There should be no essential NPCS

Post » Sun Jun 10, 2012 8:49 pm

Skyrim needs to adopt a fallout system where everyone is killable..
Nah. I love the essential NPCs.

Sums up the community nicely.
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Agnieszka Bak
 
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Post » Mon Jun 11, 2012 2:07 am

Why do you need to kill everyone? :shrug:

There are plenty of games where that is the purpose, like Shooters.
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Allison C
 
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Post » Sun Jun 10, 2012 6:08 pm

Sums up the community nicely.

the nice thing about living in a free world is that people can have different opinions...
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Emma Pennington
 
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Post » Sun Jun 10, 2012 7:06 pm


However, I feel that if you kill enough people related to the quest who are supposed to give it to you or help you through it, then the quest should fail.

What about if they are killed by someone/something else while you are on the other side of Skyrim? Because people have already complained about this happening in Skyrim. Multiply that x100 once you get rid of all essential NPCs.
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RUby DIaz
 
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Post » Sun Jun 10, 2012 2:26 pm

What about if they are killed by someone/something else while you are on the other side of Skyrim? Because people have already complained about this happening in Skyrim. Multiply that x100 once you get rid of all essential NPCs.

they can't die while you are in the other side of skyrim, things happens only in the cell you are in
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phillip crookes
 
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Post » Sun Jun 10, 2012 2:45 pm

the nice thing about living in a free world is that people can have different opinions...

As if I have a problem with that?
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Sxc-Mary
 
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Post » Sun Jun 10, 2012 9:01 pm

they can't die while you are in the other side of skyrim, things happens only in the cell you are in

I have read posts from others coming across dead NPC's that have broken quests. If they were in the cell or not I do not know but they didn't kill them and didn't see them die but the quests were broken because of it. My are you out to split hairs today.
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Nicole Coucopoulos
 
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Post » Mon Jun 11, 2012 3:37 am

As if I have a problem with that?

did I say you do?

I have read posts from others coming across dead NPC's that have broken quests. If they were in the cell or not I do not know but they didn't kill them and didn't see them die but the quests were broken because of it. My are you out to split hairs today.

no, I'm just telling you how the game works.
maybe they were near a city and a dragon attacked it, or maybe the player was in riften and a thief killed the NPC, I got madesi killed by a thief while I was in riften but didn't noticed until it was too late
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Chantel Hopkin
 
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Post » Sun Jun 10, 2012 3:12 pm



clearly you have no idea how complicated would that be, considering that every single player could do things differently from another.
and that's why unkillable NPCs has been invented on the first place.

It's relatively complicated. It's also how you design a non-linear RPG, and should have been expected.

Many of the NPCs could be handled through the Radiant Story system were it in place. Major players would require scripting and a plan, which was obviously lacking.

It's certainly well within the scope of the game had they spent any time at all making it a priority, but they would have needed to do so at the beginning, rather than making all game elements essentially islands, unconnected to any other. Surprise surprise, the biggest complaint about the game has been the lack of interactivity and depth.
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Tyler F
 
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Post » Mon Jun 11, 2012 4:35 am

It's relatively complicated. It's also how you design a non-linear RPG, and should have been expected.

Many of the NPCs could be handled through the Radiant Story system were it in place. Major players would require scripting and a plan, which was obviously lacking.

It's certainly well within the scope of the game had they spent any time at all making it a priority, but they would have needed to do so at the beginning, rather than making all game elements essentially islands, unconnected to any other. Surprise surprise, the biggest complaint about the game has been the lack of interactivity and depth.

the only solution is the one that good ol' gothic series (gothic 1,2 and 3) came up with: being able to resurrect NPCs.
trying to have "alternatives" after killing an NPC is improbable, just think about the pre-registered dialogues and cutscenes...
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Josh Lozier
 
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Post » Mon Jun 11, 2012 5:00 am

This shouldn't even have to be pointed out. A game where an action as important as killing someone doesn't matter at all can hardly claim to be all about freedom and choice and consequence. A soft essential, as proposed, where important/quest-giving characters can only be killed by the PC, would work fine, it would svck if, say, Maven Black-Briar, essential to several quests, would randomly get killed. Anyone else? Fair game for everybdy. Oh, but I will miss that random Radiant Quest then! Get over it, these are utterly worthless anyhow.

