Why can I not kill the named Imperials in their camps?

Post » Sat Jun 02, 2012 1:53 pm

I honestly think Bethesda flopped on the whole civil war. Its only understandable, its the first time the added those elements to their open world formula, but even so, it fell on its own butt. The whole game works very hard, and does a great job, in selling you the war. Varying motives, both sides have their own version of events, ect. But the actual questline svcks, nothing happens! (the same can be said with the main quest) wrost of all, at the end everything comes to NOTHING.

I did the stormcloams first, and I thought both quest lines were different. They are the SAME. It broke my heart. Storywise this game is a huge tease after another. It builds up a lot and then leaves you hanging. In the civil war, I honestly thought I would be made Jarl of Windhelm (though thats stretching it, still I was expecting it); I thought Ulfric would play on Rikke's loyalty...basically, I was expecting a STORY. But I got none of that. I think Skyrim is an amazing, close to perfect open world, skill-based RPG...but its great weakness is story. It bothers me because the game seems to want to be story heavy, but the devs dont let it.

So in short, no you cant kill the commanders, there is no moot...theres nothing.

Cheers for having your username named after a GoT character :D


Yeah I was expecting them to make the storylines better in Skyrim and yet they leave these static changes that don't affect anyone. When I completed the companions people were still saying "aren't you that new companions member? What do you do, fetch mead?" while some guards would say "oh your the leader of the companions, cool". And when the civil war questline is completed, what do you get as a reward? A freaking leveled sword.
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Steve Smith
 
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Post » Sat Jun 02, 2012 11:04 am

Because rebel scum are weak and pathetic!
Now you know the plight of a Stormtrooper!
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Robert Garcia
 
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Post » Sat Jun 02, 2012 11:09 am

Have some hope!

Anyone notice east of Riften there's what looks like the start of a town with a bridge you have to ride under, but you can't approch it, says you can't get there YET. DLC!

*sniff sniff* You smell of someone that has inside information *eyebrow raise*
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Tha King o Geekz
 
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Post » Sat Jun 02, 2012 7:34 am

It's a glitch that you can't kill off those stormclowns. It may be patched.
No, they are intentionally set as essential.
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Chrissie Pillinger
 
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Post » Sat Jun 02, 2012 6:42 am

as an old Morrowind player, there shouldn't be any unkillable characters in this game.
There are a large number of players (if the Skyrim and Oblivion General forums are any indication) who become extremely upset when a merchant or trainer, ect, is killed in these games. If every NPC could be be killed the outcry would be deafening.

As an old Morrowind player myself I would prefer that the game alert me first when I am about to kill an important NPC. The problem is that in Oblivion and Skyrim I am not the only one who can kill these NPCs. Morrowind NPCs were safe because they stood in one place, day in, day out. NPCs in Oblivion and Skyrim travel. They can be killed off before I even have a chance to interact with them, or while I'm in the middle of one of their quests, thus breaking the quest.

The instant NPCs began to have schedules that took them into potentially dangerous places, an essential flag became necessary to avoid breaking quests and depopulating the game world.
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Dan Stevens
 
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Post » Sat Jun 02, 2012 3:29 am

i am fully expecting a DLC which sets out the ability for you to become thane for ALL jarls and subsequently become a viable option that all jarls will agree upon when they hold a moot.

the last dragonborn who steped foot in skyrim was talos, he became their king.

it only makes sence it would repeat due to the nords beliefs. it also means you can properly tie up the civil war.

they all support you a united skyrim under the new dragonborn.
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Franko AlVarado
 
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Post » Sat Jun 02, 2012 5:04 am

There are a large number of players (if the Skyrim and Oblivion General forums are any indication) who become extremely upset when a merchant or trainer, ect, is killed in these games. If every NPC could be be killed the outcry would be deafening.

As an old Morrowind player myself I would prefer that the game alert me first when I am about to kill an important NPC. The problem is that in Oblivion and Skyrim I am not the only one who can kill these NPCs. Morrowind NPCs were safe because they stood in one place, day in, day out. NPCs in Oblivion and Skyrim travel. They can be killed off before I even have a chance to interact with them, or while I'm in the middle of one of their quests, thus breaking the quest.

The instant NPCs began to have schedules that took them into potentially dangerous places, an essential flag became necessary to avoid breaking quests and depopulating the game world.

this
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Anna Krzyzanowska
 
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Post » Sat Jun 02, 2012 1:05 am

i am fully expecting a DLC which sets out the ability for you to become thane for ALL jarls and subsequently become a viable option that all jarls will agree upon when they hold a moot.

the last dragonborn who steped foot in skyrim was talos, he became their king.

it only makes sence it would repeat due to the nords beliefs. it also means you can properly tie up the civil war.

they all support you a united skyrim under the new dragonborn.

Sorry but I highly doubt that you will ever become king. How would that work? Kings don't adventure because they have to run a country. Kings don't crawl around in dungeons or hunt bandits. It's too dangerous when a whole nation depends on you. And guards definitly won't ask a king if someone stole his sweetroll. Kings only do budgets ,plan wars and tumble pretty chaimber maids. And they are respected by guards. I doub't that would work very well in Skyrim.

As for why you can't kill camp leaders I can only venture a guess that they were only meant to be flagged as unkillable until you chose a side in the war. Or it could simply be that there is a continuation of the story planned and that these guys will play an essential part in it. Perhaps in future you will get quests that require you to kill the leader of rebel camp x or imperial camp y. It would kind of ruin things if they were all dead by then. Who knows?
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Bigze Stacks
 
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Post » Sat Jun 02, 2012 12:47 am

There are a large number of players (if the Skyrim and Oblivion General forums are any indication) who become extremely upset when a merchant or trainer, ect, is killed in these games. If every NPC could be be killed the outcry would be deafening.

As an old Morrowind player myself I would prefer that the game alert me first when I am about to kill an important NPC. The problem is that in Oblivion and Skyrim I am not the only one who can kill these NPCs. Morrowind NPCs were safe because they stood in one place, day in, day out. NPCs in Oblivion and Skyrim travel. They can be killed off before I even have a chance to interact with them, or while I'm in the middle of one of their quests, thus breaking the quest.

The instant NPCs began to have schedules that took them into potentially dangerous places, an essential flag became necessary to avoid breaking quests and depopulating the game world.

Wouldn't be that hard to make npcs only killable by the player. Then have essentials drop to a knee after you've hurt them enough, provide a warning of their importance and you either finish them or not. Kind of like the scene with Tullius at the end of the stormcloaks campaign. The way they solved the issue was the extremely lazy solution.
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Sophie Louise Edge
 
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Post » Sat Jun 02, 2012 11:36 am

On PC, it's possible to fix this oversight on Bethesda part by using the console:

Click on the NPC
type setessential 0

close the console and fight the now killable opponent.

I wouldn't be surprised if the NPCs in the camps will spawn back again after some time, tough making the quest endless and pointless. Think of them as diehard supporters who refuse to give up fighting even if it's for a lost cause.
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Cat Haines
 
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