the generic NPCs in AC. I'm saying I'd rather have a realistic world (realistic in that every NPC has a house somewhere, and actually does stuff) rather than the generic NPCs that you see in AC. To me it seems you just want an AC game with a bit of magic and some skills thrown in. TES games aren't like that, and that's what sets them apart. For better or for worse, but I know which way I take it.


I don't want them to be like AC... I want their Cities to be... See the difference?

AC did their cities the way no one ever did. Now Bethesda can't do anything similar?

The thing is it bothered me that Imperial City, a supposedly HUGE city only harbored 60 or so NPC's... And the so called final battle at the Oblivion Gate was fought by 9 people.

Do you see?

I just think they should waste their time creating schedules for named NPC's that are actually worth a damn; maybe a few that aren't worth anything for good measure but the rest should just be generic and numerous.

And when it comes to navigating around a town with numerous people around, I'm sure they can work something out.
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Taylor Tifany
 
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Post » Sat Jul 24, 2010 5:22 pm

lol a powerful AoE paralysis spell would be hilarious.


I'd have to agree. =D
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George PUluse
 
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Post » Sat Jul 24, 2010 1:51 pm

Stop right there criminal scum!
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Zosia Cetnar
 
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Post » Sat Jul 24, 2010 3:15 pm

I don't want them to be like AC... I want their Cities to be... See the difference?

AC did their cities the way no one ever did. Now Bethesda can't do anything similar?

The thing is it bothered me that Imperial City, a supposedly HUGE city only harbored 60 or so NPC's... And the so called final battle at the Oblivion Gate was fought by 9 people.

Do you see?

I just think they shouldn't waste their time creating schedules for named NPC's that are actually worth a damn; maybe a few that aren't worth anything for good measure but the rest should just be generic.


You have no idea about game engines (or at least the Gamebyro engines used for the TES and Fallout series). The AI takes up a lot of the resources of the system, and we're still on the same hardware remember?? You simply won't get masses and masses of NPCs unless they are like AC, and disappear once you leave a city. Which is asking to change the whole game. Which makes it a different game.

It's not just time Bethesda is short of; they are limited by current gen technology. Even if it was PC exclusive modern hardware wouldn't be able to keep up with what you're after. Not the way Bethesda do things anyway.

I understand you want the best game you can get, and it would be great if they could implement the best of both worlds.

But they've made their decision, and they clearly consider a more intricate AI system of higher importance than lot's of NPCs on the screen.

You will not get what you're after from a TES game. At least not on this generation of consoles.
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Melly Angelic
 
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Post » Sat Jul 24, 2010 8:31 am

Well, if the game is as good as the gameplay trailer... I don't think we should worry.


That's not a reassuring argument
IMO. What we saw was likely a tiny percentage of the game. So add all the other features, the skill-set, and how each feature is implemented in gameplay and controller-wise (because the trailer was likely scripted or they new exactly what they were doing) and for all we know this game could fail miserably if things are poorly implemented :shrug:
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Jonny
 
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Post » Sat Jul 24, 2010 10:21 pm

You have no idea about game engines (or at least the Gamebyro engines used for the TES and Fallout series). The AI takes up a lot of the resources of the system, and we're still on the same hardware remember?? You simply won't get masses and masses of NPCs unless they are like AC, and disappear once you leave a city. Which is asking to change the whole game. Which makes it a different game.

It's not just time Bethesda is short of; they are limited by current gen technology. Even if it was PC exclusive modern hardware wouldn't be able to keep up with what you're after. Not the way Bethesda do things anyway.

I understand you want the best game you can get, and it would be great if they could implement the best of both worlds.

But they've made their decision, and they clearly consider a more intricate AI system of higher importance than lot's of NPCs on the screen.

You will not get what you're after from a TES game. At least not on this generation of consoles.


And here I thought they were using a new engine, not Gamebryo!

None of us know the limitations of the new engine and you're saying it can't? Hell it might not, but I just want them to live up to their so called "Live Cities".
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Mackenzie
 
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Post » Sat Jul 24, 2010 10:21 am

And here I thought they were using a new engine, not Gamebryo!

None of us know the limitations of the new engine and you're saying it can't? Hell it might not, but I just want them to live up to their so called "Live Cities".


Sure they have a new engine, but it's going to be heavily based on Gamebyro. Because that's what they're used to, and that's what works for them.

But are you really expecting the new engine to do all the things the old engine did and what you're after?? Switching to a new engine isn't going to magically make AI less taxing. It's just a generally taxing thing. There's nothing wrong with their engines, and I'm sure the new one will be great, but it can't et more out of the system than there is to give.

No matter how good you are at programming you won't be able to get what you're after with the sort of AI Bethesda uses. Unless they started pumping out generic AC style games.
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louise fortin
 
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Post » Sat Jul 24, 2010 5:54 pm

did every NPC in AC have inventories, stats, combat ai, factions, relations? there's far more info in a Beth NPC than in an AC one. I'd prefer fewer but more interesting NPCs than a horde of generics who only move around randomly.

still, more NPCs would be welcome. good thing PCs will have more NPCs soon after release, thanks to mods. :D
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flora
 
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Post » Sat Jul 24, 2010 3:12 pm

Ehm, thousands of people in a city, that means thousand of houses aswell. Put that in all cities and then between the cities you place small villages dungeons forests and mountains. At the same size of cyrodill. And people think oblivion had no space between dungeons.

Then for every single NPC you need an AI telling it where to sleep, work and similar. An AI which is improved from Oblivions.

God no, don't make random generated people just to make cities full.

I'm fine if there is a bit more people everywhere then oblivion.
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Crystal Clarke
 
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Post » Sat Jul 24, 2010 2:19 pm

Its important to note its very likely along with the new render engine and game engines the new ai system is designed to allow more boddies moving about under a given amout of system resources.

In short some of those boddies are taking up alot less cpu/mem then others.

Otherwise they simply wouldnt be able to have more npcs around.
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Emmie Cate
 
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Post » Sat Jul 24, 2010 6:53 pm

Its important to note its very likely along with the new render engine and game engines the new ai system is designed to allow more boddies moving about under a given amout of system resources.

In short some of those boddies are taking up alot less cpu/mem then others.

Otherwise they simply wouldnt be able to have more npcs around.


But it won't have improved to the extent the OP is after.
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Tessa Mullins
 
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Post » Sun Jul 25, 2010 12:11 am

lol a powerful AoE paralysis spell would be hilarious.

or a nice big Fu Ro Dah would be pretty fun, even better if you have the guards running after you first
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Anthony Rand
 
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Post » Sat Jul 24, 2010 5:12 pm

or a nice big Fu Ro Dah would be pretty fun, even better if you have the guards running after you first

Blow down their guardhouse, too.
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Sweets Sweets
 
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Post » Sat Jul 24, 2010 9:56 am

I like the way Bethesda does their cities. Small, detailed, with each NPC having a life. AC's cities were just copies of the same blocks with no unique look within the cities; filled with people who would disappear after you turned the camera view.

Keep things the way they are, with improvement on the details and NPC's of course.
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Rachie Stout
 
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