Naked_Lunch
Erudite
I can understand the letter being lost, but getting lost and winding up in the plane of Oblivion right in front of the player?
NopeLumpy said:The piece of paper probably being this:
Notice that reading the note itself, while hardly a pillar of storytelling and immersion, is not at all necessarily to completing the quest. No pause in the "action", just jump right into killing bandits for fun and profit.Note from Bothiel said:To whom it may concern:
You have been passed this note because you may be able to help the Mages Guild. The Council of Mages has not the resources; the Legion is either unwilling or unable to assist.
A shipment of Dwarven artifacts from Morrowind, destined for the Arcane University, was intercepted by bandits recently. Intending to sell the artifacts for profit, they have stolen items essential to repair the Imperial Orrery in Cyrodiil's capital.
The only known location of these bandits is Camp Ales, north of Kvatch. If you can find these ruffians and recover the items they've stolen, I will be most indebted. The Orrery is my life's work, and I would hate to see it pass into obscurity now.
Items missing:
2 Dwarven Cogs
1 Dwarven Coherer
1 Dwarven Cylinder
1 Dwarven Tube
-Bothiel
Geeky TES lore answer: The Dunmer are the Dark Elves, who live in Morrowind. The Dwemer are an extinct race, who used to live in Morrowind, and who are commonly called Dwarves by the westerners.Saint_Proverbius said:Stupid TES lore question.. How come they're "dwarven" now instead of Dumnir or whatever? That just what the dark elves, whatever the fuck they were called, called dwarves?
Twinfalls said:Question for those with the game - are the days of the week ever referred to by their wacky TES lore names - 'Sundas', 'Morndas', 'Tirdas'?
dongle said:There is one Mage Guild quest where you need to cast four spells in succession to uncover a door to the next area. There is a puzzle to figure out what spells to cast, and in what order. There are four plaques on the wall in the ancient tongue, and a phrasebook to help decipher them. (Just why the ancient and noble extinct race made a puzzle door, and then wrote the answer on the walls is left unexplained) Instead of the player looking at some interesting text on the plaques, then referring to the book to work out a meaning - you simply hand the book to an NPC, and click on his dialogue options. "Ah; 'XYZ', that phrase mentions fire, maybe try that spell first!" Etc, until he tells you all four spells to cast, and in what order. Interestingly too; this is the -only- Mage's Guild quest where one -needs- to cast magic on the quest path to Arch Mage. Only, they give you the scrolls needed to cast all four spells in a chest at the start of the dungeon. A quest that could have required using at least a couple of brain cells, and required a certain level of skill from the PC, can be solved by just clicking away.
Twinfalls said:It's OK - I take your word for it D4. Well done there, Bethesda!!! They're so brave.
dongle said:There is one Mage Guild quest where you need to cast four spells in succession to uncover a door to the next area. There is a puzzle to figure out what spells to cast, and in what order. There are four plaques on the wall in the ancient tongue, and a phrasebook to help decipher them. (Just why the ancient and noble extinct race made a puzzle door, and then wrote the answer on the walls is left unexplained) Instead of the player looking at some interesting text on the plaques, then referring to the book to work out a meaning - you simply hand the book to an NPC, and click on his dialogue options. "Ah; 'XYZ', that phrase mentions fire, maybe try that spell first!" Etc, until he tells you all four spells to cast, and in what order. Interestingly too; this is the -only- Mage's Guild quest where one -needs- to cast magic on the quest path to Arch Mage. Only, they give you the scrolls needed to cast all four spells in a chest at the start of the dungeon. A quest that could have required using at least a couple of brain cells, and required a certain level of skill from the PC, can be solved by just clicking away.
Even after all I've heard about this game, that is some breathtaking dumbing down.
Actually, it's you who belongs to the "redding is teh hard" audicence. I don't even know whose reply is more idiotic, Lord "there is no note" Chambers or yours.Lumpy said:If this is the message that is found, then the so-called reviewer is another one of the "redding is teh hard" audience. He understood it this way: the wizard looks at his crystal ball, and puts a note in front of you asking you to retrieve the components stolen by bandits who are keeping them rather than selling them.
