The Elder Scrolls V: Skyrim Discussion Thread
#5901
Posté 31 octobre 2011 - 06:07
#5902
Guest_liesandpropaganda_*
Posté 31 octobre 2011 - 06:16
Guest_liesandpropaganda_*
#5903
Posté 31 octobre 2011 - 06:28
#5904
Posté 31 octobre 2011 - 06:57
My rig, if I can call it that, can play crisis alright on above - average settings. Think it will run skyrim ok? I don't have my specs on me or I would post them.
#5905
Posté 31 octobre 2011 - 07:08
Nashiktal wrote...
Man, I am starting to think I will need to work on a new pc.
My rig, if I can call it that, can play crisis alright on above - average settings. Think it will run skyrim ok? I don't have my specs on me or I would post them.
I don't know the Crysis specs offhand, but I'm pretty sure it's more demanding on the hardware than Skyrim.
#5906
Posté 31 octobre 2011 - 07:16
naughty99 wrote...
Nashiktal wrote...
Man, I am starting to think I will need to work on a new pc.
My rig, if I can call it that, can play crisis alright on above - average settings. Think it will run skyrim ok? I don't have my specs on me or I would post them.
I don't know the Crysis specs offhand, but I'm pretty sure it's more demanding on the hardware than Skyrim.
I hope so, I know hardware specs can be misleading sometimes. I can run crisis and oblivion great, but tropico 4 on full settings kicked my rig's ass until i turned off shadows and clouds.
#5907
Guest_Trust_*
Posté 31 octobre 2011 - 09:07
Guest_Trust_*
That's still great!RinpocheSchnozberry wrote...
AwesomeEffect2 wrote...
naughty99 wrote...
AwesomeEffect2 wrote...
Is it true that Skyrim will have romances?
yes
It kind of depends on how you define romance, I think. You can do quests to get someone to like you, then you can marry them... but I don't believe these are romances in the sense we're used to from a BioWare game.
AFAIC, there aren't romances in Skyrim, just accessory people. YMMV!:)
Modifié par AwesomeEffect2, 31 octobre 2011 - 09:14 .
#5908
Posté 31 octobre 2011 - 09:28
Mr.House wrote...
Just lie to the guard and say you saw a dragon.
Or even better, tell that you saw a three headed monkey!
#5909
Guest_Catch This Fade_*
Posté 31 octobre 2011 - 10:04
Guest_Catch This Fade_*
Yeah especially since it's your first one you don't want to diminish the experience.LPPrince wrote...
I think I'd rather just experience it without seeing it first. What with this being my first TES game and all.
#5910
Posté 31 octobre 2011 - 01:02
#5911
Posté 31 octobre 2011 - 01:10
KenKenpachi wrote...
Oh well 11 more days, then three after that and I will have all of my games till next year. So anyone else getting the game guide for Skyrim? I'll mainly look at it after I've played around a bit or want to do some sidequests I might have missed.
I'm interested to see how the guide deals with the Radiant Story aspect of the quests.
"....next, there is a quest about someone being kidnapped. The person who is kidnapped could be the [child, brother, sister, husband, wife] of an NPC who knows you. It could take place in [Whiterun, Solitude, Winterhold, Markarth, Riverwood, Windhelm, Morthal or Dawnstar]. Once you find the quest giver, proceed to [dungeon A, B, C, D, E, F or G] and there you will find [a Stormcloak, Imperial Legion, Bard's College, Giant, College of Winterhold, Dark Brotherhood, Companions]. If you defeat them you receive [Azura's Star, Duskfang, Dark Brotherhood Armor, The Staff of Winterhold, Magic Companions Axe, etc.]..."
#5912
Posté 31 octobre 2011 - 01:15
As the only other possibility would be a fully random game developement that differs from copy to copy, which would be very difficult if not impossible to do, or its a very limited set of varribles. Some side quests I think won't differ at all, and some NPC's won't die.
The murderous player base plus dragons droping in at random would have made any sort of "radiant" storyline a programers nightmare. And undoubtablly brake the game at some point.
Modifié par KenKenpachi, 31 octobre 2011 - 01:20 .
#5913
Posté 31 octobre 2011 - 01:29
This is one of the reasons for implementing Radiant Story, so that you don't have to have all quest givers be essential (immortal), but instead, the identity of most quest givers is determined by the radiant story feature when you enter a new cell. It doesn't matter if you kill Merchant X, for example, because someone else will be assigned the role of the quest giver for that particular quest.
