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Kimmalah
Nov 14, 2005

Basically just a baby in a trenchcoat.

Mastiff posted:

If you're going to hide behind your personal possessions, or you pile them all over your crafting tables, then don't get pissed off at me when I accidentally pick one up when I'm trying to click something else. Believe me, there's nothing I'd like less than to have your Potion of Stamina.

Yeah I got a bunch of pissed off comments because I accidentally stole a tankard that was sitting directly in front of the bartender I was trying to talk to. I also like it when I kick a giant kettle someone's left out in the floor and everyone starts yelling at me.

Barkspawn posted:

A good way to shut up NPC's if you're on the PC is to click on them in the console, and enter "tai". It toggles their AI so they won't approach, follow, or do any thing. Just make sure to re-toggle them if you want to talk to them, because talking to a ai-less NPC locks you in the conversation. Which can be a little messy to escape from.

Thanks for the tip, but I'm playing the 360 version so I'm kind of screwed. I'll probably just do the quest, I'm collecting daedric artifacts anyway. It would be nice if I could at least walk off instead of being forced to stop and talk to him.

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Qwertycoatl
Dec 31, 2008



Consequences of (DB last quest) killing the emperor - just a 40 gold bounty for assault. I can only assume nobody liked the guy. Or that your actions in the game ultimately don't matter.

The Balance Niggy
May 11, 2001

tane wave

Qwertycoatl posted:

Consequences of (DB last quest) killing the emperor - just a 40 gold bounty for assault. I can only assume nobody liked the guy. Or that your actions in the game ultimately don't matter.

I remember encountering that as well and being like 'are you serious'.

Kimmalah
Nov 14, 2005

Basically just a baby in a trenchcoat.

Qwertycoatl posted:

Consequences of (DB last quest) killing the emperor - just a 40 gold bounty for assault. I can only assume nobody liked the guy. Or that your actions in the game ultimately don't matter.

Yeah I thought that was pretty insane too. I've pretty much been murdering my way through the areas around Markarth and Solitude, partially for the DB and some just for the hell of it. Most of the time I only get a 25-40 gold bounty as long as I don't kill a guard.

It's funny because now that I'm in the Theives Guild, I get the option to bribe the guards to look the other way. Except the bribes are usually 400-500 gold compared to my tiny little bounty.

Thalamus
Jan 20, 2007

Peace, Brothers & Sisters!


NaturalLow posted:

It's funny because now that I'm in the Theives Guild, I get the option to bribe the guards to look the other way. Except the bribes are usually 400-500 gold compared to my tiny little bounty.

If you pay your bounty or go to jail the guards also confiscate all of your stolen items. If you bribe them they don't, which is why it is more expensive.

Darth Freddy
Feb 6, 2007

An Emperor's slightest dislike is transmitted to those who serve him, and there it is amplified into rage.

Speaking of stolen. How do guards in solitude know I stole the pair of boots from some random orc camp all the way across the country?

Dush
Jan 23, 2011

Mo' Money


Probably the utter lack of any sort of interesting - no, gently caress that. Probably the utter lack of any characters. There seriously isn't a single character in Skyrim.

For a fun exercise, see how many Skyrim characters you can name, and then work out how many you remember just because their AI hosed up and did something funny.

BulletRiddled
Jun 1, 2004

I survived Disaster Movie and all I got was this poorly cropped avatar



NaturalLow posted:

Yeah I got a bunch of pissed off comments because I accidentally stole a tankard that was sitting directly in front of the bartender I was trying to talk to. I also like it when I kick a giant kettle someone's left out in the floor and everyone starts yelling at me..

I was sitting at a table and talking to some guy about a quest he was giving me and accidentally snagged his drink. Before I could even react or stand up, the guard behind me cleaved me in the back of the head with a war axe and killed me. Seemed a little harsh.

ThatPazuzu
Sep 8, 2011



THE TIGER IN SPACE


Everytime it pretends to be RPG it fails and it makes me think of someone who has never played D&D trying to write a campaign. Quests have so few variable programmed in that trying to be creative will always back fire. For example, a man told me to plant a stolen ring on someone so they'd be arrested. I thought this was an opportunity for karmic justice and hid the ring on him instead. That seems like a fairly obvious move but the game made me fail the quest because of it.

