Board Thread:Lore Discussion/@comment-9601450-20131225183646/@comment-71.61.177.24-20140510024948

"An" Aedric artifact.

That's funny.

We discussed them, and have added many from the lore. SO many.

Hist Sap as a Frenzy poison and a Berserk potion. Yes. :D

Dragon Shouts must be learned from the Greybeards, and you'll have to study them considerably. None of this "let's make it easier for gameplay purpouses" sh*t. The lore says it takes ages of study to master Shouts without being Dragonborn, and so it shall. There's also a quest to get Paarthurnax into the picture - the idea was that he was ultimately killed by a Blades agent whose identity has been lost to time; if the agent was the Dragonborn, they are long since dead and therefore the souls they absorbed are released, and if they were not the Dragonborn then the soul was never absorbed, and so you either way you can resurrect Paarthurnax by learning "Slen Tiid Vo" - so generally I think that whole questline has a pretty obscure, mystical feel to it. It's purely optional, but like most quests that get the allegiance of somebody, it can affect the main quest.

An artifact of Sithis :D

Because the name sounds cool even though it's been used twenty million times, I think the artifact of Sithis should be called the Black Hand.

And regarding the remnants of Jyggalag...

The entire game focuses on the return of Jyggalag. Although he doesn't seem the sort to have one unique artifact. Perhaps a new class of weapons and armor called Stasis Weapons/Armor, which you get a set of? Not the same as the armor of Jyggalag's minor Daedra, a different one.

New magic? No. Improved magic? Yes. Will stuff happen with the Thalmor? Absolutely. Will they get weapons and armor of their own? That is actually a really good idea, so yes. Perhaps they'd be called Thalmor Elite gear, to explain why you don't see it on basic Thalmor in Skyrim - it's worn only by the elite soldiers, high-ranking command, and best operatives. Light and Heavy variants, probably.

UNARMED SKILLS AND WEAPONS WERE JUST UNDER DISCUSSION! Are you making vague references to past topics, or are you just magic?

New enemies? Yes. New werecreatures, inclusion of creatures from ESO that aren't in any of the single-player games, new factions, Winged Twilights, dinosaurs in Black Marsh, assorted new variants and analogs for the basic enemies you find based on the environment of each province, a lot more felids, a bunch of the undead from Oblivion are coming back, assorted imported real-world animals as appropriate. General fleshing-out of ecosystems in lesser-known areas.

Underwater combat should definitely be a thing. That used to be a thing? It's a good thing.

Regarding Jacen Veron's post, which seems to go "it's possible to beat somebody to death with your bare hands, so it should be impossible not to in gameplay, and you should instead be required to use blunt weapons which are actually far more easily used in a deadly manner than your fists, and also nobody would flee from a nonlethal fighter lol"...

I think my recap sums up my feelings on those points. Nonlethal doesn't mean "doesn't maim". It doesn't mean "not scary". It means "some people would not be intimidated by a person willing to fight but not kill; however, Batman." Although I don't actually know if Batman disliked killing or just guns. :/

However! Flails :3

Although I don't really see a major difference between a morning star and a spiked mace. If there is one, I apologize.

Okay, I didn't read that post as thoroughly as I thought I did. I see that JV was not, in fact, saying that only quarterstaves could induce knockouts. Personally, I think that they would be too damaging for a knockout (though not for other combat disabling! Knocking somebody down by targeting their limbs, then hightailing it does not seem too bad an idea to me). Fists sound like a better idea, and certainly the metal knuckles would make everything more dangerous.

Flee + Exit Combat means that you can't hunt your enemies as they flee using the handy combat cam! It also means that followers will not hunt your enemies as they flee! WHERE IS MY DREAM OF CONTROLLING WOLVES AND USING THE FLEE + REMAIN IN COMBAT THING TO HUNT PEOPLE LIKE A GOOD LITTLE ACOLYTE OF HIRCINE NOW?

I think the answer to this is follower commands, which I suggested on the other thread. Tactical combat commands. Stuff like "follow that dude". "hunt that dude", and similar variants for "follow/hunt the dude we are currently in combat with". That way, hunting down your enemies with vampires, werewolves, pets, conjured creatures, or wild animals (or just plain people followers, but that sounds less awesome, even though it actually wouldn't be any less awesome) is still an option, but the stupid Flee + Remain in combat thing isn't. And yeah, fleeing and surrender would be reactions that only some NPCs get. Although, bandits are in it for the easy cash. If their walking moneybag seems too tough, they will give up and hightail it. Depends on the bandits and what they consider too tough, the level of the player, whether the player is using magic or weapons or magical weapons or scary bad*ss allies or whatever, what race the player is (If you are an orc, you are significantly scarier than a Bosmer, regardless of whether you are actually likely to live up to that), etc. I expect most townsfolk would either flee or surrender. But, like, mercenaries, assassins, thieves even, blacksmiths, mages, priests, and assorted people who live outside sheltered areas like cities and are not actually sort of cowards and/or more concerned about their survival than anything they're fighting for will stay, fight, and yell with the best of them.

Stealth choking...good idea.

Also, this might be a myth or misconception, but I heard that if you box both a person's ears simultaneously, they'll die. I NEED AN UNARMED KILLMOVE OF THIS.

- WorshipsMeridia