As Dave Oshry mentioned in his preview that his companion Faendal could not be killed, it could be that companions are set to essential when you ask them to join you, or perhaps this is affected by the gameplay difficulty setting.
Modifié par naughty99, 31 octobre 2011 - 01:32 .
#5914
Posté 31 octobre 2011 - 01:33
This may be some hype I wouldn't buy into too far.
Modifié par KenKenpachi, 31 octobre 2011 - 01:33 .
#5915
Posté 31 octobre 2011 - 01:36
What happened was that you would get a message "Such and such quest has failed"
In the case of Skyrim, they simply get around that error message by reassigning the quest giver role to a different NPC.
#5916
Posté 31 octobre 2011 - 01:40
Did I misunderstand something?
Or are some people's expectations a miss translation?
naughty99 wrote...
Nashiktal wrote...
Man, I am starting to think I will need to work on a new pc.
My rig, if I can call it that, can play crisis alright on above - average settings. Think it will run skyrim ok? I don't have my specs on me or I would post them.
I don't know the Crysis specs offhand, but I'm pretty sure it's more demanding on the hardware than Skyrim.
That is a very good question. After hearing about Cyrsis, I thought the Recommended would be higher than it shows on Steam. Then again, how can you recommend something that doesn't exist yet and Recommended could mean anywhere from Average/Medium to High and up. So, yeah...
naughty99 wrote...
Oh, yes, I read one of the journalist previews where he said he needed a Speechcraft score of "X" in order to intimidate or bluff the Whiterun guards.
Instead of the Oblivion persuasion mini-game, it will be a lot more like the dialogue options in Fallout 3 and Fallout New Vegas that get unlocked based on your stats or completed quests.
Hopefully, somewhere in the game there will be dialogue options that get unlocked based on your race or gender, to add to the replay value.
Damn... Intimidation should be based off of Strength abilities. I never liked skills like Speechcraft. Though the reasons why are kind of moot since in this game you'll be able to boost that skill and it's not like you have to spend limited points on it.
I just prefer to crack some skulls and it'd be a great bonus to be rewarded the ability to intimidate people better.
#5917
Posté 31 octobre 2011 - 01:43
naughty99 wrote...
KenKenpachi wrote...
Oh well 11 more days, then three after that and I will have all of my games till next year. So anyone else getting the game guide for Skyrim? I'll mainly look at it after I've played around a bit or want to do some sidequests I might have missed.
I'm interested to see how the guide deals with the Radiant Story aspect of the quests.
"....next, there is a quest about someone being kidnapped. The person who is kidnapped could be the [child, brother, sister, husband, wife] of an NPC who knows you. It could take place in [Whiterun, Solitude, Winterhold, Markarth, Riverwood, Windhelm, Morthal or Dawnstar]. Once you find the quest giver, proceed to [dungeon A, B, C, D, E, F or G] and there you will find [a Stormcloak, Imperial Legion, Bard's College, Giant, College of Winterhold, Dark Brotherhood, Companions]. If you defeat them you receive [Azura's Star, Duskfang, Dark Brotherhood Armor, The Staff of Winterhold, Magic Companions Axe, etc.]..."
Sounds like Daggerfall. Lol. I mean, that's exactly how Daggerfall handled many of it's quests.
I'm with Ken on this one. I really think that the Radiant Story will provide some backups and quest variations, but ultimately, there will be a point where NPCs just become Essential and there will be a linear structure to the majority of quests.
I can see it like this:
Quest Giver A has quest: Go to dungeon to retrieve relic to help Quest Giver A restore wealth to his household.
You murder Quest Giver A.
Quest Giver B is a relative of Quest Giver A and also looking for a way to restore wealth to the family. He's pissed at you for killing Quest Giver A, so if you want to help, you must do x task first to gain forgiveness or trust.
You murder Quest Giver B.
Quest Giver C is a long lost relative of both previous Quest Givers and is unaware you murdered either one. She sends you on a different quest which leads you to the dungeon & relic by coincidence.
Quest Giver C is essential.
Now, there's nothing wrong with that if Bethesda allows for quest failure and allows for these quests to be played around with via variables and triggers.
For example, if [Quest Giver B is unaware you murdered the Quest Giver A], then [the quest first involves you finding the same weapon as yours to frame someone else for the murder + a skill check in Speechcraft to convince Quest Giver B that you're innocent/did him a favour], or else if [Quest Giver B is aware you killed Quest Giver A], then [he refuses to help you, resulting in quest failure unless you murder him in a way that doesn't make you look suspicious].
