Dawnguard and Future DLC Discussion - Thread #21

Post » Thu May 03, 2012 10:48 pm

Where's the Lunar forge?

Lunar Forge is under the College of Winterhold

Or maybe I'm thinking of another forge under the college??
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Natalie Harvey
 
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Post » Thu May 03, 2012 11:50 am

Being level 81 has nothing to do with it. If your skill level is 100 and you have the right damage perks, a level 46 character does the same damage as a level 65 character, as a level 81 character.

Besides the enemies stop at 50.

I know about the 50 cap part--but, doesnt hurt to try lol
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Juliet
 
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Post » Thu May 03, 2012 1:37 pm

Lunar Forge is under the College of Winterhold

Or maybe I'm thinking of another forge under the college??
The Lunar Forge is here http://www.uesp.net/wiki/Skyrim:Silent_Moons_Camp

You're thinking of the Atronach forge.
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gemma
 
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Post » Thu May 03, 2012 12:17 pm

Where's the Lunar forge?
north of whiterun, its at a nord barrow occupied by a gang of bandits its one of the radiant dungeons i think.
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Kat Stewart
 
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Post » Thu May 03, 2012 10:26 pm

we're getting off topic, enough about the forge!

i want dawnguard to be in a new place, i could really use a change of scenery, and the moonpaths mod does not work for me right now so im back to playing oblivion for my diverse landscape needs [nehrim]
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Kelly John
 
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Post » Thu May 03, 2012 10:40 pm

Being level 81 has nothing to do with it. If your skill level is 100 and you have the right damage perks, a level 46 character does the same damage as a level 65 character, as a level 81 character.

Besides the enemies stop at 50.

Yes, actually being below 50- say topping all your necessary powers at 45 or 40, will result in a more powerful character (relative to your enemies- since the 50s wont spawn) than an 81.

I never will understand the 81's there isn't any additional challenge or payoff. I target my builds at 40-45 nowadays
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Skrapp Stephens
 
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Post » Thu May 03, 2012 4:59 pm

If we get anything with the word "Dragon" attached to it--I'd hope to see Dragon bone weapons!

It's a mod on PC, so I can't help but wonder WHY they would leave that out!

I dont know what else to do with dragon bones/scales. I have too much already and 200k gold! >.<
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SUck MYdIck
 
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Post » Thu May 03, 2012 8:29 pm

Dawnguard makes me think of making sure the sun comes up aka keep the world from ending which the thalmor want to do. The glowing eyes clearly signify some kind of geat power, perhaps gained with the help of the psijic order?
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Sheila Reyes
 
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Post » Thu May 03, 2012 6:29 pm

watch?v=aSpZDQQIQPM

Heres what i think please leave a comment on what you expect from the dlc
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Mario Alcantar
 
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Post » Thu May 03, 2012 9:28 am

Yes, actually being below 50- say topping all your necessary powers at 45 or 40, will result in a more powerful character (relative to your enemies- since the 50s wont spawn) than an 81.

I never will understand the 81's there isn't any additional challenge or payoff. I target my builds at 40-45 nowadays
I know this is getting OT, but I don't give a skeever's butt...

I don't get it either. One must actually struggle to get there. It's more of a kid thing than anything. If you specialize a character they generally cap at around 50 +/- a few levels anyway. The devs seen it that way.

People that post this 81 mess is just a big "Hey! Look what I done!" boastfest. And those that post about it being OP'd is bogus nonsense. Yes you have a huge increase in M/H/S that makes you deathproof, but Hell, you are like that at 50 anyway.

--------------------------------------------------------------------------------

The DLC needs to be.....good.
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Marnesia Steele
 
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Post » Thu May 03, 2012 12:45 pm

Still hoping for building new houses wherever we want.
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RObert loVes MOmmy
 
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Post » Thu May 03, 2012 1:50 pm

No. I have an Archer/CQC fighter that does anywhere between 15-30x normal damage on Master Difficulty--and I dont see a difference. I can still 1 shot or 1-hit kill anything and everything at level 81.
Then don't use overpowered weapons, make it a challenge.
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Heather Stewart
 
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Post » Thu May 03, 2012 4:14 pm

didn't someone datamine more stuff like underwater combat and dragon riding?
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Kim Kay
 
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Post » Fri May 04, 2012 12:13 am

I know this is getting OT, but I don't give a skeever's butt...

I don't get it either. One must actually struggle to get there. It's more of a kid thing than anything. If you specialize a character they generally cap at around 50 +/- a few levels anyway. The devs seen it that way.

People that post this 81 mess is just a big "Hey! Look what I done!" boastfest. And those that post about it being OP'd is bogus nonsense. Yes you have a huge increase in M/H/S that makes you deathproof, but Hell, you are like that at 50 anyway.

--------------------------------------------------------------------------------

The DLC needs to be.....good.

I didnt say it to brag--My curiosity is what made me wonder what the level cap was in the first place--since technically the strat guide doesn't give you jack worth of information, and neither does wikipedia when it first released, or within a months time. -_-
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Jonny
 
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Post » Fri May 04, 2012 12:19 am

Then don't use overpowered weapons, make it a challenge.

