» Sat Nov 17, 2012 6:50 am
As a pc player and periodic modder, I've been lurking on the Dawnguard forums for several weeks, trying to get a picture of the DLC's plot, characters, etc., in case I elect to mod it. Since Dawnguard launched, the issue of vampire attacks has been salient and deeply contentious. Accounts vary wildly, seemingly dependent on character level, game difficulty, etc.
Descriptions range from the exaggerated (tales of the Mysterious Traveller extirpating entire towns in the player's absence) to feasible (NPC's quietly murdered when the player fast-travels to Dragonreach).
The fundamental problem seems to be a lack of player agency in delaying/mitigating/stopping the attacks. At least with Dragons, the player can postpone the onslaught by ignoring the central questline. To bombard cities with vampire raids from the onset, irrespective of the player's actions, is a mistake, in my opinion. This is easily remedied by delaying the attacks until the player initiates the questline. This affords players a chance to advance inchoate characters that are less able to rescue vulnerable NPC's (and thus miss out on numerous quests). It would also seem that unavoidable, nearly instantaneous (level 10, I believe) vampire attacks actually alter the theme of the game from "Holy [censored], Dragons!" to "[censored] me, vampires!".
To be clear, I'm looking forward to the vampire attacks - for a time. It sounds like an exciting addition while I'm actively pursuing the Dawnguard quests, especially for a high-level character. However, some players report the attacks persist after completing the Dawnguard faction questline. The idea of a short-term, all-out attack by insane vampires is believable, but for a "Vampire Cong" to wage an interminable Tet Offensive against every major city, regardless of the player's actions is questionable (if in fact this is the case). There are several fixes:
- Stop or severely curtail the attacks if the player completes the vampire hunter questline (I'd prefer they stop - akin to the Oblivion gates). This may in fact be the feature's design, but it's bugged.
- Treat it like the Thieves' Guild: After completing a handfull of tedious sidequests in each city (with periodic "boss fights" sprinkled in), it would render that city/hold immune to vampire raids. As a grand finale, the player could enter the realm of the Vampire Cong and vanquish Ho Chi Bloodsvcker (and discover how in the hell vampires, who are normally a shadowy, opportunistic lot, can summon the manpower to launch endless raids).
Other general suggestions/thoughts:
- Some players have suggested adding Dawnguard troops to the cities. While I'd welcome the extra population, this might only exacerbate the cluster[censored] that is urban combat in Skyrim.
- I believe that most NPC's should not be essential (and the player must deal with their deaths), but should instead possess a modicum of self-preservation.
- I don't know if the answer is ultimately "toning down" the attacks. I would prefer intense attacks, but only while I'm undertaking the questline.
I'm excited to play this DLC - seeing the first trailer got me interested in both Skyrim and modding once again. The new quests, gear, perks, etc., all sound solid (though I've yet to make a decision on their alterations to vampiric lore). I just hope Bethesda grants the player a bit more control in this particular matter. If not, I'll just mod it (hell, I might just make a quest mod - who wouldn't want to fight a vampiric Ho Chi Minh?).