Logical inconsistencies in Skyrim
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Re: Logical inconsistencies in Skyrim
In terms of poor logic... and not just realism breaking mechanics,I have a few...
The names in Windhelm on the walls... it wasnt long before I realized they were just a repeating skin. Shame too, I actually was ready to undergo reading every one.
These centuries old cities have only 20 burial slits in their "crypts".
The graveyard in Falkreath holds only ~50 bodies from centuries of war. I guess bodies despawn in the middle of historical battles too.
A wall just north of Whiterun with guards posted up... that consists of nothing but a gate frame that can be completely avoided.
A smelter and forge in your basement... yes it could heat your house... but it would also fill the cellar with smoke without any ventilation system. You know, where your kids play with knives...
You can outswim a slaughterfish...
The "city" of winterhold is/ was a major port city... next to a 20 story cliff. The location of the city and the water elevation dont change from the sea "swallowing" some of the landmass (that is nowhere to be found).
A shrine to MD right next to the hall of the vigilant that is, you know, not being vigilant...
Dwemer "cities" having dangerous traps and interior-facing armaments.
A dragon that was trapped in a lantern underground... I suppose magic could answer that.
The Falmer- who were only made blind, regressed to the point that they no longer speak.
In solstiem falmer were thought to be a myth or completely extinct. Skyrim has them in every faucet of dwemer infrastructure. (talk about a baby boom)
Solitude's giant windmill, doesnt produce anything... energy, grain, paper... anything.
A single canton in Vivec city has more individuals than any "city" in Skyrim.
Riften has a working sewer system... but no plumbing. Oh and the layout of the sewer would place the secret entrance/exit to the TG outside the city on another wall.
Solitude has rain grates with running water, but no sewer drains.
Whiterun has constant water running through/ from it... without a source (glacier, hot spring, constant rainfall, even snow...)
Winterhold's jail is entrusted to the mage's college, when they openly hate the institution. (Two Atronachs guard it)
... Im sure there are others...
The names in Windhelm on the walls... it wasnt long before I realized they were just a repeating skin. Shame too, I actually was ready to undergo reading every one.
These centuries old cities have only 20 burial slits in their "crypts".
The graveyard in Falkreath holds only ~50 bodies from centuries of war. I guess bodies despawn in the middle of historical battles too.
A wall just north of Whiterun with guards posted up... that consists of nothing but a gate frame that can be completely avoided.
A smelter and forge in your basement... yes it could heat your house... but it would also fill the cellar with smoke without any ventilation system. You know, where your kids play with knives...
You can outswim a slaughterfish...
The "city" of winterhold is/ was a major port city... next to a 20 story cliff. The location of the city and the water elevation dont change from the sea "swallowing" some of the landmass (that is nowhere to be found).
A shrine to MD right next to the hall of the vigilant that is, you know, not being vigilant...
Dwemer "cities" having dangerous traps and interior-facing armaments.
A dragon that was trapped in a lantern underground... I suppose magic could answer that.
The Falmer- who were only made blind, regressed to the point that they no longer speak.
In solstiem falmer were thought to be a myth or completely extinct. Skyrim has them in every faucet of dwemer infrastructure. (talk about a baby boom)
Solitude's giant windmill, doesnt produce anything... energy, grain, paper... anything.
A single canton in Vivec city has more individuals than any "city" in Skyrim.
Riften has a working sewer system... but no plumbing. Oh and the layout of the sewer would place the secret entrance/exit to the TG outside the city on another wall.
Solitude has rain grates with running water, but no sewer drains.
Whiterun has constant water running through/ from it... without a source (glacier, hot spring, constant rainfall, even snow...)
Winterhold's jail is entrusted to the mage's college, when they openly hate the institution. (Two Atronachs guard it)
... Im sure there are others...
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Re: Logical inconsistencies in Skyrim
Regarding the 'size' issue for the cities and whatnot-- I think someone mentioned that Skyrim was scaled down 10x. There are only 700 steps instead of 7000. So cities, IRL, would probably have 10 or 20 more times the people, and the cities would be bigger as well. I mean, places like Rorikstead only have a population of 10 people-- not exactly what you'd label a small 'village'. 100 people though? Sounds about right ;>
You got me on Winterhold's jail and the running water in Whiterun :p
You got me on Winterhold's jail and the running water in Whiterun :p
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Re: Logical inconsistencies in Skyrim
A deity exists.