In New Vegas, you had to have conversations with NPC's which caused character development and world building and presented moral choices. In Skyrim, people are more than willing to ask strangers to risk their lives for them at the slightest provocation. That leads me to another problem, the side quests. I don't feel like I'm accomplishing anything by retrieving an old pair of boots for a dude I met on the street. And even the war seems so black and white to me that it isn't interesting: I can side with the fascist or the fascist. That is the moral choice.

They try to do world building in books but the books are just boring narratives totally removed from the plot.

The compass shows you areas you haven't reached yet, which is a good thing. But it doesn't save them to your map, so if you want to go exploring, you can't plot a route to find interesting things as much as you can walk and hope something cool pops up.

And pet peeve, in New Vegas, a bullet could cleave a head right off. In Skyrim, a sword can not mutilate at all.

There's an ice spell that shoots an icicle through an npc and makes a hole in them the size of a basket ball. They move and function normally when this is happening.

Whenever a quest starts I immediately think "okay, which cave/ruins am I crawling through this time?"

I always recognize which voice actor they use on any npc. I should not be able to do that when I'm not trying to.

In summation, this is not a game I enjoyed.

homeless poster
Apr 17, 2003



I think the best way to summarize Skyrim is that it's a mile wide and an inch deep. The setting, on the surface, is varied and interesting and there's all these things you can do and groups you can join and at first the sheer magnitude is super exhilarating because it seems like anything is possible. Then, you spend 120+ hours slogging through every broken quest or glitched NPC and come to realize that all of the glitz and glamor of the presentation is covering up a rather ho-hum single player MMORPG.

Likewise, the reason that Skyrim is 11 OUT OF 10 GAME OF THE YEAR FOR EVERY YEAR is because reviews traditionally don't have the time to sink 120 hours into the game to figure out just how flawed it really is (especially considering that it was an Xmas release that had to compete with an avalanche of other Xmas releases). I'll wager most reviewers had the chance to play through the main quest, and maybe sampled a few missions from one of the other guilds, but ultimately had to move on to other poo poo. They enjoyed what they saw, and just assumed that if the other 100 hours were like what they just experienced, the game was probably going to be awesome.

Calantus
Sep 26, 2006



I'm not sure how you can call a game shallow after 120 hours in. I mean, I know what you mean, once you've seen enough of the game it all starts to feel the same. But that happens long after the game has paid for itself in entertainment so I think it's fair enough for reviewers to call it X/10 after less than 100 hours spent.

ThatPazuzu
Sep 8, 2011



THE TIGER IN SPACE


Calantus posted:

I'm not sure how you can call a game shallow after 120 hours in. I mean, I know what you mean, once you've seen enough of the game it all starts to feel the same. But that happens long after the game has paid for itself in entertainment so I think it's fair enough for reviewers to call it X/10 after less than 100 hours spent.

I agree with you, but I was annoyed with the game by maybe hour 6 or so and it kept compounding.

Tender Bender
Sep 17, 2004

I swing both ways.


As someone who loves Morrowind, I think some of you are wearing some heavily Vvardenfell-tinted glasses. Yes, not all characters trusted you right away, but there wasn't some intricate system of relationships and trust-earning; it was basically "Do some quests for me" or "Persuade/Intimidate/Bribe me". It wasn't anything mind-blowing.

But that does highlight a problem Skyrim has that could have been addressed pretty easily; Quests are too disconnected. There are way too many one-off quests that go nowhere. Granted, the point of an Elder Scrolls game is that you roleplay the character you want to be (since the actual plot and gameplay are just so-so), but this game takes that idea to the extreme since there's usually no point to doing a quest beyond the RP value. Connecting some of these hundreds of sidequests where you fetch a sword for townsperson #39 in exchange for some gold or a ruby would help build the gameworld. Make more of those quests part of a chain; maybe more of these characters are part of factions and they all like you more or you open up more privileges or other questchains by doing quests for them? Or maybe towns have a general approval rating and doing quests for some townsfolk makes others like you more (they briefly touch on this with the Thane requirements). Hell just give us more followup quests so I think if I get this guy his artifact there might be something more interesting in terms of reward or content for me later; as it is now I know I'll give it to him, he'll thank me, and then never talk to me again.

