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What do you want in a new DLC? and how many DLC's do you think is


Dweedle

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I've got an odd feeling that the DLC's were all, essentially, planned from the beginning. [...]

I think you're reading too much into things. Vampires were in vanilla Oblivion as well, they didn't really get much attention beyond a handful of "go kill them" quests (which you also get in Skyrim) either, but there weren't any DLCs or expansions for them; they're just another common monster type in recent Elder Scrolls games (can't remember if they were in Arena and Daggerfall), their presence no more hinted at the Dawnguard expansion than, say, the presence of giants and mammoths would hint at a possible Haunted Mammoth Ranch of the Giants expansion. Same goes for Hermaeus Mora's appearance, it's just a change in art assets, likely because the art team decided it would be a waste of resources to model and animate a mass of wriggling tentacles that you will see all of twice (can't say Bethesda isn't known for cutting corners).

 

If we had to stop and go "hey, what's up with that" for every item that is visually different from previous games or new (or even old) monster types that are unexplained, that would mean there are hundreds of DLCs planned from the beginning: ranging from a DLC on bunnies (because of the "Bunnies Slaughtered" counter in your stats) to a DLC on becoming Talos (since you're the Dragonborn and the whole unresolved religious issue).

 

I'm... sorry. But that is taking what I said WAY too far. You gotta apply a modicum of common sense to it. Even if my evidence isn't enough, is it really so far-fetched to imagine that DLC would be planned from the beginning? Let me answer that: no, it's not. Some games actually have on-disc DLC (which I think is absolutely crazy, but still proves that these things can be planned). But making room for it in the world, at least with some idea of what's to come in future DLC? Not far-fetched at all. I think there's definitely going to be a DLC dealing with the Dwemer, because there's been so much content related to them, and yet so little of the story actually addressing their existence. The same was true of the Falmer, until DG came along.

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I'm... sorry. But that is taking what I said WAY too far. You gotta apply a modicum of common sense to it. Even if my evidence isn't enough, is it really so far-fetched to imagine that DLC would be planned from the beginning? Let me answer that: no, it's not. Some games actually have on-disc DLC (which I think is absolutely crazy, but still proves that these things can be planned). But making room for it in the world, at least with some idea of what's to come in future DLC? Not far-fetched at all. I think there's definitely going to be a DLC dealing with the Dwemer, because there's been so much content related to them, and yet so little of the story actually addressing their existence. The same was true of the Falmer, until DG came along.

Sorry, wasn't my intention. I'm aware that development cycles of expansions and DLCs can start pretty early, sometimes even in parallel with the development of the main game (and in less scrupulous cases is simply completed material that is cut out and repackaged as a separate product, which is what the Disc Locked Content your refer to usually are), but the point I was illustrating with those particular exaggerations is you can't infer Bethesda's plans based on the observation that a particular element seemed different and/or lacking before a DLC expanded upon it. All that indicates is Bethesda is choosing elements that lack detail to expand upon, not the reason behind why it was lacking (heck, even the Civil War quest line was stripped down, and that's the next biggest thing to Alduin's quest line, what chance do other elements have to receive that kind of long-term love?).

 

Now I'm not saying your predictions are wrong, looking at elements that are lacking and not related to the main quests is perfectly valid and reasonable. I just don't believe Dawnguard and Dragonborn were in planning stages until after Skyrim was released (I base this speculation on the seven month window between Skyrim's and Dawnguard's release, that's plenty of time to plan and develop an add-on), though I do believe Hearthfire was content that couldn't be completed in the vanilla game and had to be left until later (this speculation is based on unused marriage dialogue with Carlotta Valentia, which might have been removed because they couldn't get adoption, a key feature in Hearthfire, to work properly)... but that kinda makes it something that was "forced" to be a DLC rather than planned to be.

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The Forsowrn conspiracy actually changes everything. Either

1. The King of the Forsworn gets released from jail, allowing him to re-connect with the Forsworn themselves, leading to more organized raids against the Nords, and given that the forsworn already control all entry/exit points to the Reach, this is a very bad situation for the Nords.

2. The King of the Forsowrn gets killed, causing the forsworn in the Reach to lose morale, now that their king is dead, and severely disrupts what little organization they had to begin with, making them weaker, and giving the Nords an easier time at getting rid of them.

