Zenn3k said:
Those are all really small things that can easily go unnoticed.
My biggest problem with Skyrim is: Say I side with the Stormcloaks, I come across an Imperial Camp. The leader of that camp refuses to die, just gets knocked out over and over again. THAT crap is stupid, its immersion breaking and completely unnecessary.
Actually it is entirely necessary.
At the end of the civil war, whichever leader you sided with tells you there are still camps of enemy soldiers in the wilds, these exist so Bethesda could explain in the next game how the other side "won" if you didnt actually pick them.
they gorilla warfare to victory.
that and they were supposed to be killable, they were part of a post civil war quest to kill off the enemy leaders that was removed, Bethesda just never removed their essential tags.
Politeia said:
Funnily enough, I love what Game's workshop has done with Warhammer 40K it makes the universe far more interesting, there is nothing greater then the human imagination, and letting people use their imagination to make up whatever stories they want allows for endless possible interesting stories.
I'm sorry but I have to disagree, the storyline of the guilds have gotten universally better since the days of Morrowind IMO.
Morrowind's Guild quest were mostly unconnected fetch quests with a small "plot" thrown into the last 4. Oblivion's and Skyrim actually gave the guilds plots, with Skyrim's being entirely plot focused.
While one may argue that not having rank requirements makes them "unrealistic" people have shown in Morrowind that having requirements just causes people to exploit around them, and indeed become guild master of the Mages guild without knowing any spells.
Guild requirements don't exist because there is literally no way for Bethesda to create something that people wouldn't gltich/exploit around. You can't create something that prevents non-mages from advancing in guilds that isn't able to be got around.
Why you need Bethesda to put time into trying to devise a means to stop non mages from advancing in the guild when you can just
A. Not join the guild unless you are that class
B. Chose not to advance in the quests until you rise your skills
Politeia said:
-They made you Arch-Mage because you survived Labrythian, killed a Dragon priest, got the staff of Magnus, and stopped Ancanno from destroying the world using the Eye of Magnus. You did something none of them could have done, and indeed, in doing so, you proved to them you are better then them.
-The Dark Brotherhood in Skyrim is destroyable by The Empire because without the Night Mother most of the contracts people make go unheard, I was talking about the DB through history, in Oblivion they even tell you the Count of Cheydenhall knows exactly where the sanctuary is, but fear of the DB prevents anyone from hurting them.
Their nonchalantness about being seen is because they know that no one is going to attack them out of fear, and indeed, everyone knows where the Black Door is, and knows the DB is there, and yet no one has done anything about it out of fear.
It isn't until someone, you, actually grows the balls to kill one of them do people realize "hey, maybe they aren't as badass as we thought before", and thus gain the courage to attack them.
-Aela wouldn't accept being Harbinger because she isn't the leader type, she even mentions this during the questline, and when talking to her. On top of that it was YOU who slayed the Glenmoril witches, got their heads to cure Kodlack, and actually freed Kodlak's soul.
And I don't doubt those quests you did for Aela to strike at the silver hand, after they killed Sjkor, earned you respect in her eyes,
-You are aware that after beating the main questline, you still have to do around 30+ side jobs before you become guild master of the thieves guild? You literally have to do 30 small quests worth of stealing, pickpocketing, planting items in peoples houses, and other thief related stuff, before you are made guild Master.
Also, the entire last dungeon, with the exception of Mercer himself, can be achived through sneaking, and indeed, Karliah and Brynolf even say several times in the missions "we can sneak past these guys or fight them, your call". I got through the entire last dungeon without killing a single Falmer, it was the ultimate sneaking test.
-Considering the shape of the Daedric temples in Skyrim, the Daedra don't exactly have many, or ANY at all, worshipers anymore, the Daedra are kind of in a pinch here.
Meridia allowing you to help her even if you are a vampire can be explained by "the person she wants you to stop is creating MORE undead, so she has two options
1. accept the help of one undead
2. Let some guy make armies of undead
You are the lesser of two evils at the moment, and knowing the Daedric princes, shes probably plotting to kill you later also.
-Actually you did sorta earn the title of Listener of the DB, you are the one who committed all the killings leading up to the Emperor's assassination, and you did survive the PO assault.
Politeia said:
And along the way you are accosted by no bandits, find no new sites, hunt no deer/fox/rabbit, or anything else you could reasonably expect while walking around normally. It's teleportation alright, very slow teleportation. I don't begrudge it's use, nor want it removed, as it's a convenience thing.
I never get attacked by bandits while walking on the road normally, they stay off to the wilderness, and I, and most people in general, wouldn't hunt things while walking between two cities.