I don't even mind doing these fetch quests because I really like exploring the world, it would just be nice if there was any kind of substantial ingame reason to do 90% of them.

Scuzzywuffit
Feb 5, 2012

Shit, I didn't bring a knife.

Guigui posted:

You get a quest to dwelve into an ancient tomb, that has been sealed for decades. Decades. Not a living soul is to be found within this tomb, as it is littered with skeletons, corpses...

... and a crapton of perfectly-lit and arranged candles in candelabras, ornaments, and whatnot.
The best part of this was the abandoned house quest in Markarth. We go inside, and the Vigilant of Stendarr deduces that somebody has been inside the house recently because the shelves aren't dusty, and not because of the fire burning merrily in the hearth.

Also in Markarth (at least I think it was Markarth), I went to see the jarl. As I approached, the steward stepped forward to challenge me. "WHO ARE YOU TO APPROACH THE JARL?" he demanded. "I am a traveler," I answered, and he let me approach. What is this guy's job? Is there anything I could have said that would not have made me worthy of approaching the jarl? Those credentials apply to literally every person who enters the town.

There's also a woman there who sells valuable jewelry, but who I can't sell any of my jewelry to because she only keeps 57 Septims in the register at any given time. I guess business isn't going so well.

Calantus
Sep 26, 2006



Tender Bender posted:

As someone who loves Morrowind, I think some of you are wearing some heavily Vvardenfell-tinted glasses. Yes, not all characters trusted you right away, but there wasn't some intricate system of relationships and trust-earning; it was basically "Do some quests for me" or "Persuade/Intimidate/Bribe me". It wasn't anything mind-blowing.

But that does highlight a problem Skyrim has that could have been addressed pretty easily; Quests are too disconnected. There are way too many one-off quests that go nowhere. Granted, the point of an Elder Scrolls game is that you roleplay the character you want to be (since the actual plot and gameplay are just so-so), but this game takes that idea to the extreme since there's usually no point to doing a quest beyond the RP value. Connecting some of these hundreds of sidequests where you fetch a sword for townsperson #39 in exchange for some gold or a ruby would help build the gameworld. Make more of those quests part of a chain; maybe more of these characters are part of factions and they all like you more or you open up more privileges or other questchains by doing quests for them? Or maybe towns have a general approval rating and doing quests for some townsfolk makes others like you more (they briefly touch on this with the Thane requirements). Hell just give us more followup quests so I think if I get this guy his artifact there might be something more interesting in terms of reward or content for me later; as it is now I know I'll give it to him, he'll thank me, and then never talk to me again.

I don't even mind doing these fetch quests because I really like exploring the world, it would just be nice if there was any kind of substantial ingame reason to do 90% of them.

An idea would be to have town rep like you said and have merchants up their gold and selection based solely on that instead of level. Plus open up alchemy stations, workbenches, etc instead of everybody being like yep sure you can use my poo poo mr whoever-the-gently caress-you-are. And quests could open up based on rep instead of everyone giving you quests because you showed up. Kinda like the thieves guild but for every town instead.

mr sad
Jun 2, 2000

I'll put this coal to use!

What possessed the architects of... well, pretty much every race that's ever lived in Skyrim ever to build all their buildings in one long line?

Bromine
Aug 31, 2003

This is how you funsling, Brett.


I have a drum that takes of 4 of my carrying weight and I can't get rid of it. It's just there, staring at me. I wish I could afford a decent PC.

The Mad Archivist
Sep 4, 2008

A Chronicler of the Crazed


homeless poster posted:

I think the best way to summarize Skyrim is that it's a mile wide and an inch deep. The setting, on the surface, is varied and interesting and there's all these things you can do and groups you can join and at first the sheer magnitude is super exhilarating because it seems like anything is possible. Then, you spend 120+ hours slogging through every broken quest or glitched NPC and come to realize that all of the glitz and glamor of the presentation is covering up a rather ho-hum single player MMORPG.

