The ability to kill witnesses in Skyrim... [Skyrim praise]

Post » Thu Jun 21, 2012 6:32 am

What they should've done was make it so you can actually see the witness telling the guard about your crime.
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Sabrina garzotto
 
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Post » Thu Jun 21, 2012 12:34 am

Clearly all the guards in Skyrim are Doctor Dolittle, it explains why they're always so well informed about things.
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Jason Rice
 
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Post » Wed Jun 20, 2012 3:47 pm

...is one of my favorite new additions to the game series. Just the fact that guards are no longer psychic and they now require a witness (that I can kill and have my bounty removed) is amazing. Also, as guards act as witnesses, I can kill the ones trying to arrest me and often escape without a bounty. Brilliant!

It's weird that once I kill my wife they run into house, even though my housecarl doesn't tell anything to the guards.

And it's weird that once I killed my follower in the middle of a dungeon hired thugs tried to kill me outside
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marie breen
 
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Post » Wed Jun 20, 2012 6:15 pm

Except for 1/4 of the games population is immortal.
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Sami Blackburn
 
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Post » Thu Jun 21, 2012 5:04 am

Animals can be witnesses though. I went on a rampage attacking animals in Riverwood, and I got the "Last Witness Killed. 40 Bounty Removed" message when I killed the cow.
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Sarah Bishop
 
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Post » Thu Jun 21, 2012 6:32 am

My assassin has backstabbed guards several times with no one around and hasn't got a bounty for it. As people said, the snitching amimals are the main problem with the system. At the very least, doesn't seem like it'd be that hard to mod out?

Didn't they repair this bug? I thought they found it even before releasing the game :confused:
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Sheila Esmailka
 
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Post » Thu Jun 21, 2012 3:46 am

Except for 1/4 of the games population is immortal.

If you don't count guards, it's probably closer to 1/2. :sadvaultboy:

It feels like that, anyway.
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noa zarfati
 
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Post » Wed Jun 20, 2012 10:24 pm

Except for 1/4 of the games population is immortal.
Yes this makes me mad when I decide to save and go on a quick killing spree to let off steam. Killed the entire town of Whiterun except for the imortals and managed to get a 40,000 bounty.
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Chloe Botham
 
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Post » Wed Jun 20, 2012 3:28 pm

Yeah, aside from the above I've encountered some other weirdness. Like I failed to pickpocket someone and they turned hostile, earning me a bounty, then I killed them and the bounty didn't clear even though I was in the wilderness and as far as I know, there were no people, chickens, or horses to see.

Pickpocket bounties don't go away even if you murder everything in a six mile radius. I'm always having to deal with the pickpocket one cause I walked too close to a guard, even though I pickpocketed the person in hte middle of nowhere while between towns, and they're currently bear food somewhere off road.

For assaults/murders, it seems mostly reliable, other then the animal stuff.
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KRistina Karlsson
 
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Post » Wed Jun 20, 2012 8:17 pm

...is one of my favorite new additions to the game series. Just the fact that guards are no longer psychic and they now require a witness (that I can kill and have my bounty removed) is amazing. Also, as guards act as witnesses, I can kill the ones trying to arrest me and often escape without a bounty. Brilliant!
I've to agree with this!
I enjoy having Thief/Assassin type characters, which leads to a lot of law-bending. It's nice to be able to silence any loose ends without any repercussions for a change!
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SaVino GοΜ
 
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Post » Thu Jun 21, 2012 3:20 am

I've only played around with this a little so far in my 100 hours of play, but the first time I killed a shopkeeper I got away with it. Later on a reload I killed the same shopkeeper again and even though there was nobody else in the shop I still got a bounty and then the guards came in and attacked me. I've since tried it a few times and sometimes I don't get a bounty, sometimes I do. Then I kill all the guards, but an unkillable NPC charges in too and now I'm unable to kill all the witnesses.
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Chloe Yarnall
 
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Post » Thu Jun 21, 2012 12:02 am

It is a great addition, I just wish the damn horses would stop telling on me!

and talking chickens or unkilliable children, dogs, goats, foxes, cows...
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Niisha
 
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Post » Thu Jun 21, 2012 2:45 am

you guys talk like this is a beta, did Bethesda play test a criminal or did they think we never would notice it? It's a key game feature that bugs half the time, not some minor thing like snow accumulation problems. This mentality of half finished games pisses me off to no end, given my inability to get xboxlive (or psn) like approx 17% of console gamers according to a gi poll, makes patches not a option for me. Don't get me wrong, Bethesda always had bugs, but I didn't trip over them like this in oblivion, importantly the selling point features that feel so tacked on and broken in this iteration. And animal witnesses, Todd [censored] mentioned it in a interview during dev, way to drop the ball.
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Cassie Boyle
 
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Post » Thu Jun 21, 2012 3:25 am

This is a great feature but we need two things to make this system perfect: Animals not being witnesses or contributing to the whole detection system with sneaking. But also: Being able to make Essential NPCs go unconscious and still able to get off of a bounty. If Bethesda so wishes to keep this essential system, then at least make it so that we can enjoy this feature without essentials getting in the way.

So yeah, that would make this system so much better.
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Daddy Cool!
 
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