Why is everyone in the wilds so agro

Post » Thu Jun 07, 2012 9:02 pm

So annoying that nearly every person you see wants to attack you on sight.
Can't people talk a bit first.
Necro's stop everything there doing to chase down foxes and bunnies, I have seen it.
Brigands I get, seeing dude in shinny armoir on stead, let's get him. But early on in leathers and already doing DB or TG quest surly there could be a little back and forth, before all the bashing
Some of my favorite quest were where you joined up with adventurers
I know TES games don't do the big moral code thing but I'd your civilian npc kill count is in the hundreds surely some if the maruarders would see a kindred spirit

And don't get me started on lone wolves attacking guys in full plate on sight
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Nitol Ahmed
 
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Post » Thu Jun 07, 2012 1:13 pm

Sometimes I wish there were faction armors. I often want to join the bandits for a while rather than kill them all the time. Then again since there is seldom a "good" person to encounter I can generally murder them as soon as I see them.

It would be nice if the bow would actually hit something at long ranges though. I mean jeez I can see the things going right through them with out doing any damage at all.
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Laura
 
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Post » Thu Jun 07, 2012 9:44 pm

That's my point after awhile you just sneak around and shoot every thing that moves with out bothering to find anything out about them

I killed a village of imperials early on and had a great imperial armoir set , why can't the imperial camps be friendlier when dressed right at least from a distance then maybe give you a chance to use speech craft to get through
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Charleigh Anderson
 
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Post » Thu Jun 07, 2012 8:37 pm

That's my point after awhile you just sneak around and shoot every thing that moves with out bothering to find anything out about them

I killed a village of imperials early on and had a great imperial armoir set , why can't the imperial camps be friendlier when dressed right at least from a distance then maybe give you a chance to use speech craft to get through

You must be with the Stormcloaks in which case they have good reason to try to kill you. I'm unaffiliated and they let me walk right into their command tents if I so desire.
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BrEezy Baby
 
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Post » Thu Jun 07, 2012 2:14 pm

This is a big thing for me. Would it have hurt them to put in some dungeons which aren't crawling with thugs and bandits and necros and what not? There may be one or two, but one or two out of 200 isn't good enough imo.
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Danny Blight
 
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Post » Thu Jun 07, 2012 6:39 pm

It`s not as bad as it could be. At least some people are peacful if you travel enough.
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Davorah Katz
 
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Post » Thu Jun 07, 2012 4:10 pm

I have found 3 skeleton's just north of An Old Fort "Mist Watch" that just looked at me & walked round
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Mrs. Patton
 
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Post » Thu Jun 07, 2012 11:45 am

I think the size of the game and the limits on content are the reasons why some parts of the game feel so incomplete. Maybe if they could have added another two or three gigs to the size of the game less would have found its way onto the cutting room's floor.

Did you notice how empty the game world was in new vegas? They had so much quest content that they had to board up 80% of the buildings and mark empty space on the map as found areas. There is only so much you can cram onto a single dvd.
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Brιonα Renae
 
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Post » Thu Jun 07, 2012 2:07 pm

I think the point is that the ai sees you as what's predefined by what quests you have done rather than your actions or appearance, of which there is the capability of.
Like when your handed the armory in the civil war, by then your bound to be where different but for immersion would have been good to have a requirement ala party quest.
Or the need for a cloak in cities whales ring DB armoir
Lots of what if but it's clearly there in the backend just not implemented
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Lily Evans
 
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Post » Thu Jun 07, 2012 4:59 pm

Most bandits and necromancers in forts send you a warning before attacking. if you stay clear of their dwellings they wont attack. I think NPC are less aggressive than in past TES games this time around.
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Courtney Foren
 
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Post » Thu Jun 07, 2012 7:07 pm

Most bandits and necromancers in forts send you a warning before attacking. if you stay clear of their dwellings they wont attack. I think NPC are less aggressive than in past TES games this time around.

I find that they are aswell

in Oblivion it was "if we see you we will chase ou till the end of time"
In Skyrim its like " stay away and we dont care"
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Monika
 
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Post » Thu Jun 07, 2012 11:07 pm

Most bandits and necromancers in forts send you a warning before attacking. if you stay clear of their dwellings they wont attack. I think NPC are less aggressive than in past TES games this time around.

Yeah i had this yesterday, was wandering through a seemingly deserted fort when i heard a guys shout 'thats close enough' or something similar. Couldnt see him for the life of me so wandered about to try and find him. Turns out he was hiding behind some stonework and once close he whipped out his 2h and his mates turned up.

Thay all had to die because of my inquisitive nature...
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[Bounty][Ben]
 
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Post » Thu Jun 07, 2012 2:24 pm

Based on Oblivion, there would be factions to determine interaction between creatures and NPCs, so I guess a wolf has a "wildlife" faction, and all other factions are set to attack wildlife.

Was very simple to add in more factions, resulting in much better interactions between Creatures and NPCs.
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Madison Poo
 
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Post » Thu Jun 07, 2012 11:16 pm

Huh? Other than the obvious persons like bandits and such, nobody is attacking me on sight. There are a lot of people walking around who are friendly and then there are those who tell you not to come close before they attack you when you do despite the warning.
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Scarlet Devil
 
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Post » Thu Jun 07, 2012 6:27 pm

I love it when I see a necromancer or bandit chasing a defenseless bunny, I usually join in and chase the bandit or necro down and well you know the rest.
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Ashley Clifft
 
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Post » Thu Jun 07, 2012 8:38 am

Based on Oblivion, there would be factions to determine interaction between creatures and NPCs, so I guess a wolf has a "wildlife" faction, and all other factions are set to attack wildlife.

Was very simple to add in more factions, resulting in much better interactions between Creatures and NPCs.
Also Skyrim has factions.

On PC you can make all the Forsowrn friends (and some old hags, too! :D) by messing with the console.
Each faction has a list with all the other factions and the repsonse to them.

I forgot to mention that, this time around, also some animals seem less aggressive. For example bears will try to scare the player by roaring and rising on their back legs before attacking. Wolves will howl. Even trolls will wave their arms wildly if they see the player but if he's too far. I think only 'monsters' attack on sight (ice wraith, giant spiders, etc...)
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Katie Louise Ingram
 
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Post » Thu Jun 07, 2012 4:24 pm

I do agree that i wish there were more people who were less agro, I actually killed two perfectly innocent hunters the other day because I'm so used to people attacking me I just presumed they would.
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Robert
 
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Post » Thu Jun 07, 2012 3:36 pm

I just raided a Silver Hand hideout last night and I really wouldn't have had to kill them all if they wouldn't have attacked me. I would support thier cause of killing werewolves but they just don't care. Also why can't you save people from dungeons? Everytime I start a dungeon by reading somebodies previous excursion notes they're already dead in the dungeon. I can except the fact that most people would not survive in a Falmer infested dungeon. I would like some variety in the dungeons though that some poeple would actually be alive when I go through the dungeon to save them.
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Chris Johnston
 
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Post » Thu Jun 07, 2012 7:22 pm

I do agree that i wish there were more people who were less agro, I actually killed two perfectly innocent hunters the other day because I'm so used to people attacking me I just presumed they would.
You still have to watch out for hunters, if they are standing over a kill, steer clear, they do warn you away.
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i grind hard
 
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