Elder Scrolls : Skyrim


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The use of "doubtful" and "looks like" gives me the impression that this is supposition. Am I mistaken?

I'm never caught stealing, but the loot is apparently unsellable anywhere I've been. Which is disappointing, because the Thieves Guild in Skyrim seems like no more than a bunch of lowlife thugs and assortd losers (as opposed to the likes of the Gray Fox in Oblivion). So, if I'm the classic, romantic thief with a heart of gold, I still have to go out and bully shopkepers for protection money just so I can eventually fence goods.

Kind of feel a similar way about having to trap souls in order to power up any magical gear. Trapping someone's eternal essence and using it as fuel is about as evil as it gets, but everyone's supposed to be doing it.

Yeah, it is supposition. I haven't stolen a whole lot yet that isn't cash, keys or information, so I didn't realize that. Like Alan said, there is a perk.

There's also a perk that lets you suck the souls of non-people to automatically repower weapons.
 

The use of "doubtful" and "looks like" gives me the impression that this is supposition. Am I mistaken?

I'm never caught stealing, but the loot is apparently unsellable anywhere I've been.
While the guards are less psychic in Skyrim than in oblivion, Merchants still are. Criminal bounties can be avoided simply by ensuring no witnesses get away, a stolen item is forever marked by the god(s?) of justice.

Also watch out for thugs hired by those you steal from. I don't know if those psychicly trigger or if they are based on you being SEEN near items that are later stolen.
Which is disappointing, because the Thieves Guild in Skyrim seems like no more than a bunch of lowlife thugs and assorted losers (as opposed to the likes of the Gray Fox in Oblivion).
It makes PERFECT sense though. Skyrim has a heavier social emphasis on honor, plus the land is a harsher place than Cyrodiil with less wealth to go around {plot wise at least]. That means those who are willing to make a living off of others have fewer targets who can "afford it" and thus those who stay thieves are likely to be scummier people.
Kind of feel a similar way about having to trap souls in order to power up any magical gear. Trapping someone's eternal essence and using it as fuel is about as evil as it gets, but everyone's supposed to be doing it.
Only monster's souls go into the normal soul gems; Petty, Lesser, Common, Greater & Grand.

Living people's {playable races] souls can only be trapped by Black Soul Gems and VERY few people deal in those. Even vampires still count as people so their souls only go into black soul gems or the Corrupted version of Azura's Star. I'll admit though it is surprising the peaceful giants were not given people's souls.
 
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Yowza, I fought two Frost Dragons at once tonight. That's gotta be the toughest fight yet (aside from the giant, who can still one-shot me at L28...)
 

Horses can be mounted while over encumbered and can still fast travel while the rider is over encumbered. This works at least on the xbox360 even after the first patch. Saved me an hour of lugging my mage-dorm junk back to White Run. With a weight of 2400/400 I'm surprised the horse didn't break in half...

Still took an hour and a half to sort it all out.

Speaking of Horse, the horse stone is better than described. It seems ANY heavy armor / jewelry worn does not add to encumbrance points like the late game heavy armor perk. That is in addition to the heavy armor not impacting your movement rate and the 100 free encumbrance points the horse stone is stated to give. {again xbox 360 even after the first patch}. [sblock=Horse Stone location]It's up by the Solitude / Thalmor Embassy area. [/sblock]
 
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Yowza, I fought two Frost Dragons at once tonight. That's gotta be the toughest fight yet (aside from the giant, who can still one-shot me at L28...)
Yeah, frost dragons seem common in the late 20's early 30's. Cold resist is practically mandatory around then.
 

One of the perks on the Speech tree will let you sell stolen goods to any merchant you've invested in (a previous Speech perk).
Skyrim's perks represent a whole lot o'good ideas. However, that particular high-end perk assumes two things: A) you're already sufficiently wealthy to go around investing in merchants, and B) Speech is high enough to meet the requirement. Bearing in mind that raising Speech is primarily a side-effct of selling high-cash-value loot, it seems safe to conclude that perk just lets the rich get richer.

While the guards are less psychic in Skyrim than in oblivion, Merchants still are. Criminal bounties can be avoided simply by ensuring no witnesses get away, a stolen item is forever marked by the god(s?) of justice.

Also watch out for thugs hired by those you steal from. I don't know if those psychicly trigger or if they are based on you being SEEN near items that are later stolen.
The hired thugs are yet another interesting idea, although the implementation is insane (in typical Skyrim fashion). The thugs can be hired over petty theft, by characters who seem unlikely to have the means to do so (farmers, hermits, and in some reported instances, children).

It makes PERFECT sense though. Skyrim has a heavier social emphasis on honor, plus the land is a harsher place than Cyrodiil with less wealth to go around {plot wise at least]. That means those who are willing to make a living off of others have fewer targets who can "afford it" and thus those who stay thieves are likely to be scummier people.
Hate to be reductive, but y'know, anything can be said to make perfect if you try hard enough. I could likewise contend that it makes even more sense for thieves guild to be especially honorable. In the end, however, everything serves the needs of gameplay, and in this case Skyrim doesn't really seem interested in providing a morality system. Of the four main guilds, two are expressly neutral, and the other two expressly sinister. Normally, I'd consider an organization of diplomats to be patently absurd in a video game, but in an Elder Scrolls game I could actually see such a thing working out.

In the case of Skyrim's thieves guild, what they're going for in terms of gameplay is to put the player in a situation where he builds a criminal empire from the ashes of an old one. Of course, you're building it the Bethesda way: even though the player is ostensibly the boss, he's not calling the shots, merely carrying out the plans presented to him. Nonetheless, the premise appeals to me sufficiently that I'll turn a blind eye to the racketeering and extortion tactics, which I don't really consider to be very thiefy.
 
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Skyrim's perks represent a whole lot o'good ideas. However, that particular high-end perk assumes two things: A) you're already sufficiently wealthy to go around investing in merchants, and B) Speech is high enough to meet the requirement. Bearing in mind that raising Speech is primarily a side-effct of selling high-cash-value loot, it seems safe to conclude that perk just lets the rich get richer.

Occupy Skyrim!
 


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