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QUOTE
I dont want to make a new thread only for this little info, so, i think it will be right to put it here...
<MSFD at rpgcodex:>
"Actually the auto reload thing is gone. NPCs marked as essential (a status which can and does change) now go "unconscious" for a period of time, then get back up again. Like many things in the game, it's something we've gone through several iterations of implementation, play testing & feedback, and re-implementation. We've changed lots & lots of things about the game -- some just tweaks, some complete overhauls -- based on playtesting feeback, to make sure the game is as balanced and fun as possible.
The paralysis skill perk isn't really specifically a "neck strike". If you reach Master (100) in a combat skill, you can do a particular power attack that has a CHANCE of temporarily paralyzing your opponent. Yes, it's a die roll. There are a lot of those in the game, believe it or not. Smile
Yeah, there are a lot of stats that are kept track of. Some of them, but not all of them, go into disposition. Two that do are your current bounty, of course, just like in Morrowind, and a new one called Infamy. Infamy goes up every time you commit a crime, but never goes back down again. It's used in conjunction with an NPC's Responsibility (among many other factors) to calculate disposition. A responsible shopkeeper may not be as willing to haggle with someone of high infamy. I believe I have already talked about this.
Six to eight -- we do have battle sequences with more characters than that. Most encounters you have will be with fewer, some will have more. If you actually read the entirety quoted passage there, you'll see Pete mention the word "average" twice.
I have already explained that an NPC who already HAS a weapon will not attempt to acquire a BETTER weapon. They'll only go get one if they are unarmed and there's a weapon nearby with which they'd do better than hand to hand or magic. You guys assume that when one anecdote is mentioned about RAI, that EVERYTHING is that way. Don't, because that's simply not the case. The only thing that EVERYTHING depends on is the particular situation at hand -- the NPC's equipment, skills & stats, what if anything is nearby, etc. If an NPC or creature decides to flee, that's just what they'll do. It all depends on the situation & stats."
From here. A quote from MrSmileyFaceDude.
<MSFD at rpgcodex:>
"Actually the auto reload thing is gone. NPCs marked as essential (a status which can and does change) now go "unconscious" for a period of time, then get back up again. Like many things in the game, it's something we've gone through several iterations of implementation, play testing & feedback, and re-implementation. We've changed lots & lots of things about the game -- some just tweaks, some complete overhauls -- based on playtesting feeback, to make sure the game is as balanced and fun as possible.
The paralysis skill perk isn't really specifically a "neck strike". If you reach Master (100) in a combat skill, you can do a particular power attack that has a CHANCE of temporarily paralyzing your opponent. Yes, it's a die roll. There are a lot of those in the game, believe it or not. Smile
Yeah, there are a lot of stats that are kept track of. Some of them, but not all of them, go into disposition. Two that do are your current bounty, of course, just like in Morrowind, and a new one called Infamy. Infamy goes up every time you commit a crime, but never goes back down again. It's used in conjunction with an NPC's Responsibility (among many other factors) to calculate disposition. A responsible shopkeeper may not be as willing to haggle with someone of high infamy. I believe I have already talked about this.
Six to eight -- we do have battle sequences with more characters than that. Most encounters you have will be with fewer, some will have more. If you actually read the entirety quoted passage there, you'll see Pete mention the word "average" twice.
I have already explained that an NPC who already HAS a weapon will not attempt to acquire a BETTER weapon. They'll only go get one if they are unarmed and there's a weapon nearby with which they'd do better than hand to hand or magic. You guys assume that when one anecdote is mentioned about RAI, that EVERYTHING is that way. Don't, because that's simply not the case. The only thing that EVERYTHING depends on is the particular situation at hand -- the NPC's equipment, skills & stats, what if anything is nearby, etc. If an NPC or creature decides to flee, that's just what they'll do. It all depends on the situation & stats."
From here. A quote from MrSmileyFaceDude.
-Sam