Likewise, the reason that Skyrim is 11 OUT OF 10 GAME OF THE YEAR FOR EVERY YEAR is because reviews traditionally don't have the time to sink 120 hours into the game to figure out just how flawed it really is (especially considering that it was an Xmas release that had to compete with an avalanche of other Xmas releases). I'll wager most reviewers had the chance to play through the main quest, and maybe sampled a few missions from one of the other guilds, but ultimately had to move on to other poo poo. They enjoyed what they saw, and just assumed that if the other 100 hours were like what they just experienced, the game was probably going to be awesome.
Or you've just got a case of &

If you're going to criticize Bethesda for anything, criticize them for taking so God drat long to get the loving Creation Kit out. They pushed it back and pushed it back from "soon after release" to "some time in January" to January 38 (known as February 7 in the rest of the world).

Consequently, instead of putting their efforts into modding, the "root" part of the modding community - the part that actually knows how to program and make utilities - has been spending all their efforts making things like Skyrim NPC Edit and SkyEdit; in other words, duplicating parts of the CK because they're losing their drat patience. Many have probably lost patience completely and moved on to other games.

Many of the problems in this thread also could have been fixed or mitigated with the CK, and probably would have ages ago if it came out sooner.

It's going to have a highly detrimental effect in the long term, I think, and the Skyrim modding community may never become anywhere near as developed as the Oblivion one, thanks to it.

The Mad Archivist fucked around with this message at Feb 6, 2012 around 06:32

Sleekly
Aug 21, 2008

Yeah I see you.
Wait...wait..ok go.

When i joined the DB on this playthrough I'd already offed at least four of their assasins and looted their orders from Astrid naming me as their target.

I thought there should be some acknowledgement of this, even if just a line or two in Astrids initial dialogue when we were face to face that first time.

Also I flatout lied to their faces about killing Cicero but when he shows up again they're all just "oh that guy we all hate who tried to kill us all is back. Welp I guess you're the listener so whatever. You so dreamy Mr Listener."

Cold blooded taking no poo poo killers my arse.

The Mad Archivist
Sep 4, 2008

A Chronicler of the Crazed


Sleekly posted:

When i joined the DB on this playthrough I'd already offed at least four of their assasins and looted their orders from Astrid naming me as their target.

I thought there should be some acknowledgement of this, even if just a line or two in Astrids initial dialogue when we were face to face that first time.

Also I flatout lied to their faces about killing Cicero but when he shows up again they're all just "oh that guy we all hate who tried to kill us all is back. Welp I guess you're the listener so whatever. You so dreamy Mr Listener."

Cold blooded taking no poo poo killers my arse.
In the games where I join the DB, I never get those. But then, in the game where I determine, before the character is even generated, that he will destroy the DB, I get three.

Sleekly
Aug 21, 2008

Yeah I see you.
Wait...wait..ok go.

The Mad Archivist posted:

In the games where I join the DB, I never get those. But then, in the game where I determine, before the character is even generated, that he will destroy the DB, I get three.

Like their note says We know.
This apparently includes future actions by unborn Dovakhin.

Kilroy
Oct 1, 2000



The Mad Archivist posted:

Or you've just got a case of &

If you're going to criticize Bethesda for anything, criticize them for taking so God drat long to get the loving Creation Kit out. They pushed it back and pushed it back from "soon after release" to "some time in January" to January 38 (known as February 7 in the rest of the world).

Consequently, instead of putting their efforts into modding, the "root" part of the modding community - the part that actually knows how to program and make utilities - has been spending all their efforts making things like Skyrim NPC Edit and SkyEdit; in other words, duplicating parts of the CK because they're losing their drat patience. Many have probably lost patience completely and moved on to other games.

Many of the problems in this thread also could have been fixed or mitigated with the CK, and probably would have ages ago if it came out sooner.

