Dawnguard's Baffling Omissions? (No Plot Points Please)

Post » Sun Nov 18, 2012 3:30 am

Hey there

Just wanted to know what things that people feel should have been added in Dawnguard that weren't for no adequately explained reason. This is mostly intended for equipment, spells, and things to do in the game that were left out independent of story and factions.

Example: No spears or werebears.
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Nicole Kraus
 
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Post » Sat Nov 17, 2012 6:00 pm

You seem a wee bit whiney, I must say. Not that I'm completely disagreeing with you, it's just that you dont seem too pleased with what I'd say is an awesome sauce expansion.
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yessenia hermosillo
 
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Post » Sun Nov 18, 2012 12:17 am


Example: No spears.

I don't think spears missing is a biggie. I mean I think it's safe to say a lot of that gamejam content will be held out for Hearthfire.

Though yeah I guess werebears missing is pretty odd, considering if they're released in Heathfire, then that means werebears WILL lack the Lycanthropy perk tree, and be considerably weaker....(unless they get their own, practically identical perk tree)
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Mike Plumley
 
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Post » Sat Nov 17, 2012 10:44 pm

You seem a wee bit whiney, I must say. Not that I'm completely disagreeing with you, it's just that you dont seem too pleased with what I'd say is an awesome sauce expansion.

I'm on PS3, so I can't experience any of the good for 30+ days, but I want to prep for the disappointments of finding out things I was hoping to find being absent. I'm expecting to have fun when I finally do get my hands on it, but I want to be prepared knowing that certain things I thought would be in the game aren't.
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Destinyscharm
 
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Post » Sat Nov 17, 2012 12:48 pm



I'm on PS3, so I can't experience any of the good for 30+ plus, but I want to prep for the disappointments of finding out things I was hoping to find being absent. I'm expecting to have fun when I finally do get my hands on it, but I want to be prepared knowing that certain things I thought would be in the game aren't.
Ah, gotcha. Didn't mean to make an ad hominem attack.
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Lizzie
 
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Post » Sat Nov 17, 2012 8:45 pm

Srsly though now I'm sitting here wondering how the HELL they're gonna implement werebears, if at all....
How will werebears have access to the perk tree if they aren't on the same DLC as the perk tree itself?
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Stephani Silva
 
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Post » Sat Nov 17, 2012 9:39 pm

Srsly though now I'm sitting here wondering how the HELL they're gonna implement werebears, if at all....
How will werebears have access to the perk tree if they aren't on the same DLC as the perk tree itself?

Patch it in and/or copy/paste the perk tree into Hearthfire?
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Karine laverre
 
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Post » Sat Nov 17, 2012 5:51 pm

Srsly though now I'm sitting here wondering how the HELL they're gonna implement werebears, if at all....
How will werebears have access to the perk tree if they aren't on the same DLC as the perk tree itself?
Simple, add it in. They added in a werewolf tree for this dlc? Why not the next? But really they probably avoided it because in their minds it probably seemed like a silly idea. I mean think about it for a moment. "... AND WEREBEARS!" It just seems like a tension killer.
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Tha King o Geekz
 
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Post » Sat Nov 17, 2012 5:06 pm

Patch it in and/or copy/paste the perk tree into Hearthfire?

What I mean is it seems like an odd programming decision.

Dawnguard CANNOT reference Hearthfire and vice-versa, and DLCs can't be patched, iirc. DLC "patches" they've done in the past have been re-releasing the thing entirely. The Pitt was re-released iirc, and Honest Hearts caused problems since it couldn't be started without dismissing your companions first, and ED-E had a habit of getting lost in an elevator. Rather than re-release the entire DLC, they opted to patch in a terminal to the base-game that would force companions to dismiss; they did this BECAUSE DLC couldn't be patched.
To make it work, there'd have to be a second perk tree specific to being a werebear, which seems odd. Imagine scrolling through skills and seeing "Lycanthropy" and "Lycanthropy Jr."

To me that says they either won't implement werebears at all, haven't really thought this through OR werebears will be given traits that make them unique from werewolves. (though again, it still seems odd to give the current perk tree a general name like "Lycanthropy," if that's the case)
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Charity Hughes
 
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Post » Sat Nov 17, 2012 1:24 pm

The lack of different crossbows and silver weapons have be scratching my head.
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Eliza Potter
 
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Post » Sun Nov 18, 2012 3:13 am

The lack of different crossbows and silver weapons have be scratching my head.

This is a good one too. :D


"Bethesda, remember when you said in the base game and previous titles that silver weapons do more damage to werewolves and vampires?"
"Yeah?"
"So why don't the Dawnguard use silver against the vampires?"
"Please continue, my good sir. and go buy Dawnguard."
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Baylea Isaacs
 
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Post » Sun Nov 18, 2012 2:53 am

Only decision I question is...

