Lemming42
Arcane
Playing more of Oblivion, I've turned into a stealth character armed with Detect Life, Invisibility, and a special custom Paralyze-on-touch spell for emergencies (that also has healing so I can protect enemies from dying of fall damage when paralyzed - ULTIMATE moral high ground).
I think doing ghost runs of these games can be a lot of fun, it helps avoid the shit combat and occasionally gives you a new perspective on certain places. It was the best way to play Fallout 3, too - dungeons that in normal gameplay are boring as fuck suddenly become rather tense areas full of heart-stopping moments (Germantown Police HQ goes from a slog in regular gameplay to something pretty engaging when you play this way).
I am wound up to no end though because I was doing this stupid Mage's Guild recommendation quest where some guy with fetal alcohol syndrome stole an amulet from a demented lady. Go retrieve it from some burial chamber, okay, fine. Genuinely fun ghost run through the burial chamber, narrowly dodging groups of bandits, slinking through the shadows, and a particularly exciting bit right at the end where I had to pickpocket a key from a "marauder" leader who was watched at all times by two of his soldiers.
Then I get into the treasure room and retrieve the amulet, when fetal alcohol syndrome guy appears out of nowhere and attacks!!! Wow what a twist!! I make a run for the door but it's locked. For no fucking reason the door is magically locked to force me into a lethal confrontation with this shitty idiot. Okay, not giving up, I'll paralyze him and take the key from him that way. Oh look, the key magically isn't on his body. You literally have to kill him to proceed. Why? The devs clearly discovered that you could retrieve the key in other ways, but deliberately made it so that the key would inexplicably not appear in those circumstances. You should reward the player for finding innovative solutions, not punish them by having impossible reality-bending shit befall them. It would have taken exactly 15 minutes of work to add an alternate ending to this quest, where if the player successfully evades the assassination attempt then fetal alcohol syndrome man is, like, teleported to a jail cell or whatever where he a special line of dialogue or something. I think even I could make this a reality with my limited knowledge of Construction Set. Why couldn't Todd do it. He's a prick.
Same thing happened again a little later with the Mage's Staff quest - I go to the dungeon and find out that oh no, what a shocker, Necromancers have taken the place over and killed my friends. Okay, I ghost my way through the cave (which is fun) and emerge at a Necromancer ritual. Annoyingly, one NPC auto-detects me and approaches me to tell me she's going to kill me. Okay, no matter, I paralyze my assailants, grab the Mage's Staff from their ritual altar (or whatever it was), and heroically fling myself from the cliff edge into the ocean and swim to safety. Exciting!! Except the quest is now stuck until I go back and kill the necromancers, even though the fucking objective was explicitly to retrieve this shitty staff which I am now holding. The dimwit quest giver says "WEREN'T YOU SUPPOSED TO BE FINDING THE MAGE'S STAFF???" while I brandish that very fucking staff in his stupid uncomprehending inbred face. What a waste of time. At least Morrowind laid the cards out on the table by just telling you outright that each quest was going to be go-here-kill-everyone boring shit rather than tricking you into thinking there might be some kind of interesting alternate solution.
Just did the "Sirens" gang quest as well, same thing. They invite me to join their gang, which I actually want to do, but then for some reason when I go to join them I literally have one dialogue option which is "I will kill you" and then combat starts. I paralyze them all and leave, the quest is now eternally stuck. Great stuff. I don't think I'm playing in a particularly obtuse way that the developers couldn't have predicted or anything, I'm doing things that are absolutely logical and intuitive in-game and using core mechanics like Paralysis that the game happily provides to you.
I think doing ghost runs of these games can be a lot of fun, it helps avoid the shit combat and occasionally gives you a new perspective on certain places. It was the best way to play Fallout 3, too - dungeons that in normal gameplay are boring as fuck suddenly become rather tense areas full of heart-stopping moments (Germantown Police HQ goes from a slog in regular gameplay to something pretty engaging when you play this way).
I am wound up to no end though because I was doing this stupid Mage's Guild recommendation quest where some guy with fetal alcohol syndrome stole an amulet from a demented lady. Go retrieve it from some burial chamber, okay, fine. Genuinely fun ghost run through the burial chamber, narrowly dodging groups of bandits, slinking through the shadows, and a particularly exciting bit right at the end where I had to pickpocket a key from a "marauder" leader who was watched at all times by two of his soldiers.
Then I get into the treasure room and retrieve the amulet, when fetal alcohol syndrome guy appears out of nowhere and attacks!!! Wow what a twist!! I make a run for the door but it's locked. For no fucking reason the door is magically locked to force me into a lethal confrontation with this shitty idiot. Okay, not giving up, I'll paralyze him and take the key from him that way. Oh look, the key magically isn't on his body. You literally have to kill him to proceed. Why? The devs clearly discovered that you could retrieve the key in other ways, but deliberately made it so that the key would inexplicably not appear in those circumstances. You should reward the player for finding innovative solutions, not punish them by having impossible reality-bending shit befall them. It would have taken exactly 15 minutes of work to add an alternate ending to this quest, where if the player successfully evades the assassination attempt then fetal alcohol syndrome man is, like, teleported to a jail cell or whatever where he a special line of dialogue or something. I think even I could make this a reality with my limited knowledge of Construction Set. Why couldn't Todd do it. He's a prick.
Same thing happened again a little later with the Mage's Staff quest - I go to the dungeon and find out that oh no, what a shocker, Necromancers have taken the place over and killed my friends. Okay, I ghost my way through the cave (which is fun) and emerge at a Necromancer ritual. Annoyingly, one NPC auto-detects me and approaches me to tell me she's going to kill me. Okay, no matter, I paralyze my assailants, grab the Mage's Staff from their ritual altar (or whatever it was), and heroically fling myself from the cliff edge into the ocean and swim to safety. Exciting!! Except the quest is now stuck until I go back and kill the necromancers, even though the fucking objective was explicitly to retrieve this shitty staff which I am now holding. The dimwit quest giver says "WEREN'T YOU SUPPOSED TO BE FINDING THE MAGE'S STAFF???" while I brandish that very fucking staff in his stupid uncomprehending inbred face. What a waste of time. At least Morrowind laid the cards out on the table by just telling you outright that each quest was going to be go-here-kill-everyone boring shit rather than tricking you into thinking there might be some kind of interesting alternate solution.
Just did the "Sirens" gang quest as well, same thing. They invite me to join their gang, which I actually want to do, but then for some reason when I go to join them I literally have one dialogue option which is "I will kill you" and then combat starts. I paralyze them all and leave, the quest is now eternally stuck. Great stuff. I don't think I'm playing in a particularly obtuse way that the developers couldn't have predicted or anything, I'm doing things that are absolutely logical and intuitive in-game and using core mechanics like Paralysis that the game happily provides to you.