Last edited by L.Ron Hubbard on Fri May 13th, 2011 12:34 PM, edited 46 and 2 times in total.
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Re: Logical inconsistencies in Skyrim
Really?Lindai wrote:A deity exists.
Don't mistake lack of talent for genius.
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Re: Logical inconsistencies in Skyrim
I'm perfectly fine with lore designating the size of the city, but that doesn't mean we can't be dissapointed when the real thing turns out to be so small. The lore capitols, such as Falkreath, are only the size of Riverwood - except they have a barracks and a Jarl's longhouse. That's about it. It would be okay for Beth to make such small settlements with so few NPCs if the NPCs were at least fully fleshed-out, but unfortunately, about half of the NPCs in the game only give you one-line dialogue: "Do you get to the Cloud District often?"Memai wrote:Regarding the 'size' issue for the cities and whatnot-- I think someone mentioned that Skyrim was scaled down 10x. There are only 700 steps instead of 7000. So cities, IRL, would probably have 10 or 20 more times the people, and the cities would be bigger as well. I mean, places like Rorikstead only have a population of 10 people-- not exactly what you'd label a small 'village'. 100 people though? Sounds about right ;>
You got me on Winterhold's jail and the running water in Whiterun :p
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Re: Logical inconsistencies in Skyrim
Hence why, in my mind, they'll always seem bigger. I mean, I'd love to see Daggerfall-sized towns and whatnot, but imagine how boring and tiresome it'd be ;; The NPC dialogues could always be improved, but as with most Beth titles, you'll always run into them (Patrolling the Mojave almost makes you wish for a nuclear winter *shot*). Not excusing them, however, they should definitely work on it some more, or space out the dialogues a little bit more.
Still, I always imagined Windhelm to be much, much bigger. Solitude and Markarth were believably okay size-wise, but Windhelm is supposed to be *the* Nord city, I expected something grander in size, Beth ; w;
Still, I always imagined Windhelm to be much, much bigger. Solitude and Markarth were believably okay size-wise, but Windhelm is supposed to be *the* Nord city, I expected something grander in size, Beth ; w;
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Re: Logical inconsistencies in Skyrim
Magic is one of the many logical inconsistencies in Skyrim.
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Re: Logical inconsistencies in Skyrim
I'm really trying to see a purpose to this thread.
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Re: Logical inconsistencies in Skyrim
Originally its was meant to point out oddities and things that "dont follow" the typical line of logic. Brad3max turned it on its head into comparing a fictitious world to real life. Like dragons (who have been discussed in lore as only being able to fly because they are magical creatures), and gods (which undoubtedly exist in TES), and unfortunate lack of physics (floating paintbrushes, shooting people 100 feet with arrows after impact, and other realism shattering anomalies), and even the types of exploration granted by magic (Oblivion: going into people's dreams, and hell-gates; Skyrim: going to heaven and hell, talking to ghosts, existing in a world with vampires and dragons)Musicman247 wrote:I'm really trying to see a purpose to this thread.
So people actively posting in the thread are derailing it.
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Re: Logical inconsistencies in Skyrim
You can do this. Telekinesis spell.Believe wrote:Speaking of which:
Why can't I throw things? If some dude surprise attacks me, I want to be able to lob the nearest solid object at him.
"Falmer creeps out of shadows."
Believe picks up nearby empty tankard.
"Falmer creeps closer"
Believe throws tankard with the beautiful action of an Olympic Javeliner
"Falmer catches tankard with face. Takes critical hit, dies from massive internal bleeding"
It is a great joy to throw half-loaves of bread at that annoying Nirya.
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Re: Logical inconsistencies in Skyrim
I never said anything about gods, not once, thats something that doesn't need logic. And I'm sorry, when I saw the word logic, I rolled with it. I did not know about dragons. In fact, none of my posts delt with the fantasy aspect, so I'm not sure what you are talking about, I even said I love fantasy. LOVE IT, A LOT.Alnevar Odai wrote:Originally its was meant to point out oddities and things that "dont follow" the typical line of logic. Brad3max turned it on its head into comparing a fictitious world to real life. Like dragons (who have been discussed in lore as only being able to fly because they are magical creatures), and gods, and even the types of exploration granted by magic (Oblivion: going into people's dreams, and hell-gates; Skyrim: going to heaven and hell, talking to ghosts, existing in a world with vampires and dragons)Musicman247 wrote:I'm really trying to see a purpose to this thread.