Why cant we marry serana when there is an option for it?

Friendzoned by a digital vampire XD
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The Time Car
 
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Post » Sun Nov 18, 2012 12:00 am

What I mean is it seems like an odd programming decision.

Dawnguard CANNOT reference Hearthfire and vice-versa, and DLCs can't be patched, iirc. DLC "patches" they've done in the past have been re-releasing the thing entirely. The Pitt was re-released iirc, and Honest Hearts caused problems since it couldn't be started without dismissing your companions first, and ED-E had a habit of getting lost in an elevator. Rather than re-release the entire DLC, they opted to patch in a terminal to the base-game that would force companions to dismiss; they did this BECAUSE DLC couldn't be patched.
To make it work, there'd have to be a second perk tree specific to being a werebear, which seems odd. Imagine scrolling through skills and seeing "Lycanthropy" and "Lycanthropy Jr."

To me that says they either won't implement werebears at all, haven't really thought this through OR werebears will be given traits that make them unique from werewolves. (though again, it still seems odd to give the current perk tree a general name like "Lycanthropy," if that's the case)
The trees are very diffrent from what you normally encounter. They aren't in the normal list of trees. Instead you access trees in the transformed form via the "B" button which they will assigned diffrently for diffrent systems. So Werebear get's Werebear tree. The werebears probably wont be implimented but if they are they will manage to make it work. They used a plot point someone predicted and most said "Oh god that would be stupid!" But they managed to make it fit. I really felt like well... I made donkeynoises at the end of the quests.


The lack of different crossbows and silver weapons have be scratching my head.
The crossbows are geared towards vampire hunting. Not lyconthrope hunting. The werewolves got the beef up because people complained about them being weak before and they didn't want vampires to go the same route. So the tree system was implanted. However they decided to kill two birds with one stone and did one for werewolves aswell, making companions well worth doing. Werewolves are glass tanks like they should be. Excessive amounts of damage with vulnerability. But you can atleast heal yourself in a decent fashion now. It's all about duck and weave, and when to feed.
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Kate Murrell
 
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Post » Sun Nov 18, 2012 2:20 am

The crossbows are geared towards vampire hunting. Not lyconthrope hunting. The werewolves got the beef up because people complained about them being weak before and they didn't want vampires to go the same route. So the tree system was implanted. However they decided to kill two birds with one stone and did one for werewolves aswell, making companions well worth doing. Werewolves are glass tanks like they should be. Excessive amounts of damage with vulnerability. But you can atleast heal yourself in a decent fashion now. It's all about duck and weave, and when to feed.

The fact that crossbows are intended for vampires doesn't mean they should lack variety. And as for the silver weapons. Skyrim's silver weapons specifically mention them being effective against undead rather than lycanthropes (probably because there aren't many werewolves you'll encounter ingame), so they should still be used by the Dawnguard for melee fighting.
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Stryke Force
 
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Post » Sat Nov 17, 2012 3:34 pm

The fact that crossbows are intended for vampires doesn't mean they should lack variety. And as for the silver weapons. Skyrim's silver weapons specifically mention them being effective against undead rather than lycanthropes (probably because there aren't many werewolves you'll encounter ingame), so they should still be used by the Dawnguard for melee fighting.
The lack of variety is explained more so in the fact it's based on ancient dwemer technology. The steel versions are protoypes. You do quests to learn how to make the new bolts with effects, aswell as get the Dwemer version, aka the final version. Everything is based off of dwememer tech which is why it only goes that far. The dwemer version is strong enough to be honest though.

I also believe the undead affect is more the fault of the vanilla game. It's why I never really used the silverhand weapons. They just seemed so poorly done. As you said they never put much in their in terms of werewolves in the world so they made the enchant geared to be world wide friendly since you spend time fighting draugers. However as I said before Crossbows were dwarven tech and the silver hand never had their hands on the blueprints. Steel crossbows came from someone who studies them and tries to recreate their weapons. it's why we have such a sparce amounts of variey.
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!beef
 
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Post » Sat Nov 17, 2012 11:04 pm

The lack of variety is explained more so in the fact it's based on ancient dwemer technology. The steel versions are protoypes. You do quests to learn how to make the new bolts with effects, aswell as get the Dwemer version, aka the final version. Everything is based off of dwememer tech which is why it only goes that far. The dwemer version is strong enough to be honest though.

I also believe the undead affect is more the fault of the vanilla game. It's why I never really used the silverhand weapons. They just seemed so poorly done. As you said they never put much in their in terms of werewolves in the world so they made the enchant geared to be world wide friendly since you spend time fighting draugers. However as I said before Crossbows were dwarven tech and the silver hand never had their hands on the blueprints. Steel crossbows came from someone who studies them and tries to recreate their weapons. it's why we have such a sparce amounts of variey.