FNV's system it still better, but admitedly every important NPC mostly stayed in one place, preferable behind barricades and a small army of defenders. Not so in Skyrim, unfortunately. It's stange that I can just waltz in and say hello to Ulfric Stromcloak just like that, and the only thing keeping me from killing him and ending the Civil War here and now is that he's Essential. For a man wanted in at least half the province and hated by the most powerful political force on the continent, the guy is sure easy to access. But I digress.
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Damned_Queen
 
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Post » Sun Jun 10, 2012 7:05 pm

Would people stop acting like Skyrim's inability to kill certain NPC's is some great crime. THE FACT IS its completely normal and in line with 99.999% of all other RPG games in the history of video games. In most RPG games your not even allowed to attack people at random let alone kill them. There are hundreds of people you can't kill in Dragon Age Origins simply because you can't use your combat abilities until someone becomes hostile against you. And hiding quest essential NPC's so they only appear in cutscenes or when they've outlived there usefulness like some video games isn't much of an option either.
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Ricky Rayner
 
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Post » Mon Jun 11, 2012 12:07 am

It's really only dragons that are a significant threat though - unless you lead a bear into Ivarstead or something, the general wildlife seems not to wander into town. At any rate, it's simple to make sure nothing spawns too close to town. If just dragons were prevented from killing certain NPCs it could work.

Once in New Vegas I imagined the shot in the head had brain damaged my character. I gave them 1 intelligence and 10 strength and endurance and they attacked every single person they met, starting with doc Mitchell. It was fun to go totally berzerk and break the game. Quest fail alerts were popping up all over the place. It was a lot of fun to do that just for a change. You can't go berzerk like that in Skyrim because of the sheer volume of people it's just impossible to kill.

Actually, I went to Riverwood once and there was Frost Troll in town. I was like WTF?
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Daramis McGee
 
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Post » Sun Jun 10, 2012 1:40 pm

No. Simply no. It's already easy enough to engage in a quest killing bug, I don't want to make it easier.
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Stephy Beck
 
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Post » Mon Jun 11, 2012 1:31 am

I hate essential NPC's unless they are part of the main quest, but outside that they should just make everyone "fair game", it really bugs me how they added sooo many essentail characters which was obviously intended to help the brain dead noobs who can't grasp the concept of "dont swing your big metal stick in that guys face or you fail", I would much rather just fail a quest than see the guy kneeling on the floor "incapacitated".

Another annyoing thing is when you want something they have, such as a weapon, normally I would just go and introduce Mehrunes Razor to his stomach but most of the time they just fall on the floor unharmed and I just get arrested, solution? take away the freakin essential npcs!
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Tom
 
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Post » Mon Jun 11, 2012 4:59 am

Yeah, I'd like to be able to actually kill everyone in Solitude, not just half of them.
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Aaron Clark
 
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Post » Sun Jun 10, 2012 8:49 pm

Also, what about the Children? If Bethesda make them killable then we'll have a real problem...
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Nathan Maughan
 
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Post » Mon Jun 11, 2012 3:08 am

There needs to be a balance. For the main quest backpaths should be made. Essential NPCs to certain quests should only keel over from severe damage by your hands a few times before finally kicking the bucket, failing their related quest or forcing you to do a back path. Kill an important person for a guild quest you either get kicked out or simply can't progress.

Edit:
Also, what about the Children? If Bethesda make them killable then we'll have a real problem...

The option to kill children, and actively choosing to do so, reflects on the player as opposed to the company don't you think?
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Jordan Fletcher
 
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Post » Mon Jun 11, 2012 12:03 am

Bioware initially made it possible to kill off companions for Star Wars: The Old Republic. But the huge outcry from beta players convinced them to change it.

So although making every npc kill-able may be realistic, it may have the consequence of angering many people who have invested a lot of time in the game, only to ruin it because they didn't know that npc was an important quest giver. The anger is closely associated with people who have invested a lot of time in the game, only to have a bug prevent you from completing a quest.

So it's probably for the best that important npcs are not kill-able.
Bugs aren't a choice the player makes. Murdering npcs indiscriminately is the player's choice. Shouldn't that player be aware that some of these npcs just might have a quest related to them?? The essential npc nonsense encourages the player to become more of a zombie that just zones out with eyes glazed over and play on autopilot. You don't have to pause anymore to weigh potential consequences and decide whether or not the npc's death is worth the risk. Just swing away.
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Unstoppable Judge
 
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Post » Sun Jun 10, 2012 10:49 pm

It really should be an option for some players to opt for, the ones who need a simple game can just leave essential characters.

