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 Post subject: Re: Dawnguard.
PostPosted: Mon May 14, 2012 12:02 am 
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Hmm, nevermind. Thats good, cause I wasnt really into that idea.

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 Post subject: Re: Dawnguard.
PostPosted: Mon May 14, 2012 12:41 am 
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I EAT pain wrote:
I hope this effects both Skyrim and whatever land we go to.

The only effects I would expect the DLC to cause on the land of Skyirm is the addition of new generic weapon/armor to shop's lists.

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 Post subject: Re: Dawnguard.
PostPosted: Wed May 16, 2012 10:40 pm 
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The Elder Scrolls wasn't the only item in the game that allowed the player to go back in time.

The Wooden Mask did as well...

And it also revealed the location of the mask of the one Dragon Priest we never actually meet or fight in the game.

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 Post subject: Re: Dawnguard.
PostPosted: Fri May 18, 2012 8:49 am 
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Great ideas everybody! Not too much longer to wait now. I can't see this one being Thalmor related though. Hopefully Falmer? That would be interesting. Also, i want plenty of new lore! :D

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 Post subject: Re: Dawnguard.
PostPosted: Fri May 18, 2012 10:12 am 
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Time travel is most times really problematic, changing things back in the past can have enormous effects on the present.
The two time travel things we saw in Skyrim are more or less without effect, in one you are just an invisible viewer and in the other one you are isolated in a single room where you can't really change anything.

It would be awesome to do and see things back in the first era but they need a "failproof" concept how this changes the present.

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 Post subject: Re: Dawnguard.
PostPosted: Fri May 18, 2012 10:39 am 
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Trelares wrote:
Time travel is most times really problematic, changing things back in the past can have enormous effects on the present.
The two time travel things we saw in Skyrim are more or less without effect, in one you are just an invisible viewer and in the other one you are isolated in a single room where you can't really change anything.

It would be awesome to do and see things back in the first era but they need a "failproof" concept how this changes the present.


Oh yeah, quite on the contrary: having a backwards time-travel episode which is subsequently changing the behaviour of the now/future skyrim in general - means you go forward again and have a new game :)


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 Post subject: Re: Dawnguard.
PostPosted: Fri May 18, 2012 3:57 pm 
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Trelares wrote:
Time travel is most times really problematic, changing things back in the past can have enormous effects on the present.
The two time travel things we saw in Skyrim are more or less without effect, in one you are just an invisible viewer and in the other one you are isolated in a single room where you can't really change anything.

It would be awesome to do and see things back in the first era but they need a "failproof" concept how this changes the present.

We're talking about a game universe where the detailed story is defined by the player, in as many variations as there as players.

My experience with the Elder Scrolls is different from yours. Your experience with the Elder Scrolls is different from the next person who enters this conversation.

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 Post subject: Re: Dawnguard.
PostPosted: Fri May 18, 2012 6:29 pm 
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Huntershound wrote:
Reven wrote:
What if it has to do something to do with the Vigilants of Stendarr?
I suspect Beth will explore the faction more
since they seem incomplete in the game. So the glowing eyes could be some sort of blessing bestowed by Stendarr? Maybe it could be of both Meridia and the Vigil teaming up for some reason?

I sure hope not since my main character goes around killing them as if they were the silver hand.


Exactly. My characters have done plenty of things for various Daedra, and some summon them to fight by their side. I don't think any of my characters could be considered Vigilants of Stendarr, more like ... Works with the enemy when you're not looking, especially when it comes to shooting you in the back, of Stendarr

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 Post subject: Re: Dawnguard.
PostPosted: Fri May 18, 2012 7:15 pm 
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is it June 5th yet! this is taking too long


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 Post subject: Re: Dawnguard.
PostPosted: Fri May 18, 2012 10:09 pm 
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Trelares wrote:
Time travel is most times really problematic, changing things back in the past can have enormous effects on the present.
The two time travel things we saw in Skyrim are more or less without effect, in one you are just an invisible viewer and in the other one you are isolated in a single room where you can't really change anything.

It would be awesome to do and see things back in the first era but they need a "failproof" concept how this changes the present.



In this case, you're like Kyle Reese. You're not changing the past - you're keeping someone or something evil from doing that.

And for the record, this wouldn't be a new concept in TES. It's implied that Pelinal Whitestrake was sent back in time to eradicate the Ayleids, possibly from some horrible alternate future where they ruled and enslaved all of Tamriel.

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 Post subject: Re: Dawnguard.
PostPosted: Sat May 19, 2012 12:05 am 
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Pilaf The Defiler wrote:
In this case, you're like Kyle Reese. You're not changing the past - you're keeping someone or something evil from doing that.

And for the record, this wouldn't be a new concept in TES. It's implied that Pelinal Whitestrake was sent back in time to eradicate the Ayleids, possibly from some horrible alternate future where they ruled and enslaved all of Tamriel.