I'd still like more silver weapons. Even if the crossbow itself isn't silver, you could make the bolts for it out of the material.

Also, does anybody know how silver became known as the bane of werewolves, and more recently vampires/zombies/most other monsters? Abraham Lincoln: Vampire Hunter explains it pretty well for their universe, but I don't think I've heard the overall explanation for it.
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Eire Charlotta
 
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Post » Sat Nov 17, 2012 3:31 pm

I just don't get why we can't marry Serana :P
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Dalton Greynolds
 
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Post » Sun Nov 18, 2012 1:49 am

The inability of vampires to get a face lift seems perplexing too.
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Jeff Tingler
 
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Post » Sat Nov 17, 2012 6:12 pm

I don't think spears missing is a biggie. I mean I think it's safe to say a lot of that gamejam content will be held out for Hearthfire.

this
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Bee Baby
 
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Post » Sun Nov 18, 2012 2:55 am

i was really wanting to build my own house anywhere i choose...not baffling just disappointing
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james tait
 
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Post » Sat Nov 17, 2012 5:11 pm

Why are you guys all complaining about werebears? They sound ridiculous and would serve no purpose content wise with this DLC. Dawnguard is all about Vampires and Vampire hunters. Just because something shows up in a Gamejam videos doesn't mean it's going to ever be included in the game, especially if they don't have a content reason to put it in.

Think about it:
  • Horse mounted combat is just a feature that should have been included in the vanilla game initially
  • Dragonbone weapons also should have been included in the vanilla game initially (It's ridiculous that they only come with the DLC)
  • Archery killcams should have been implemented in the vanilla game initially
  • Vampire Lords were added in as part of the Vampire DLC content to make Vampires more comparable to Werewolves
  • Werewolf perks were added in to help improve and balance them now that Vampires got improved
  • Crossbows were added in as part of the Vampire Hunter's arsenal
Where do Werebears fit in anywhere content wise? This DLC doesn't even have anything to do with werewolves or other were-creatures. Stop being disappointed that they don't just randomly add in something non-sequitur that was never mentioned in any actual discussions or releases about this DLC.

I'm disappointed about silver weapons not being included. I know they never really mentioned them but they just seem like an obvious inclusion for a vampire/vampire hunter DLC. Also, being able to craft crossbows from every material would have been nice.
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Lindsay Dunn
 
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Post » Sat Nov 17, 2012 3:20 pm

Werebears are supposed to be a major problem in Skyrim, according to lore. Their omission from Skyrim in the first place is a baffling one. Dawnguard could have fixed it, just as it did making werewolves viable at high levels.
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Johnny
 
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Post » Sat Nov 17, 2012 8:20 pm

Where do Werebears fit in anywhere content wise? This DLC doesn't even have anything to do with werewolves or other were-creatures. Stop being disappointed that they don't just randomly add in something non-sequitur that was never mentioned in any actual discussions or releases about this DLC.

I'm disappointed about silver weapons not being included. I know they never really mentioned them but they just seem like an obvious inclusion for a vampire/vampire hunter DLC. Also, being able to craft crossbows from every material would have been nice.


"I am going to chew you out for wanting to see something that, according to lore, should DEFINITELY be in Skyrim.
Then once I'm done, I'm going to complain that Dawnguard lacks silver weapons, which according to lore, should DEFINITELY be in Dawnguard."
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Sunny Under
 
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Post » Sat Nov 17, 2012 6:01 pm

Werebears are supposed to be a major problem in Skyrim, according to lore. Their omission from Skyrim in the first place is a baffling one. Dawnguard could have fixed it, just as it did making werewolves viable at high levels.

The only thing I've found while googling and searching the wikis about werebears is that people use canis root to ward them off. Even the book "On Lycanthropy" says that Werewolves are the most common werecreature. Werebears exist but they're not extremely common, just enough to be known as a threat in Skyrim.
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Lady Shocka
 
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Post » Sat Nov 17, 2012 9:13 pm

The only thing I've found while googling and searching the wikis about werebears is that people use canis root to ward them off. Even the book "On Lycanthropy" says that Werewolves are the most common werecreature. Werebears exist but they're not extremely common, just enough to be known as a threat in Skyrim.

Except they have absolutely no presence in Skyrim. Even if you're in the wilds were canis root doesn't grow, you'll never find a single one. Nor will anyone talk about them either.

Dawnguard was the perfect DLC to introduce them, what with its emphasis on vampires and extra attention to werewolves. Now they'll have to add it into a different DLC, which will take focus off of something else that they could be doing/improving (*COUGH* MAGIC *COUGH*), when they could have done it with this one and had werebears tied into the Lyanthropy perk tree.
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Cayal
 
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