NPC Killing is Out of Control

Post » Tue Nov 20, 2012 11:16 am

Vampire bandwagon is nothing compared to the zombie bandwagon. To be honest even if its completely out of lore I won't be surprised if they created some sort of zombie-apocalypse sort of dlc (believe me I don't want it I'm just speculating)
Please don't say that stop giving them ideas if bethesda ever does a zombie apocalypse DLC I will cry.
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lisa nuttall
 
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Post » Tue Nov 20, 2012 9:03 pm

Vampires and Werewolves have been a mainstay of TES gameplay for years, dont kid yourself that they have not. Dragons have barely made an appearance in TES games by comparison with only Skyrim featuring them widespread. Morrowind had a big expansion for vampires and werewolves in Bloodmoon, dawnguard is just a reworking of a similar idea to older content.

If anything its the modern movies and books that are jumping on the bandwagon. TES has been doing it for years.
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Undisclosed Desires
 
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Post » Tue Nov 20, 2012 6:05 pm

Now only the children, the inn owner, and 2 npcs are left in Riverwood.
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Lucy
 
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Post » Tue Nov 20, 2012 12:59 pm

Now only the children, the inn owner, and 2 npcs are left in Riverwood.

The Dragonborn should have been a kid then there would be no need to wear armour because you would be invinceble to start with.
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Steven Hardman
 
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Post » Tue Nov 20, 2012 4:11 pm

There is a mod to play as kid on the nexus I believe.
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Dagan Wilkin
 
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Post » Tue Nov 20, 2012 7:24 am

I've been lucky enough to not have the vampire attacks occur at my cities and they've only killed an orc chieftain at one of the settlements.
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Sarah Unwin
 
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Post » Tue Nov 20, 2012 8:59 pm

Vampires and Werewolves have been a mainstay of TES gameplay for years, dont kid yourself that they have not. Dragons have barely made an appearance in TES games by comparison with only Skyrim featuring them widespread. Morrowind had a big expansion for vampires and werewolves in Bloodmoon, dawnguard is just a reworking of a similar idea to older content.

If anything its the modern movies and books that are jumping on the bandwagon. TES has been doing it for years.

Bloodmoon was focused on werewolves, and Dawnguard is anything but a reworking of that. Bloodmoon was also better done, and aside from a scipted event that made sense storywise, didn't feature raids on towns. Dawnguard has definitely borrowed from the modern media, and to make matters worse, it turns the vamps into the Walking Dead, bloodsvcker edition.
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Adrian Morales
 
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Post » Tue Nov 20, 2012 9:05 pm

Vampire bandwagon is nothing compared to the zombie bandwagon. To be honest even if its completely out of lore I won't be surprised if they created some sort of zombie-apocalypse sort of dlc (believe me I don't want it I'm just speculating)

That sounds like fun to me! =D
If it was anywhere as thorough as DG I'd totally pay 20$ for a Zombie Apocalypse Elder Scrolls style!
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Kari Depp
 
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Post » Tue Nov 20, 2012 1:42 pm

Vampires and Werewolves have been a mainstay of TES gameplay for years, dont kid yourself that they have not. Dragons have barely made an appearance in TES games by comparison with only Skyrim featuring them widespread. Morrowind had a big expansion for vampires and werewolves in Bloodmoon, dawnguard is just a reworking of a similar idea to older content.

If anything its the modern movies and books that are jumping on the bandwagon. TES has been doing it for years.

+1
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roxxii lenaghan
 
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Post » Tue Nov 20, 2012 8:40 pm

what happens in 200 hours?
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Claudz
 
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Post » Tue Nov 20, 2012 9:22 pm

I've had tons of Vamp attacks at night and they seem to target Nazeem alot :biggrin: . After awhile I just started clearing out the cities by changing into my beast form, munching a few bandits, enter city to check/clear it of vampires then leave and come back when I'm a Khajiit again.

I don't worry much about merchants since I'm the Guild Master of the Thieves Guild I have fences everywhere with a good stock of septims, especially with fellow Khajiits and their caravans.
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Auguste Bartholdi
 
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Post » Tue Nov 20, 2012 1:20 pm

what happens in 200 hours?