 

As for the Silver bloods, Thonar Silver Blood is the head of the families mining operation, his brother, while a political figure, it not well versed in handling the families business. With Thonar dead, as well as his aids like Nepos the Nose, the family simply wont last over the years because the man behind all of their power is dead.

 

That's all speculation...there is no in game proof of this...all you are doing is creating you own conclusion with no real evidence to support such said outcomes.

 

And there really is no fact to be given, not everything in the game is some giant conspiracy caused by a uber-magical artifact or something. Winterhold simply fell into the ocean because of what happened in Morrowind. You dont need an answer beyond that. Also, I was originally refering to Jarl Kraldar, not Jarl Korir, for getting information, I admit I should have been more clear on that.

 

Never played Morrowind....all I know is some Mountain blew up...Next time I'm in game I will check Jarl Kralder out and see what he has to say.

 

At level 81, my werewolf character, with all perks, has taken on packs of 10 bandits at once, and lived, easily. Werewolves are only underpowered if you dont know how to use them, their howls, and their knockdowns. Furthermore, werewolves are supposed to go down fairly easy, they are glass tanks.

 

I have been busy hunting Morrowind intel on Werewolf stats....since it's Bethesda Lore that takes precedence....I have so far not found any evidence to support your 'Glass Tank' theory, in fact much of what I have found seems to indicate to the contrary....Please link me to any support you have for this claim.

 

There are no blank stories in the Flamer story, the Nords came, the Falmer got pissed at them and attacked, the Nords came back and raped face, the Falmer made a deal with the Dwemer, the Dwemer blinded them, and after 4,000+ years of living underground, the Falmer evolved into monsters, with some, like Gelebor, and Vyrthur, surviving.

 

I simply disagree...I see enough blanks to leave me feeling dis-satisfied with the out come.

 

The Thieves guild only has ONE connection, and that is Maven, and even she is getting pissed at them because of their failures. Without you to come along, no one helps out with Goldenglow, and Honningbrew, Maven's mead business, the one thing she hired the guild to help her take care of, starts to become less profitable, the thieves guild not doing their job is to blame, she drops them because they are useless, and without Maven's help, the guards finally go down there and kill them all, as she was the only reason they weren't doing so in the first place.

 

Once again 'speculation'....None of that happens in game...there is absolutely no evidence to support your conclusions about Maven actions.

 

Also, yes, I did talk to the NPCs in Riften proper, and before you start the thieves guild, all of them say the guild USE to be a big deal, but now they are all normal thugs who can't get anything done. No one in Riften is afraid of them anyone, that's the ENTIRE point of the first real Thieves Guild quest, were you have to go get protection money from people, and they all tell you to F off because your guild isn't powerful anymore. No ne is afraid of the Thieves guild anymore, and it's only after you do the Honningbrew job, and strike fear back into Riften, do the NPCs in Riften start treating the guild seriously again.

 

And the difference between the Thieves Guild, and the DB, is that the DB isn't hanging on by ONE contact, while business is slower due to not hearing about the Black Sacrament through the Night Mother, the DB is still doing somewhat well for itself, and isn't in the immediate danger of getting curb stomped because of one failed job.

 

The TG is still a big enough presence and obviously still has enough effect on Riften for the people to still be so focused on their presence.

 

The DB IS in danger of being curb stomped over one failed job....That EXACTLY what the Dovahkin who kills Astrid achieves....I would call that a rather 'failed' job on her behalf....it went completely Pear shaped on her.

 

Choosing not to do the quest is a choice, and a valid one, the quest remains open in your log because it logically should, because you are always able to go kill Parth, and potentially switch side , whenever you want.

 

No, it is left hanging....Dovahkin is unable to make a definitive choice unless his choice is to kill the Dragon.

 

Also, there is no definitive choice in Dawnguard, if you join the Vamps, you can still get crossbows, and if you join the Dawnguard, you can get Serana to change you into a vampire lord after the quest is over. Both sides get both rewards, so what exactly was the choice again? at least in the Blades/Greybeards decision you actually DON'T get both rewards on both sides.

 

If you join the Vamps....the Dawnguard never accept you back into their ranks....also if you tell Harkon to take his gift and shove it, that locks you out of joining the Vamps full stop....you have made a definitive choice with definitive repercussions to that choice and it see's the whole DLC though....What becomes available afterwards....Cross Bows/Vamp Lord....doesn't matter....Mission has been completed with definitive choices/repercussions and outcomes....a side was chosen and seen through to the end.

Edited by StayFrosty05
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