If the Ayleids had ruled everything in the future, I doubt Reman would have been born, preventing Pelinal from knowing who Reman was, and yelling praises to him in battle.

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 Post subject: Re: Dawnguard.
PostPosted: Sat May 19, 2012 4:40 am 
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Reman maybe was the John Connor of Pelinals future, if we stay by Terminator references^^.

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 Post subject: Re: Dawnguard.
PostPosted: Sat May 19, 2012 5:20 am 
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Trelares wrote:
Reman maybe was the John Connor of Pelinals future, if we stay by Terminator references^^.

Na, Alessia would be the John Connor to Pelinal's terminator.


on another note, I really hope we get to see the 6th walking way to reach heaven through violence in a DLC, after having examples of the first five already I am interested in seeing the 6th.

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 Post subject: Re: Dawnguard.
PostPosted: Sat May 19, 2012 6:43 pm 
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You seek Amaranth, sir.

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 Post subject: Re: Dawnguard.
PostPosted: Sat May 19, 2012 9:53 pm 
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What will Dawnguard cost, do you think?


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 Post subject: Re: Dawnguard.
PostPosted: Sat May 19, 2012 11:40 pm 
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AddictedtoMorrowind wrote:
What will Dawnguard cost, do you think?


20 bucks? I'm just guessing.

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 Post subject: Re: Dawnguard.
PostPosted: Sat May 19, 2012 11:41 pm 
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I'd guess anywhere from $20-35. It's pretty much going to be the equivalent of half of Skyrim (in terms of all the updates, not just land mass) so it'd probably cost somewhere near half the cost of Skyrim.

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 Post subject: Re: Dawnguard.
PostPosted: Sun May 20, 2012 4:45 am 
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Pilaf The Defiler wrote:
You seek Amaranth, sir.

Yes, yes I do.

I have always loved the descriptions and everything behind the 6 walking ways to reach heaven through violence, I really want to see the 6th.

EpicAbrad wrote:
I'd guess anywhere from $20-35. It's pretty much going to be the equivalent of half of Skyrim (in terms of all the updates, not just land mass) so it'd probably cost somewhere near half the cost of Skyrim.

I doubt it would be that large.

Its gonna be point lookout from Fallout 3 if anything.

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 Post subject: Re: Dawnguard.
PostPosted: Sun May 20, 2012 10:35 am 
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I would maybe guess that it is around one quarter of the size of skyrim, but at half the price. Over here in Australia for whatever reason games are extremely expensive, when skyrim first came out it cost $100. Luckily I bought it online at $65, so this DLC could be anywhere from $30 if were lucky and $50 if people get greedy.


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 Post subject: Re: Dawnguard.
PostPosted: Sun May 20, 2012 7:43 pm 
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I expect it'll be like Bethesda's Fallout 3/NV DLC's, though of course I would prefer more. You guys/gals are talking about 50 and 25% of the size of Skyrim ... I'm predicting more like 5% (and that might be generous) just looking at Beth's more recent history. Look at say mothership/zeta ... it's basically just an additional dungeon with maybe 3 new weapons

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 Post subject: Re: Dawnguard.
PostPosted: Mon May 21, 2012 2:22 am 
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I'm still guessing Azura will be involved in some capacity. Probably something with Falmer to. As to size since the bigger stuff was stated be bethesda as to be more of a focus in skyrim I'm guessing something like shivering isles maybe.

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 Post subject: Re: Dawnguard.
PostPosted: Mon May 21, 2012 2:30 am 
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My best guess is the Falmer. They've been dropping hint after hint that the Falmer are finally prepared to begin assaulting the surface world, and if you consider the blind mole-like merpeople to be creatures of darkness, literally spewing forth from the earth to lay siege to the daylight, the name "Dawnguard" can be taken very literally.


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 Post subject: Re: Dawnguard.
PostPosted: Mon May 21, 2012 3:47 am 
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I'm going with Falmer as well. It just makes a huge amount of sense to me.
Although I wouldn't object if Meridia was involved.


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 Post subject: Re: Dawnguard.
PostPosted: Mon May 21, 2012 5:01 am 
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Archea47 wrote:
I expect it'll be like Bethesda's Fallout 3/NV DLC's, though of course I would prefer more. You guys/gals are talking about 50 and 25% of the size of Skyrim ... I'm predicting more like 5% (and that might be generous) just looking at Beth's more recent history. Look at say mothership/zeta ... it's basically just an additional dungeon with maybe 3 new weapons

Bethesda already said the DLC would be around the size of, or larger then, Point Lookout, which was between 16-20% the size of Fallout 3.

Also Bethesda did not make New Vegas..... Obsidian did.

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 Post subject: Re: Dawnguard.
PostPosted: Mon May 21, 2012 3:00 pm 
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I'm gonna go with the Falmer too! Also, i hope the DLC adds another weapon sheath for the weapon in the left hand. Kinda weird how it justs disappears into thin air once your weapons are sheathed.

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