Gstaff clarifies 24-hour town pacification

Paul_cz

Mildly Dipped
Posting on the Bethesda forums, community manager Matt Grandstaff clarifies the recent comment from IGN that if you wait 24 hours the townsfolk "will have forgiven (or forgotten) your deeds". First he clarifies that it's actually 72 hours.<blockquote>Here's a clarification I got from Emil. It's actual a 72 hours, not 24 -- so in gameplay time, it's a significantly longer period of time. Personally, I like it, because it doesnt mean I'm going to be shot at every place I go if I decide to mess around a little bit.</blockquote>Secondly he explains it doesn't apply to all towns.<blockquote>First, not EVERY place you visit will reset after the 72 hour period. Some places never will. Second, in places where things calm down, they will reference the fact that you caused trouble. It will come up in dialogue, etc.</blockquote>
 
Paul_cz said:
GStaff - "First, not EVERY place you visit will reset after the 72 hour period. Some places never will. Second, in places where things calm down, they will reference the fact that you caused trouble. It will come up in dialogue, etc."

That sounds a bit better.

Sounds better. But if this is the Bethesda that I know, it's also a lie.

And the "come up in dialogue" is probably extremely limited.
 
No real word yet on how the killing of innocents works with this..

All I see here is "Mess around" and "cause trouble"

sounds like stealing by they way they are describing it, as opposed to old lady decapitation and shelf decoration.


They haven't really said anything about committing murder on a bunch of NPCs in a town, and having every psychic gaurd in a mile radius chase you to the gates then stand there in the opening unable to proceed out of town, which is what they were supposed to be clarifying.

They also don't mention how it goes after you start killing everyone in sight in a town like megaton.

if you go on a killing spree, you should have bounty hunters after you no matter what your karma value is, not just when you blow the place up and get the huge arbitrary negative karma number they've decided on for setting off a nuke..

do the bounty hunters forgive you eventually too?
 
Not all places? From what I understood some guy went on a killing spree in Megaton and the citizens forgave him. You'd expect citizens of a town with a sheriff to not forgive that, but nooo.
What places Emil has in mind in particular? Raiders' camp?
 
This makes it a bit better, but this is still a monumentally stupid design decision that easily matches up with the likes of Oblivion's level scaling in sheer bad-idea-ness.

I mean, this is just broken-ass design.

Radiant AI: still broken.
 
so by the looks of what they're saying if we cause trouble it will not be completely forgotten about which is good. Although how effective it will be in action remains to be seen.
As skeptics tend to say 'I won't believe it until I see it for myselfand even then it will still have to be proven to MY satisfaction that it's not a trick but even that will not guarantee that it's believed'
 
I could understand if they would "forgive" something like stealing (you know, people would just be more on edge with you around).

But if you're caught murdering a random citizen, not so much.
 
Oh man oh man I hope they were stupid enough to actually use Radiant AI to keep track of these variables.

That way, when you enter a town you half slaughter, a dozen people will attack you and the rest of the city will attack them in your defense.

Aaaah, the fun of Radiant AI
[youtube]http://www.youtube.com/watch?v=FGylj_A22AY[/youtube]
 
as long as there isn't a feral ghoul running around at top speed screaming "NEENEENEENEENEENEENEENEENEENEENEENEENEENEENEENEENEENEE!"...

:)
 
lol, like the video.

In the News: Dogmeat Starts Riot
Earlier in the day, a wild dog (Dogmeat) bit one of the citizens of Megaton and was ran off. After returning a few hours later, a couple of men began hitting the dog starting an all out shootout between the townsfolk. After the Bloody Mess (tm) concluded, we tried to get a comment from Dogmeat, but was busy eating an Iguana-on-a-Stick. We left the children locked inside of a nearby building so that they would be safe. There are no adults alive in Megaton anymore, so... we thought it for their own good.

Children: (crying, pounding on door) "F*ck you Beth! F*ck you!!"

:P

As far as the 72 hour clarification; this does make me happier, and with his addition of saying that some places simply won't forgive you, that's kind of interesting. At least it sets me back to not judging that part of it until I try it. Seems like a lot of things are falling into that category. What I thought was nice though is that a clarification even popped up at all. So...hopefully it's true then. Weird a$$ company!
 
Also : let's say you decide to wipe an entire city off the map with your flamethrower, once you're done, will the unkillable children be left on their own and will they infinitely run away from you ? Can't even imagine how retarded it would look : a ghost town with only children running away from you, screaming. Or worse : talking to you after a while as if nothing had happened...
 
whirlingdervish said:
if you go on a killing spree, you should have bounty hunters after you no matter what your karma value is, not just when you blow the place up and get the huge arbitrary negative karma number they've decided on for setting off a nuke..
IMO bounty hunters should go after you only when you leave some witnesses alive :wink: .
 
Yeah, as I eluded to in my attempt at humor there; I wonder what WOULD happen if there were only children left? Probably either what you just said, MrBumble, or they just disappear altogether. What would be kind of 'funny' is if Beth didn't really think it through and after there are only children left and wandering around, they can no longer get away which lets you have a kiddie slaughter holiday.

I bet there are going to be some nice, very strange surprises in this game...even to Beth.
 
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