It's going to have a highly detrimental effect in the long term, I think, and the Skyrim modding community may never become anywhere near as developed as the Oblivion one, thanks to it.
They're also releasing the CK on the same day that Kingdoms of Amalur is out Someone at Bethesda has some lingering bitterness toward Ken Rolston I think.

That is, if they actually release it on Tuesday. At this point, any statements about when they're making GBS threads the thing out onto Steam should be taken with enough salt to choke an ox.

Kimmalah
Nov 14, 2005

Basically just a baby in a trenchcoat.

ThatPazuzu posted:

And pet peeve, in New Vegas, a bullet could cleave a head right off. In Skyrim, a sword can not mutilate at all.

Kind of nitpicky, but I know one-handed weapons at least will decapitate people. I don't know if it happens all the time or if it only happens after you unlock the "Savage Strike" perk though. And I never use two-handed weapons, but I assume there's something for them too.

FlocksOfMice
Feb 3, 2009


Sleekly posted:

When i joined the DB on this playthrough I'd already offed at least four of their assasins and looted their orders from Astrid naming me as their target.

I have no intention of joining the DB at any point, really, so I decided to spoil myself and look up what actually causes all those random DB attacks.

The UESP says they have no idea.

Good lord.

I really had thought, like, there would be some kind of resolution, where you could investigate those and fight back against the Dark Brotherhood, but apparently the Destroy the Dark Brotherhood thing requires you to actually go and assassinate someone first! I just. Wow.

Dan Didio
Apr 6, 2009

Should've sent a poet.

Mastiff posted:

An artifact so powerful, the ancient Nords buried its fragments in three separate tombs, each guarded by the ghost of a murderous warrior, then struck the names of everyone involved from the historical record to ensure no one could ever find them again.

~*+30 to magic, +30 to stamina, +30 to health*~

What should have happened is that you combine them, and get an incredibly powerful, ridiculous amulet out of it, just before you fight the three of them at the end of that quest, then the last one alive during the fight rips it off you and equips it on himself.

SovietSteel
Sep 11, 2010


Dan Didio posted:

What should have happened is that you combine them, and get an incredibly powerful, ridiculous amulet out of it, just before you fight the three of them at the end of that quest, then the last one alive during the fight rips it off you and equips it on himself.

I think you mean one of their clones takes it, then despawns right before you can kill him and makes it vanish forever. Just like what happened to that nice ebony axe I just created. Why did Bethesda give an archer zombie disarm, push, and cloning shouts without turning off their ability to pick up weapons.

AgentHaiTo
Feb 7, 2003

Well, isn't this a coincidence? So, um, how you doing? You're busy, I know and I don't want to distract you, please, don't let me interrupt you.

SovietSteel posted:

I think you mean one of their clones takes it, then despawns right before you can kill him and makes it vanish forever. Just like what happened to that nice ebony axe I just created. Why did Bethesda give an archer zombie disarm, push, and cloning shouts without turning off their ability to pick up weapons.

That happened to me to my 109 Damage Grand Soul Enchanted Skyforge Sword. I ended up having to fight the rest of the fight with some generic ancient nord weapons I had picked up earlier and since I'm all melee, made the fight really long. Never did find that sword either. I had even named it after my Skyrim wife.

Epée
Jun 17, 2003

The Black Goat


Finished the main quest, level 45. Dual-wielding swords, killing everything in a a few strikes. Have a gazillion potions I never used, and thousands of gold. I've had enough.

Skyrim does some things really well, but it is ultimately bland, repetitive and far too easy.

Dark Souls is where it's at. God I loved that game.

ryan8723
May 18, 2004

Trust me, I read it on TexAgs.

The one thing about Skyrim that I hate is that I cannot obliterate the factions I don't like. I wanted to wipe out the Thieves Guild and the Dark Brotherhood (there should be quests to do these things) but drat near everyone is essential in both groups. Theyare full of reprehensible people, none of them are likeable and treat you like you are some poo poo newbie even though you're wearing full Daedric armor with with a Daedric glowing sword and fireballs in your other hand. I could kill all of you with a mere flick of my wrist, who the gently caress are you to tell me what I can and can't do.

