A master of armorer not only can repair magic weapons and repair weapons up to 125% condition, but his or her repair hammers never get used up.
Nigel Tufnel: The numbers all go to eleven. Look, right across the board, eleven, eleven, eleven and...
Marty DiBergi: Oh, I see. And most amps go up to ten?
Nigel Tufnel: Exactly.
Marty DiBergi: Does that mean it's louder? Is it any louder?
Nigel Tufnel: Well, it's one louder, isn't it? It's not ten. You see, most blokes, you know, will be playing at ten. You're on ten here, all the way up, all the way up, all the way up, you're on ten on your guitar. Where can you go from there? Where?
Marty DiBergi: I don't know.
Nigel Tufnel: Nowhere. Exactly. What we do is, if we need that extra push over the cliff, you know what we do?
Marty DiBergi: Put it up to eleven.
Nigel Tufnel: Eleven. Exactly. One louder.
Marty DiBergi: Why don't you just make ten louder and make ten be the top number and make that a little louder?
Nigel Tufnel: [pause] These go to eleven.
Data4 said:
Every dynamic conversation I've seen in all the media released follows that same formula, i.e. one NPC makes a statement that triggers a quest, while the other one makes a generic comment about the topic of the first NPC's statement.
Seems like that's going to get old quick.
-D4
Yep. Add the excruciating slowness, brain-numbing simpleness and hand-holding dumbness of the examples we've seen, and I expect Gothic's non-quest content chatter to be far preferable. It is at least atmospheric.
Oblivion's NPC chatter seems likely to be disbelief-jarringly unrealistic - why are people always making such slow, obvious quest comments whenever I'm around? And if it's all voice-acted to the standard of that Elf and Bard, it's going to be homicidal-rampage inducing.