Would you like to see an overhaul of choices and consequence

Post » Mon Dec 14, 2009 7:57 am

In Oblivion, you could completely rob a person of all his possessions and feel no guilt. I did not like this. There was no reason to be a good guy to everyone. You could gain so much from being a criminal, and there almost was nothing to gain from being an upstanding person. I want NPCs to actually respond to the fact that everything they owned is now gone. I want them to show depression if their friends or relatives are killed. What's more, there wasn't even a way to be "good" in Oblivion.You either didn't commit crimes or you did. I want a way to actually do good things and I want a reason to, also. Or perhaps if I want to be REALLY good, I can reject the reward I would normally get and the person I helped would show gratefulness and actually make me feel good about helping.

Now, I enjoy playing an evil character sometimes, too. But you don't feel evil if you rob a shop of all of its merchandise and they shopkeeper doesn't even care.
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Sweets Sweets
 
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Post » Mon Dec 14, 2009 9:42 am

Maybe they could even add in more NPC stats like "Happiness". Lower happiness could make them more inclined to drink, sleep, not feel like talking, giving up their work, engaging in risky behavior, partaking in skooma, etc. If it gets too low, they become prone to suicide (stopping a suicide and then providing encouragement could be a good deed). You can raise it by giving them encouraging words, giving them money/food, etc.

Also, if you rob a shopkeeper blind, it could be made so that his happiness stat will plummet, he'll sell his shop, and he'll become homeless.
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x_JeNnY_x
 
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Post » Mon Dec 14, 2009 8:41 am

As long as this does not involve a karma-system, I think it's a good idea.

All my characters steal, even if they are supposed to be good. My evil characters do steal more than my good ones though. :P
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jennie xhx
 
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Post » Mon Dec 14, 2009 2:18 am

These questions are pointless,of course we want these things,who doesn't?
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CHANONE
 
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Post » Sun Dec 13, 2009 8:16 pm

These questions are pointless,of course we want these things,who doesn't?

Oh sorry, I wasn't aware you represented everyone Elder Scrolls fan in the world.
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Jeneene Hunte
 
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Post » Mon Dec 14, 2009 4:39 am

In Oblivion, you could completely rob a person of all his possessions and feel no guilt. I did not like this. There was no reason to be a good guy to everyone. You could gain so much from being a criminal, and there almost was nothing to gain from being an upstanding person. I want NPCs to actually respond to the fact that everything they owned is now gone. I want them to show depression if their friends or relatives are killed. What's more, there wasn't even a way to be "good" in Oblivion.You either didn't commit crimes or you did. I want a way to actually do good things and I want a reason to, also. Or perhaps if I want to be REALLY good, I can reject the reward I would normally get and the person I helped would show gratefulness and actually make me feel good about helping.

Now, I enjoy playing an evil character sometimes, too. But you don't feel evil if you rob a shop of all of its merchandise and they shopkeeper doesn't even care.


It's odd, I was left with the feeling that there were not enough quests beyond the 'evil' guild quest lines that gave me a way to roleplay a truly evil PC on Oblivion, and I agree that the world is certainly lacking in ways to acknowledge player actions. A simple fame/infamy record that affects npc disposition like the one implemented in Oblivion is a very lacking solution to provide a measure of consequence and I think they could definitely improve on that.
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Abi Emily
 
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Post » Sun Dec 13, 2009 11:51 pm

These questions are pointless,of course we want these things,who doesn't?

There is a traitor amidst...
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Rude Gurl
 
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Post » Sun Dec 13, 2009 7:56 pm

It's very easy to want it, but do you guys have ideas on how to implement something like this without it getting way too complicated? I actually think the fame/infamy system was quite well done, and there were always ways to be good or evil. Things like this are easy to implement in games such as Fable where the entire game is linear and there's actually a focus on quests involving good/evil. I don't think TES should be as much about good/evil as other RPG's.
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Dan Stevens
 
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Post » Sun Dec 13, 2009 10:38 pm

It's very easy to want it, but do you guys have ideas on how to implement something like this without it getting way too complicated? I actually think the fame/infamy system was quite well done, and there were always ways to be good or evil. Things like this are easy to implement in games such as Fable where the entire game is linear and there's actually a focus on quests involving good/evil. I don't think TES should be as much about good/evil as other RPG's.


Yes, I even explained how a really easy way to accomplish a lot of what I was asking for with a new NPC stat: happiness... You already have random events, surely it's not too difficult to randomly generate a thief with a randomly generated script to simply take everything from another NPCs house...
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Brιonα Renae
 
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Post » Mon Dec 14, 2009 5:20 am

I't is a good point, and yes I want everything that would make the game more realistic.. for the lore.

Perhaps the shop keepers had insurance??
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Rusty Billiot
 
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Post » Mon Dec 14, 2009 5:05 am

It's very easy to want it, but do you guys have ideas on how to implement something like this without it getting way too complicated? I actually think the fame/infamy system was quite well done, and there were always ways to be good or evil. Things like this are easy to implement in games such as Fable where the entire game is linear and there's actually a focus on quests involving good/evil. I don't think TES should be as much about good/evil as other RPG's.


On the contrary, I think TES should be designed to account for the vast array of ways you can play your character, and one of the major problems with the quests in Oblivion was the lack of any choice or consequences. Good/evil/neutral solutions to quests, where it makes sense of course, would go a long way to create the illusion of a game world that is shaped by the player's input, which is a noble goal in any rpg. Whats the point of being able to play the game any way I see fit, as any of the TES games allow, if the game will not react to my choices? Oblivion is full of instances where the whole concept of accomplishment is ruined by the way the world reacts around you. It doesn't matter if you are the head of any guild, or your fame is 150, other than a few one liners. Most npcs will treat you the same, oblivious to all your heroic or evil deeds. A simple number like a fame/infamy score, which only affects in a numerical way the disposition of npcs in the game is a very poor way for the game to keep track of what you have done, even more when said disposition can be easily adjusted with things like bribes, magic and alchemy. In other words, fame/infamy is completely irrelevant gameplay wise in its current incarnation, and anything they do to adjust or improve the system would be a very welcome addition, at least in my opinion.
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Shianne Donato
 
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