So people actively posting in the thread are derailing it.
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Re: Logical inconsistencies in Skyrim
You breathe just fine while on "The Throat of the World".
As long as you where all heavy armor pieces you can carry more.
You are faster than wildlife.
You can move faster on foot than horseback.
Those are just a few i want to contribute to Alnevar Odai's list.
Alnevar Odai PM me the ones you have not listed. I find them interesting.
As long as you where all heavy armor pieces you can carry more.
You are faster than wildlife.
You can move faster on foot than horseback.
Those are just a few i want to contribute to Alnevar Odai's list.
Alnevar Odai PM me the ones you have not listed. I find them interesting.
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Re: Logical inconsistencies in Skyrim
Br3admax wrote:I never said anything about gods, not once, thats something that doesn't need logic. And I'm sorry, when I saw the word logic, I rolled with it. I did not know about dragons. In fact, none of my posts delt with the fantasy aspect, so I'm not sure what you are talking about, I even said I love fantasy. LOVE IT, A LOT.Alnevar Odai wrote:Originally its was meant to point out oddities and things that "dont follow" the typical line of logic. Brad3max turned it on its head into comparing a fictitious world to real life. Like dragons (who have been discussed in lore as only being able to fly because they are magical creatures), and gods, and even the types of exploration granted by magic (Oblivion: going into people's dreams, and hell-gates; Skyrim: going to heaven and hell, talking to ghosts, existing in a world with vampires and dragons)Musicman247 wrote:I'm really trying to see a purpose to this thread.
So people actively posting in the thread are derailing it.
I never said that you specifically brought the gods in. I said that you turned it on its head by "comparing a fictitious world to real life" where your first posts were in fact, about the existence of magical mythological creatures.
Don't be so defensive. I was simply remarking that the thread lost its initial direction when you made your initial post. I never said the way you chose to direct this thread was incorrect, it simply took it in a direction that can potentially result in a "hate thread" that is generally frowned upon. Soon after your post things like bugs and anomalies started to be questioned, which wasnt the intended direction for the thread.
----------------
More logic failures...
Horses- which are skittish in nature- will attempt to kill dragons
Chicken eggs are the size of a chicken
Mammoth tusks arent carved when you "loot" them, but are when you kill the mammoth.
You only take one of a giant's toes. Sabre cats eyes, fangs.
You can repair a bow on a grindstone, by wasting wood, leather... and other odd things to use a grindstone on.
There are legions occupying forts, but no officers.
Bridges are raised and lowered with levers... but no mechanisms (pulleys, ropes, etc)
You cant take dwemer crossbows from centurions (HULK SMASH!)
Clothes and armor change sex, color and fit without taking them to a workbench.
There are many accounts of fallen trees... without a stump or exposed roots.
Vampires are affected by the sun before it rises and not effected before it sets.
The underforge has an exit into the wild... but I felt an uncontrollable urge to murder everyone in whiterun
Ancient nord iron armor is considered deadric
There are a lot of giants and mammoths and underground lairs in the volcanic sulfur fields in eastmarch... Not enough food for them to eat and way too hot to be comfortable, and if water is trying to force its way up from pressure, it would be through caves (like the one with spiders and vampires).
Frostbite venom comes bottled (Are you sure you want to apply frostbite venom you your next bite?)
Dragons speak in thu'um, but can only use at most 4 different shouts
All V. vampires are capable of the VL. But they never use it.
Ulfric doesnt shout anything. He opens his mouth, thunder-sound, you fly away
After centuries of living in castle V. They still have skeleton's in their closet... er, most wings of the castle
Gargoyles are affected by some affect undead spells when they arent undead, they are rocks.
3 bee keepers supply two branches of the BB meed. When the point was that there wasnt enough honey to go around in the first place.
Memories are relived in third person
Spoiler:
There are multiple egg types. Much fewer bird types.
Spoiler:
Somehow, pressure plate traps attached to lever mechanisms (picture a mousetrap) are able to reset themselves (like the trap in Bleak Falls or most "ram" traps)
Player characters with two blind eyes can see fine.
Facepaint never rubs off
...again, I am sure there are more...
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Re: Logical inconsistencies in Skyrim
Alnevar Odai wrote:A dragon that was trapped in a lantern underground... I suppose magic could answer that.