People should react to your armor in this game. They should absolutely fear you when you're in Daedric or Dragon armor. There is no reason that anyone who is in some crap guild armor should ever try to intimidate me in any questline. The fact that they are labeled as essential makes it even more ridiculous. I honestly think there are more essential NPCs than there are nonessential ones. What the hell Bethesda? I know they are catering to the lowest common denominator who apparently tries murder every NPC, but at least make that a toggle option or something.

Games like this should be insanely unforgiving and you should be able to break the game by killing thr wrong people. It literally should be something you have to think about because just like in real life, you may have to work with some horrible people who are protected because you need information from them to complete some larger task that is bigger than them.

Baracula
Dec 30, 2010

One, two, three trillion! Ah hah hah!

My main complaint is that Mjoll the Lioness has dialogue that confirms that cliffracers aren't extinct.

rotinaj
Sep 4, 2008



People being unkillable is seriously one of the biggest problems with Skyrim.

Lots of people should be killable. All the people should be killable. Everything should be killable.

Except children. Leaving them in a world of zero guardians to fend for themselves amidst dragon attacks, randomly wandering giants and all sorts of vengeful ghosts and zombies and poo poo is kinda hilarious.

The Balance Niggy
May 11, 2001

tane wave

rotinaj posted:

People being unkillable is seriously one of the biggest problems with Skyrim.

Lots of people should be killable. All the people should be killable. Everything should be killable.

Except children. Leaving them in a world of zero guardians to fend for themselves amidst dragon attacks, randomly wandering giants and all sorts of vengeful ghosts and zombies and poo poo is kinda hilarious.

Everything including children should be killable if this game is to be what it was intended to be.

Calantus
Sep 26, 2006



Although, it is pretty annoying when someone dies to random wildlife, so I'd like to see a flag that makes NPCs invulnerable to everyone but the dragonborn.

Barkspawn
Jan 9, 2012


Calantus posted:

Although, it is pretty annoying when someone dies to random wildlife, so I'd like to see a flag that makes NPCs invulnerable to everyone but the dragonborn.

In their tongue, he is Nonplayekiin. NPC BORN!

But seriously. Markarth is now populated by dead guards and people crawling around because of the forsworn conspiracy quest. If they're giving you the option to betray a entire city, you should be able to kill the people in it. Most of the essential NPCs i come across don't even have any use. Even that stupid begger in solitude is.

mushroom_spore
May 9, 2004

YOU'RE FIRED
(clean my litterbox)



Scuzzywuffit posted:

There's also a woman there who sells valuable jewelry, but who I can't sell any of my jewelry to because she only keeps 57 Septims in the register at any given time. I guess business isn't going so well.

That's entirely possible. Ever notice how Grelka in Riften appears to be the only weapon/armor merchant who never has any improved gear based on your level?

According to her dialogue, she spends most of her money drinking.

ThePhenomenalBaby
May 3, 2011


Almost every dungeon or quest resolution is not good. Here's some of the poo poo I actually liked:

-The final mission and most of the stuff involving the Thieves Guild.
-Everything except the last mission for The DB's
-Blackreach (even if it is mostly empty)

Having done a lot of Dwemer poo poo recently I can tell you that most of the dungeons involving them are overly long and don't have anything interesting to find/do and their novelty wears thin incredibly quickly. At least Nord ruins tend to be shorter and have some gimmick to spice it up.

Also dual wielding is much less boring than two handing and I wish I had done my class based around that plus sneaking and conjuring magic. If you're still playing the early parts of the game my advice is diversify. It makes the game more tolerable as you'll have more answers to certain situations. Even if all those answers lead to the same mediocre conclusion.

Lycus
Aug 5, 2008

Half the posters in this forum have been made up. This website is a goddamn ghost town.