What the mod's story actually is is: Bothiel sends a letter to Edwinna, asking for some Dwemer components needed to repair the orrery. The letter is lost, and the player finds it.
I didn't realize that a note was "added to your inventory," so that part of my response is based on a faulty premise. His criticism of this immersion breaking is worthwhile. Still, I don't see the point of being a literalist about how you get the quests when it's such a bagatelle compared to what else is wrong with Oblivion. If I were writing an Orrey review it would not be 60% ranting about the interface's quest notes and fast travel. It'd be about more substantial issues like that I paid $2 for 10 minutes worth of mindlessness, and how paying for the same unfufilling mindlessness that composes the rest of the game is a bad business plan.Claw said:I don't even know whose reply is more idiotic, Lord "there is no note" Chambers or yours.
How?Bryce said:Ok, well, not really - you tell the chef what meals you want and they appear in a chest outside the kitchen.
Well, I know. But to me, it was more a question of giving the poster the benfit of doubt by assuming the quest popup informed him about finding a note or assuming that he's retarded - "confused" as you more gently put it. You shouldn't have based such harsh criticism on a mere assumption.Lord Chambers said:I didn't realize that a note was "added to your inventory," so that part of my response is based on a faulty premise.
I think you misunderstood the poster. Fast travel is just mentioned for the unfortunate role it plays in reducing the quest to 10 minutes of mindlessness. As I understood it, there was no feeling of doing any actual questing.If I were writing an Orrey review it would not be 60% ranting about the interface's quest notes and fast travel. It'd be about more substantial issues like that I paid $2 for 10 minutes worth of mindlessness,
I suppose you put a sample of what you want in the chest and wait for 24 ingame hours.How?Bryce said:Ok, well, not really - you tell the chef what meals you want and they appear in a chest outside the kitchen.
dongle said:This is kinda a microcosm of Oblivion as a whole. There is one Mage Guild quest where you need to cast four spells in succession to uncover a door to the next area. There is a puzzle to figure out what spells to cast, and in what order. There are four plaques on the wall in the ancient tongue, and a phrasebook to help decipher them. (Just why the ancient and noble extinct race made a puzzle door, and then wrote the answer on the walls is left unexplained) Instead of the player looking at some interesting text on the plaques, then referring to the book to work out a meaning - you simply hand the book to an NPC, and click on his dialogue options. "Ah; 'XYZ', that phrase mentions fire, maybe try that spell first!" Etc, until he tells you all four spells to cast, and in what order. Interestingly too; this is the -only- Mage's Guild quest where one -needs- to cast magic on the quest path to Arch Mage. Only, they give you the scrolls needed to cast all four spells in a chest at the start of the dungeon. A quest that could have required using at least a couple of brain cells, and required a certain level of skill from the PC, can be solved by just clicking away.
100 odd devs spent four fucking years crafting this world, then someone pissed all over it. Tremendous potential. Story, back story, scope, art, tech are all there waiting to be made into a game. (well the tech is behind today's curve, but more than adequate for what's needed) Only, they put this layer of hand-holding on top that manages to squeeze out any challenge that doesn't require button mashing. They give you the solution to every challenge in a popup, usually before you even realize what the challenge is. In the process they managed to squeeze all the fun out too.
I don't know at what point this design decision was made. I can't imagine that it was decided from day one to build in a slew of challenges, then add in a layer that takes it all away again. If it was all done towards the end of the development cycle (and I concede I have zero proof of this) it may be some defense for MFSD coming in here and saying how brilliant the quests were going to be? The game could have made much more interesting had this design decision been made differently. Maybe not the bestest game of all time - but a lot, lot, better. On the other hand, maybe I'm just a fanboy that desperately wanted to believe the hype. . . .
There is a game in here someplace, screaming to get out. Bethesda has kept it shackled and locked away from us.
That's the best example of the entire game, I think. It looks like they are afraid of doing things right. The Codex should interview Howard for TES V, the question being asked that way :dongle said:Interestingly too; this is the -only- Mage's Guild quest where one -needs- to cast magic on the quest path to Arch Mage. Only, they give you the scrolls needed to cast all four spells in a chest at the start of the dungeon.