As far as I understand, at 200 hours (in game) dead NPCs will be replaced. So empty shops and such will be refilled.

...again as far as I understand.
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rae.x
 
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Post » Tue Nov 20, 2012 5:21 pm

As far as I understand, at 200 hours (in game) dead NPCs will be replaced. So empty shops and such will be refilled.

...again as far as I understand.

Is there an official source I can check out, or is it just speculation?
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Josh Trembly
 
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Post » Tue Nov 20, 2012 12:01 pm

Is there an official source I can check out, or is it just speculation?

I don't know about 200 hours but I DO know that 30 in-game days resets the monster spawning system. Don't know if this related to how npcs in town repawn.
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Pumpkin
 
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Post » Tue Nov 20, 2012 10:10 pm

I haven't read anything on it. From my end I suppose its just conjecture since I can't find a source to cite online, as of yet. I use to work in a game store, and dialog from those I would consider informed led me to believe that if a named NPC related to a quest died before you could interact with him, then that quest is done and you'll never get that quest node back; but if he/she were a shop keeper or some such then they would eventually be replaced in 200 in game hours by another named NPC to continue that basic service.

But as I said, this is just my understanding; and at this point it seems its just conjecture. I may be mistaken :P
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DAVId Bryant
 
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Post » Tue Nov 20, 2012 8:11 am

I don't know about 200 hours but I DO know that 30 in-game days resets the monster spawning system. Don't know if this related to how npcs in town repawn.

Why would named NPC's ever respawn, they never have any other time and I see no reason why that would ever change, dead is dead. The only one that respawns is Letrush and that is a bug, he should just learn to stay dead.

I haven't read anything on it. From my end I suppose its just conjecture since I can't find a source to cite online, as of yet. I use to work in a game store, and dialog from those I would consider informed led me to believe that if a named NPC related to a quest died before you could interact with him, then that quest is done and you'll never get that quest node back; but if he/she were a shop keeper or some such then they would eventually be replaced in 200 in game hours by another named NPC to continue that basic service.

But as I said, this is just my understanding; and at this point it seems its just conjecture. I may be mistaken :tongue:

Many of us have had merchants missing for well over 200 hours, they do not respawn, if someone else is going to take over their business they do it straight away, not in 200 hours 400 hours or any make believe time scale. My first character lost the Riverwood smith last year, it was hardly an earth shattering event there are plenty of other smiths in Skyrim. He also lost Lami from Morthal last year, she is not ever going to be replaced, there is no reason to replace NPC's. Both were lost to dragon attacks. So NPC's dying in Skyrim is hardly a new thing.
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Nienna garcia
 
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Post » Tue Nov 20, 2012 9:22 pm

Named NPCs getting killed and then not respawning is a good thing it makes the world of Skyrim seem more real. I do though think that someone new should be spawned to take the place of whoever got killed. Not immediately a month or so after the death would be ok. It would make sense for new people to come into town and for business owners to look for new workers. I have finished DG and the relentless random vamp attacks seem to have stopped but the world my character now lives in is an empty one.
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jenny goodwin
 
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Post » Tue Nov 20, 2012 8:09 am

I am also playing in a world where several named NPCs are now dead. While I'm generally okay with it, I would be happier if:

- Their bodies would disappear at some point. I have a dead merchant in Falkreath who has been laying in the road for several months in-game. I admit that it's amusing to see guards walk by, still wondering "how did this happen?"... but, come on...

- They got replaced with another NPC that filled their role (merchant, etc.). I would think there is enough "generic" dialog that could be used for a replacement character. Sure, there are other general goods traders in Skyrim, but my world is depopulating... and that sort of makes the game seem likes it's "emptying".
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Add Me
 
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Post » Tue Nov 20, 2012 9:49 am

I am also playing in a world where several named NPCs are now dead. While I'm generally okay with it, I would be happier if:

- Their bodies would disappear at some point. I have a dead merchant in Falkreath who has been laying in the road for several months in-game. I admit that it's amusing to see guards walk by, still wondering "how did this happen?"... but, come on...

