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> Forced Reloading Changed
Son of Sam
post Oct 15 2005, 05:57 PM
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Note: I take no credit whatsoever for this information be it true or false, as it's taken almost word for word from the Official TES Forum. I've highlighted the 'important' part, but left the rest in for those who'd want the full story.
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QUOTE
I dont want to make a new thread only for this little info, so, i think it will be right to put it here...

<MSFD at rpgcodex:>
"Actually the auto reload thing is gone. NPCs marked as essential (a status which can and does change) now go "unconscious" for a period of time, then get back up again. Like many things in the game, it's something we've gone through several iterations of implementation, play testing & feedback, and re-implementation. We've changed lots & lots of things about the game -- some just tweaks, some complete overhauls -- based on playtesting feeback, to make sure the game is as balanced and fun as possible.

The paralysis skill perk isn't really specifically a "neck strike". If you reach Master (100) in a combat skill, you can do a particular power attack that has a CHANCE of temporarily paralyzing your opponent. Yes, it's a die roll. There are a lot of those in the game, believe it or not. Smile

Yeah, there are a lot of stats that are kept track of. Some of them, but not all of them, go into disposition. Two that do are your current bounty, of course, just like in Morrowind, and a new one called Infamy. Infamy goes up every time you commit a crime, but never goes back down again. It's used in conjunction with an NPC's Responsibility (among many other factors) to calculate disposition. A responsible shopkeeper may not be as willing to haggle with someone of high infamy. I believe I have already talked about this.

Six to eight -- we do have battle sequences with more characters than that. Most encounters you have will be with fewer, some will have more. If you actually read the entirety quoted passage there, you'll see Pete mention the word "average" twice.

I have already explained that an NPC who already HAS a weapon will not attempt to acquire a BETTER weapon. They'll only go get one if they are unarmed and there's a weapon nearby with which they'd do better than hand to hand or magic. You guys assume that when one anecdote is mentioned about RAI, that EVERYTHING is that way. Don't, because that's simply not the case. The only thing that EVERYTHING depends on is the particular situation at hand -- the NPC's equipment, skills & stats, what if anything is nearby, etc. If an NPC or creature decides to flee, that's just what they'll do. It all depends on the situation & stats."

From here. A quote from MrSmileyFaceDude.


-Sam
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Aki
post Oct 15 2005, 06:08 PM
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W00t!

A bit unrealistic, but no where near as bad as a auto-reload! cool.gif



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DoomedOne
post Oct 15 2005, 07:57 PM
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Much better solution in my opinion, I'm glad they went with this.

Also, I was trying to explain his last paragraph before to people who said it was dumb that NPCs go buy weapons in the middle of fights. It's probably a rare case to see that and would only happen if there isn't a weapon in the area or on them abnd they don't think they can take you hand-to-hand.


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Soulseeker3.0
post Oct 16 2005, 07:43 PM
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I wonder if you can do the lifting lay (of my gosh i've read a book with that in there... it means pick poketing..) on the unconcious people.


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DoomedOne
post Oct 16 2005, 07:59 PM
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Yeah soulseeker, that'll be a way to solve quests.

I can see bugs coming up with this, for instances let's say you need to kill someone for a quest but they were accidentally marked as a vital NPC so you can't kill them.


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Soulseeker3.0
post Oct 16 2005, 08:56 PM
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I doubt it.


I'm thinking that they will do the thing like in games were there is a big locked gate and then it will open after you do a certain part of the game. unock a switch at the end of lvl 2 before you can get through it for lvl 3. Now, did that make any sence?

This post has been edited by Soulseeker3.0: Oct 17 2005, 10:01 PM


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This was pretty unusual, because most children at his age wanted to become great warriors, known all through time as saviors of, well, anything - Toroabok
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ShogunSniper
post Oct 17 2005, 03:16 AM
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QUOTE(Soulseeker3.0 @ Oct 16 2005, 04:56 PM)
I dought it.
*


it's spelled doubt, here in america. biggrin.gif

anyway i'm glad they got rid of forced reloading. i could see myself getting a cool sword then going on a rampage with it without saving, then accidently killing some guy and having to reload without the kick boat sword.


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Soulseeker3.0
post Oct 18 2005, 03:02 AM
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QUOTE(DoomedOne @ Oct 17 2005, 05:59 PM)
I've grown to ignore soulseeker's spelling mistakes.
*


LOL thanks... I think.... well yes it is all good and dandy that forced reloads are out.. but I do think the fainting is unrealistic.. But hey, is that not what we, well I at least, play video games for? To escape reality and do stuff that we normally can't do in real lfe? So I guess abnomallity (I think I made that word up, not sure but I think so) is a good thing in video games.


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This was pretty unusual, because most children at his age wanted to become great warriors, known all through time as saviors of, well, anything - Toroabok
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Megil Tel-Zeke
post Oct 18 2005, 03:13 AM
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well no point in complaining now, everyone complained and so they changed it. it's not the best option sure but it's better than having undamageable main quest chars.

This post has been edited by Megil Tel-Zeke: Oct 18 2005, 03:29 AM


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Soulseeker3.0
post Oct 18 2005, 03:28 AM
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no, i'm not saying its bad.... it is good how it is now, people don't like restrictions, thats why they changed it, and they couldn't go into there own forums w/o getting plastered with flameings and other bs. well night yall


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This was pretty unusual, because most children at his age wanted to become great warriors, known all through time as saviors of, well, anything - Toroabok
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ShogunSniper
post Oct 19 2005, 01:06 AM
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another solution would have been to make important npcs like 50 levels ahead of you no matter what your level is so when you attacked them they beat the living compassion outta you.


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DoomedOne
post Oct 19 2005, 06:17 AM
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This way feels way more realistic, somehow.


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