The game should be fitting to your character design and difficulty. Even without overpowered weapons--my dagger still does 15x normal damage (with just the skill tree) and 30x damage with the gloves from DB. You can use something other than Daedric daggers, and still backstab damage or *complete stabs* still kill in the first place. I actually sit and wait for my targets, and use the Throw Voice shout if I need to break up a pack to make my kills. I like challenges, but often enough they aren't much in the end.
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Crystal Clear
 
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Post » Thu May 03, 2012 8:43 pm

Dawnguard makes me think of making sure the sun comes up aka keep the world from ending which the thalmor want to do. The glowing eyes clearly signify some kind of geat power, perhaps gained with the help of the psijic order?

Psijic order would be very cool
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Danger Mouse
 
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Post » Thu May 03, 2012 7:33 pm

Still hoping for building new houses wherever we want.
Yes, this needs to happen. You need to have storage, without starting the MQ or doing 3 hrs worth of playing and gathering loot just to become Thane and own a house.
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Killer McCracken
 
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Post » Thu May 03, 2012 9:54 am

The game should be fitting to your character design and difficulty. Even without overpowered weapons--my dagger still does 15x normal damage (with just the skill tree) and 30x damage with the gloves from DB. You can use something other than Daedric daggers, and still backstab damage or *complete stabs* still kill in the first place. I actually sit and wait for my targets, and use the Throw Voice shout if I need to break up a pack to make my kills. I like challenges, but often enough they aren't much in the end.
But it doesn't fit to design and difficulty. So if you want challenge, you have to fit to it. Start using a sword for assassinations, or a bow. That, or you just make a new character once you can one hit kill everything.
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Dustin Brown
 
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Post » Thu May 03, 2012 9:32 am

So--back to the topic:

Hoping for more weapon options
More craftable ideas (that should've been in the game ages ago)
Building our own houses
More storyline along the Gold-White Concordat, (I think that's how it was spelt?), or back to Black Marsh possibly? Trip through Oblivion would be cool though. Thought of Morrowind intrigues me. Dunno about the elves though. *shrugs*
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Yonah
 
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Post » Thu May 03, 2012 8:55 am

Dawn as in Dawn of the Dragons. Apparently, we didn't kill "THE ALDUIN". It was just a diversion to distract the Dragonborn while the real Alduin sat, observing/studying the Dragonborn while gathering as much strength to his armies as possible. This also explains why the fake Alduin we fought in Skyrim was so easy. The "Guard" part is simple. Dragonborn must guard Skyrim from a full scale onslaught of Alduin and his forces.
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P PoLlo
 
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Post » Thu May 03, 2012 3:22 pm

He fought Dragons. He killed Giants. He ended the Rebellion.
But now he has to face an even bigger challenge. Guard duty.
From the makers of Skyrim comes an addon that will change gaming forever.
Protect the fledgling Nordic village of Dawnstar from all kinds of threats, from petty thievery to drunken brawls to even fighting off a dragon!
Skyrim: Dawnguard. Coming this Fall.

Rated M for graphic violence, including getting shot with an arrow to the knee.
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ijohnnny
 
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Post » Thu May 03, 2012 6:23 pm

I personally think the name Dawnguard is probably the name of some place far to the east (where the sun rises). And what is east of Skyrim? Our old stomping grounds!
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Euan
 
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Post » Thu May 03, 2012 11:15 pm

As I'm sure dozens of people have said before me, it's a little early to tell what the meat of this first DLC will be. Obviously there will be untainted Falmer, and most likely crossbows. But as far as the story line/plot I'm 95% sure it would have to do with dragons again (@Beavis, pg. 4, post #120). This is what I'm hoping for as far as DLC that will include "Snow Elves" or Falmer.

- A smooth, natural introduction (or re-introduction if they are brought back to life) for the Snow Elf race in Tamriel. Not just an "all of a sudden" situation.
- More Dwemer Ruins (somewhat Falmer-related in Skyrim as they are always lurking about the deeper reaches).
- New Falmer ruins, or functional Falmer cities/settlements.
- More islands up north - it seems only natural for the Falmer to flee into the stormy seas and iceberg-ridden bays after being beaten into submission by the Nords.
- Depending on the size of this DLC, a return to Solstheim? Falmer were quite a presence on that island back in the day...
- Judging by the name, it might have something to do with Dawnstar or the region around it.
- Of course, new weapons, armor, spells and clothing will be included. So that's a must!

My personal opinion is that with the new "radiant" story set-up Bethesda is using, it will be adding a lot of new side quests as well, and possibly two main story lines. One regarding the Falmer, and one pertaining to Vampires, possibly doing justice to the Volkihar. The reason I say this is because I can't see how Vampirism and the Falmer are related with the lore we have to work with at this point. Whether or not there are two or just one, I hope it's extends past three hours of solid game play (College of Winterhold and Companions quest length was... Saddening).
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kirsty joanne hines
 
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Post » Thu May 03, 2012 7:03 pm

He fought Dragons. He killed Giants. He ended the Rebellion.
But now he has to face an even bigger challenge. Guard duty.
From the makers of Skyrim comes an addon that will change gaming forever.
Protect the fledgling Nordic village of Dawnstar from all kinds of threats, from petty thievery to drunken brawls to even fighting off a dragon!
Skyrim: Dawnguard. Coming this Fall.

Rated M for graphic violence, including getting shot with an arrow to the knee.

:lmao:
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Olga Xx
 
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Post » Thu May 03, 2012 9:59 pm

Where's the Lunar forge?
Go west of whiterun. There's some sort of barrow populated by irritating bandits. Kill them. The forge is at the top of the stairs.
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Sophie Louise Edge
 
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