- They got replaced with another NPC that filled their role (merchant, etc.). I would think there is enough "generic" dialog that could be used for a replacement character. Sure, there are other general goods traders in Skyrim, but my world is depopulating... and that sort of makes the game seem likes it's "emptying".
I have a naked bandit laying on the floor of the Rorikstead who no one seems concerned by . I dont remember killing or looting him come to that I dont recall any bandits attacking Rorikstead or any village.
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Sebrina Johnstone
 
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Post » Tue Nov 20, 2012 1:45 pm

I agree, there are far too many vampire attacks on the cities. I HATED it when dragons attacked the city and killed most of the NPCs standing outside, so why did Bethesda assume that I'd enjoy having vampires killing everyone? One of the reason I liked the Oblivion invasion is because it didn't directly interfere with any business I had in the cities, which might not be realistic but hey, at least all of the people I sold loot to lived!
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My blood
 
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Post » Tue Nov 20, 2012 1:54 pm

New Game with DG installed. Level 9 - leaving bannered mare at 6:30 AM after completing Dragon Rising. Master Vampire and 3 Thralls attack front gate. Sprit to gate - using three reloads - and best scenario is Adrianne, Ulfberth, and Belethor dead. Great, three of four vendors in Whiterun gone after 5 hours of play. Who's having fun now that Whiterun is effectively a non-city for the next 200 hours. Ok, lets take carriage to Riften. Two Death Dogs attacking stable. Before I Jump off wall and run to stable the horse and both stable dudes are dead. So no horses available for sale of rthe next 200 hours either. Who's having fun now?!? Uninstall Dawnguard because it's a POS, reload a fourth time and head to Riften. Take a break to write Bethesda an e-mail and post to forum. Once here, I see that I am not the only one not enjoying this POS. I checked out 4 online reviews and none of them mentioned this extreme design screw-up because the review only covered installing DG, opening a save game with a level 20+ character and heading straight to DG quests. Did anyone play test this POS before they asked for my $20. If not, they're unprofessional. If yes, they're sadistic and stupid. No one would ship a game in this sorry state. I'm a longtime Bethesda fan - starting with Arena... This is disappointing beyond additional words ... :(
svcks to be you man, it hasn't happened to me, my bro, or any of my other friends who play Dawnguard. I feel for you though.
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chirsty aggas
 
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Post » Tue Nov 20, 2012 2:06 pm

Had about ~5 attacks.
First one in Riften had me to reload my game 6 times (several quest NPCs were killed -. )
Whiterun: same issue

As I said before... vampire attackers shouldn't be able to kill (quest) NPCs or even any NPC..

Or just pls set the fights outside of main cities.


THis is really annoying
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Angus Poole
 
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Post » Tue Nov 20, 2012 12:21 pm

When I started DG I was about level 80, and had finished many of the "help the Yarl's people quests," so when Riften's marketplace was destroyed by vampires, it did not affect my game much, but I didn't like the void it left behind. The whole vampire attack mechanic could be fixed if the npcs actually followed their schedules. At 8:00 p.m. the merchants need to be in doors. Instead they seem to spawn in the same position they were in when your character left the city. I think the vamp attacks are interesting, but could of been implemented better. The vamps should target the most powerful combatants first instead of the closest if possible.
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Stay-C
 
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Post » Tue Nov 20, 2012 1:34 pm

Had about ~5 attacks.
First one in Riften had me to reload my game 6 times (several quest NPCs were killed -. )
Whiterun: same issue

As I said before... vampire attackers shouldn't be able to kill (quest) NPCs or even any NPC..

Or just pls set the fights outside of main cities.


THis is really annoying

I've had to reload multiple times as well after attacks to preserve the maximum number of people.

It helps your odds if you have a follower, especially Serana since she is quest-essential and is a rather powerful NPC.
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Grace Francis
 
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Post » Tue Nov 20, 2012 12:05 pm

It'd beneficial to train combat skills, whether magic or conventional weapons and possibly put your setting on novice then switching back aftwards.

Try using the Stop Time shout, Fear Howl (especially fully upgraded) as a wolf, the Fear spell on either the vamps or the people, Voice of the Emperor from the Imperials, Shock enchantment/spell, lots of fire, Fire Breath Shout, Berserker from the orcs, Battle Cry from the Nords, paralyze enchantment, Calm spell, Heal Other (not sure if this works).
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Killer McCracken
 
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