Branching "narrative" already. The first scenario (QG B doesn't suspect you if you successfully frame someone else like a bandit) leads you back to the default quest line branch whereas if you fail to convince him, or fail to kill him silently, the quest disappears. Finally, if you get rid of him silently, Radiant Story kicks in and introduces you to QG C.
Of course, this is a new thing Bethesda is trying out, so I won't expect that. But the potential for some really kewl quests is there. Rather than Radiant Story being used to fill in the gaps for player killing sprees (which I feel like it's being used for), it could be used as a framework for quests to be run on triggers and mechanics.
Everyone loves the Whodunit? quest in Oblivion, and I feel like there's the opportunity there to make those types of quests (broad objectives, left up to you to complete and a variety of non linear triggers based on your actions which determine what happens next) much more numerous.
Modifié par mrcrusty, 31 octobre 2011 - 01:51 .
#5918
Posté 31 octobre 2011 - 01:50
naughty99 wrote...
Even in Fallout New Vegas, you could kill every single NPC in the game except for 2, IIRC.
What happened was that you would get a message "Such and such quest has failed"
In the case of Skyrim, they simply get around that error message by reassigning the quest giver role to a different NPC.
See thats what I'm saying either you'll have NPC respawns either of the same character or Generic NPC Number 5728. Or you can break some quests rather easily. I mean say someone wants to be a dick and kills everyone in a town?
Its a very stupid idea, just like your squadmates can die in ME2, a number of the staff from two to three in recent interviews said "That was a very stupid idea that has provided alot of problems."
We might see the same in Skyrim. Then again I don't murder NPC's unless they have it coming, or challange me. So yeah I'm not worried about testing the Raidiant storyline as I'm not planning on killing people for property rights.
Modifié par KenKenpachi, 31 octobre 2011 - 01:51 .
#5919
Posté 31 octobre 2011 - 01:50
Each quest has certain components, for example in the case of a kidnapping quest, it could include the quest giver's identity, the identity of the NPC who was kidnapped, the location where they are being held, the faction or antagonist who did the kidnapping, and the quest reward, etc.RPGamer13 wrote...
I got the impression that there is a set list of side quests, but that some of them have requirements of being at a certain skill level under the three types of trees. A check system not unlike in some other games. Then, to minimize the chance of you killing someone who would then end any opportunity to obtain any quests, if you do kill a quest giver then someone else appears that will allow you to work the quest.
Did I misunderstand something?
Or are some people's expectations a miss translation?
When you enter a new town, radiant story checks to see who are the NPCs with which the player has interacted, do any of them have children, are there factions that dislike the player, is there a dungeon nearby that the player has not visited recently, etc., and populates these roles at the moment you enter the town. If you kill the quest giver before receiving the quest, it gets reassigned.
There is a kind of spectrum in terms of how much radiant story features are incorporated in each quest. There are some stages of the main quest that have very little or no radiant story, and then there are some quests that are entirely radiant story components. Most are probably some where in between.
Pete Hines has confirmed that you can keep playing the game forever and you will continue to receive new respawning radiant story quests indefinitely. I imagine these would be at that extreme end of the spectrum in terms of random quest elements.
Modifié par naughty99, 31 octobre 2011 - 01:57 .
#5920
Posté 31 octobre 2011 - 01:51
#5921
Posté 31 octobre 2011 - 01:55
KenKenpachi wrote...
If thats true I'ld be ready to be hit by alot of bugs, I'll leave it at that.
That's a Bethesda trademark.
It's a side effect of creating these massive games while promoting elements of emergent gameplay.
I'm actually surprised that people aren't expecting a boatload of bugs on release.
I guess it's a testament to how good the Bethesda hype machine is.
#5922
Posté 31 octobre 2011 - 01:57
#5923
Posté 31 octobre 2011 - 02:00
So, there's a connection.
Modifié par mrcrusty, 31 octobre 2011 - 02:04 .
#5924
Posté 31 octobre 2011 - 02:02
It's one thing to thoroughly test a 5-10 hour game thousands of times, but it's something else entirely to do the same for a 300+ hour game. I'm sure they do as thorough of a job as they can, and certainly they have learned from previous games, so they are paying close attention to avoid things like the Oblivion A-Bomb bug, etc.
However, at some point you have to do a hail mary and put the game out there or you will never make your money back.
#5925
Posté 31 octobre 2011 - 02:03





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