ThePhenomenalBaby posted:

Having done a lot of Dwemer poo poo recently I can tell you that most of the dungeons involving them are overly long and don't have anything interesting to find/do and their novelty wears thin incredibly quickly. At least Nord ruins tend to be shorter and have some gimmick to spice it up.
Yeah, that's true. When I first went into some Dwemer ruins, I thought it was the coolest thing in the world. A hundred hours later, I never wanted to see another one again.

Kimmalah
Nov 14, 2005

Basically just a baby in a trenchcoat.

ryan8723 posted:

The one thing about Skyrim that I hate is that I cannot obliterate the factions I don't like. I wanted to wipe out the Thieves Guild and the Dark Brotherhood (there should be quests to do these things) but drat near everyone is essential in both groups. Theyare full of reprehensible people, none of them are likeable and treat you like you are some poo poo newbie even though you're wearing full Daedric armor with with a Daedric glowing sword and fireballs in your other hand. I could kill all of you with a mere flick of my wrist, who the gently caress are you to tell me what I can and can't do.

People should react to your armor in this game. They should absolutely fear you when you're in Daedric or Dragon armor. There is no reason that anyone who is in some crap guild armor should ever try to intimidate me in any questline. The fact that they are labeled as essential makes it even more ridiculous. I honestly think there are more essential NPCs than there are nonessential ones. What the hell Bethesda? I know they are catering to the lowest common denominator who apparently tries murder every NPC, but at least make that a toggle option or something.

Games like this should be insanely unforgiving and you should be able to break the game by killing thr wrong people. It literally should be something you have to think about because just like in real life, you may have to work with some horrible people who are protected because you need information from them to complete some larger task that is bigger than them.

There is a quest that allows you to go in and wipe out the Dark Brotherhood. You just have to kill Astrid when she takes you to that abandoned shack instead of the three captives. She's not invincible at that point in the game. Nothing for the Thieves Guild though.

And supposedly wearing a complete set of Daedric armor will raise the chances of a successful intimidation by a certain percentage, but I've never noticed a difference myself.

ThePhenomenalBaby posted:

Also dual wielding is much less boring than two handing and I wish I had done my class based around that plus sneaking and conjuring magic. If you're still playing the early parts of the game my advice is diversify. It makes the game more tolerable as you'll have more answers to certain situations. Even if all those answers lead to the same mediocre conclusion.

I just recently started dual wielding for the hell of it and it's amazing how much damage you do. Two daedric weapons and I can kill a dragon with about 2 flurries. And it feels less like I'm just hacking things to death. Just make sure you put the fastest swinging weapon in your left hand because that determines the speed of the weapon in the right.

zooo
May 5, 2009


Lycus posted:

Yeah, that's true. When I first went into some Dwemer ruins, I thought it was the coolest thing in the world. A hundred hours later, I never wanted to see another one again.

Same, at first the architecture was interesting, but after 30 minutes of crawling through a repetitive ruin looking at the same scrap metal and plate selection it became tedious.

I'm sure this has been mentioned endlessly but the dialogue when you're performing actions in sneak are often terrible. If I shoot someone directly through the brain with an arrow (and they continue to live), why do they say "Is someone there?" or "What was that?"? Why don't they scream and run around?

Same applies to pickpocketing. I get caught pickpocketing a Khajiit trader in the middle of nowhere, his reaction? "You never should have come here!". That wouldn't spring to my mind if I caught someone stealing a sapphire ring from my tunic.

This thread has actually make me dislike the game more. I was having fun until I realized how stupid it is that I'm head of every faction/guild/whatever in Skyrim with minimal effort or investment into skills and powers relevant to them.

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Kimmalah
Nov 14, 2005

Basically just a baby in a trenchcoat.

My hatred of Dwemer ruins stems from how many goddamn times I've gotten completely lost in them, trapped by some puzzle, killed instantly by some crazy trap, and of course FALMER.

On the other hand I spent hours running around exploring Blackreach and that was pretty cool.

As for sneaking, I occasionally get believable pickpocket/stealing dialogue. I got caught pickpocketing a courier and later a hunter saw me stealing a bunch of gold off a shrine. They both said something to the effect of "You know, I saw you do that." Then I fus ro dah'ed them and sprinted off.

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