But the ones who can manage their own quests etc can have no essential characters (apart from mq) and no quest items.
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Jade MacSpade
 
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Post » Sun Jun 10, 2012 4:10 pm

I'm relatively new to the whole Elder Scrolls thing, with Skyrim being my first game. I say this to apologise for not being great with remembering names and stuff.

I was on a quest where you have to make a sacrifice, preferably a "non-essential" follower. I wasn't sure who is essential and who isn't. I had J'zargo following me at the time and thought oh well, and gave him up. Reading this thread, I am guessing that because I was able to kill him he wasn't "essential" to another quest??? I pray he isn't, at level 43 I'm too far in to start again now!

I don't know if it is a bug or not, but I can't kill Louis Letrush? I did a quest with him involved and gained ownership of Frost. Before Frost died in an unfortunate accident (I am a bit wreckless with fire spells, lol) I noticed Letrush appeared next to Frost at the stables. I picked a fight with him several times and got his life bar to the last bit of red but he would never die.

Sorry if the above is a little "off topic". As far as the thread goes, I fall into the camp of wanting a role playing game to be just that. If you kill the wrong person or animal, tough, you pay the price. Obviously it can be painful at times if you miss out on the bounty from a quest but I like to play the game with a mind of "doing the right thing", albeit in a fantasy environment. I try to live my character with some of the traits I have personally and only enter fights when attacked. I may be missing out on something having lost Frost and J'zargo but I will have to live with the consequences of the decision I made.
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Monique Cameron
 
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Post » Mon Jun 11, 2012 4:28 am

All advlt NPC's should be killable absolutely, no questions asked end of story.

As an RPG, it should be the players responsibility - not the games who determines who lives and dies.

Essential NPC's is one of the many factors which keeps Skyrim good, when it could be great.

In F:NV, all but one NPC was killable, and the world was that much more convincing and immersive. Essential NPC's is quite frankly, patronising to the player.

Screw this damn hand holding that is plaguing this great RPG series.

Take some damn risks Bethesda!
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DarkGypsy
 
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Post » Mon Jun 11, 2012 1:32 am

I'm relatively new to the whole Elder Scrolls thing, with Skyrim being my first game. I say this to apologise for not being great with remembering names and stuff.

I was on a quest where you have to make a sacrifice, preferably a "non-essential" follower. I wasn't sure who is essential and who isn't. I had J'zargo following me at the time and thought oh well, and gave him up. Reading this thread, I am guessing that because I was able to kill him he wasn't "essential" to another quest??? I pray he isn't, at level 43 I'm too far in to start again now!

I don't know if it is a bug or not, but I can't kill Louis Letrush? I did a quest with him involved and gained ownership of Frost. Before Frost died in an unfortunate accident (I am a bit wreckless with fire spells, lol) I noticed Letrush appeared next to Frost at the stables. I picked a fight with him several times and got his life bar to the last bit of red but he would never die.

Sorry if the above is a little "off topic". As far as the thread goes, I fall into the camp of wanting a role playing game to be just that. If you kill the wrong person or animal, tough, you pay the price. Obviously it can be painful at times if you miss out on the bounty from a quest but I like to play the game with a mind of "doing the right thing", albeit in a fantasy environment. I try to live my character with some of the traits I have personally and only enter fights when attacked. I may be missing out on something having lost Frost and J'zargo but I will have to live with the consequences of the decision I made.

This person is a hero. Agreed fully.
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neil slattery
 
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Post » Sun Jun 10, 2012 6:45 pm

Skyrim needs to adopt a fallout system where everyone is killable...if you kill them you fail the quests they offer. Simple as that

Then due to stupid NPCs rushing dragons, you would end up not having any quests left because they all died to dragons.
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Kelly Tomlinson
 
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Post » Sun Jun 10, 2012 3:08 pm

i think most people agree that there should be no essential npcs..i loved how it was in morrowind, it was so great and made you really think about who you killed..i don't see why they don't do it like that again. it might have something to do with radiant ai, i mean people can get killed easily because they make their own decisions...
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Dalton Greynolds
 
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