Picking things up is "cool" but seems a bit odd. I would like to see hands picking stuff up, rather than floating rib cages but that's a minor quibble.
I don't really care either way. Dynamic animations for hands would be a far from trivial thing to implement, for nothing more than eye candy. Glad you only have a minor quibble.
Seems mighty odd a woman's taking "his Majesty" down to prison and obviousl doing a secret coversation but fails to realise there's a prisoner in there. When she does, it's not an issue.
Yeah, that seemed like a pretty goofy plot element to me too. In the moral climate of the setting, I'd expect the prisoner to be executed on the spot. Otherwise the Blades are pretty fucking incompetent at what they do.
Interesting that he harvested the mushrooms but nothing happened to the mushrooms. None of them disappeared. One would hope that changes. I prefer picking stuff up and having it disappear from the environment. It should, of course, re-grow back after a few months and there should be plenty of it around that you don't end up picking an area clear. Finding it should be the fun part.
That was something I thought a bit strange in Morrowind, the fact that all the plants were effectively containers, rather than objects in their own right. It's trivial, but I'd love to see a system where plants randomly grow, and can be uprooted/harvested or whatever. And then you can sell the player seeds.
Just a thought, why are ruins guarded by lone warriors anyway? What's up with that? And why don't they ever run away when someone comes after them?
Given the POW4H! of Radiant AI, you'd think there could be a bit more depth to those idiots. Is the "guard" actually guarding the ruins, presumably at the request of whoever resides within? Is he a bandit searching the ruins? Is he an archaeologist? Why is he instantly hostile? Is he in a mushroom induced fury?
If nothing else, it's potential for more than just combat. ie, maybe he's a mercenary guard that can be bribed (holy fucking shit, a bribe that would actually make sense!), talked past, sneaked past, maybe he warns you off, mugs you (through verbal threats), fuck, maybe he wanders off from his guard duty to fuck a deer, etc.
It really shows a lack of imagination, if he's just a random angry guy in the middle of nowhere specifically to attack the player. I thought the whole point of Radiant AI was to make it simple to script behaviours beyond:
if (aware of player) then (attack)
I really don't get why they couldn't do crossbows. That makes no sense to me.
Seconded. Maybe because you'd get clusterfucked while you're reloading it, and it's easier to cut than it is to balance. But really, given that arrow physics are there, I'd have thought crossbows would be pretty trivial to implement, with the player gaining a meaningful choice of a ranged weapon that offers a gameplay variation on a standard bow.
Wow, that joke system sucks. I don't even get to hear the joke!
Better that way I think. I'd probably get mightily tired of the humour after hearing a joke once, let alone numerous times. Although...
Even better, would be a joke system, where you pick three elements, "Did you hear the one about the <race>, <race> and the <race>?" or whatever, and so risk offending whoever you're chatting with.
Why is she sleeping while I'm keeping her company eh? She doesn't even give a courtesy "I'm going to bed" to me before she knocks off. She's completely forgotten that i'm in the room, seemingly at her request.
Yeah, you'd think they'd cover the generic VO for actions characters do every fucking day before they start with specific stuff about dogs being set alight. Like "I'm off to bed" or "I'm having a private conversation, do you fucking mind?"