The dragon is NOT IN the lantern !!
honestly , try standing right on top of it and shouting , he doesnt come out of it , IT triggers the unlock of wherever he is found , and he comes flying at you from somehwhere else
we post stuff that is silly about the game by normal standards , we arent posting about Physics glitches , or Fantasy elements , but simple things like the location of certain objects in impractical places , or things that NPCs say or do that doesnt really make much senseMusicman247 wrote:I'm really trying to see a purpose to this thread.
its not that hard to understand
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Re: Logical inconsistencies in Skyrim
The only one that really stuck in my head was the Rorikstead thing: if the village is named after him, how do you explain Ragnar the Red riding out of Old Rorikstead.
Also, I don't mind the cities being so small, it would take forever to navigate if they were as big as, say, Ironforge in WoW.
Also, I don't mind the cities being so small, it would take forever to navigate if they were as big as, say, Ironforge in WoW.
It's okay to disagree with me, you're entitled to your opinion. No matter how wrong you are.
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Re: Logical inconsistencies in Skyrim
Couple more:
You can make nails, but you can't make lockpicks.
The materials to make iron daggers weigh less than the created iron dagger.
You can make nails, but you can't make lockpicks.
The materials to make iron daggers weigh less than the created iron dagger.
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Re: Logical inconsistencies in Skyrim
All those nasty traps that are meant to kill you are marked with obvious pressure plates and trip wires. And those trip wires aren't actually connected to the trap.
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Re: Logical inconsistencies in Skyrim
does :
''dead people and Hagravens can send hired thugs after me''
count ?
''dead people and Hagravens can send hired thugs after me''
count ?
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Re: Logical inconsistencies in Skyrim
LMFAO yeah that counts and fits under a dead thread.philfredobob wrote:does :
''dead people and Hagravens can send hired thugs after me''
count ?
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Re: Logical inconsistencies in Skyrim
I'll walk into a warzone between 30 Stormcloaks and 30 Imperials. After five minues of fighting, the Imperials win, narrowly. I walk up to one soldier to congratulate him, only to have him say, "It's been so long since I've seen a Stormcloak, my sword arm is getting flabby. He says this when he is surrounded by the bloody remains of the dozens of Stormcloaks he and his companions just defeated.
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Re: Logical inconsistencies in Skyrim
The Imperial soldier probably had Alzheimer's. A lack of Alzheimer's in the game would be a logical inconsistency as Alzheimer's indeed exists.
Last edited by L.Ron Hubbard on Fri May 13th, 2011 12:34 PM, edited 46 and 2 times in total.
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Re: Logical inconsistencies in Skyrim
Given that it's established that the trek up to High Hrothgar is long and treacherous with the occasional dangerous beast, I love that
Spoiler:
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Re: Logical inconsistencies in Skyrim
ConsoleWedding wrote:Given that it's established that the trek up to High Hrothgar is long and treacherous with the occasional dangerous beast, I love thatSpoiler:
Spoiler:
The placement of many camps - 'Cloaks setting up camp in the Rift next to an Imperial-guarded farm (lore-wise, I imagine it to be more than one man), and in Haafingar in a strategically and tactically...odd spot. Why not up in the mountains in one of the many holes, where they can keep an eye on Fort Hraggstad, the Thalmor Embassy, Solitude from above, and get better communication lines with the Reach camp? Same goes for the Imperials in Eastmarch - must be difficult to get supplies and reinforcements. Somewhere on the mountainside north of Ivarstead or in the mountains of Shearpoint would have been better.
The fact that I have to break my no fast-traveling rule in order to visit Sky Haven Temple without having to tear through a camp of Forsworn for the 618th time. Being interrupted in the middle of a fight by the fugitive-and-hunter encounter. Or vice versa with any conversation or encounter and the NPC keeps talking while we're being sliced to pieces - well, when they're being sliced to pieces.
Repeating dialogue in general, Adriane Avenicci being the worst offender with her uncommonly long "I don't claim to be the best blacksmith in Whiterun..." every time I so much as walk past her. My memory is foggy, but I don't remember Oblivion being so bad in this regard. If I didn't value NPCs so highly I'd have killed her and done business with War-Bear long ago. And I cringe whenever I get the same line twice.
More if I think of it.
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Re: Logical inconsistencies in Skyrim
Speaking of Adrianne Avenicci, I noticed that she says "Eorlund Gray-Mane" the same way all the time. It really sounds like they only had one instance of the VA saying it and they spliced it into more than one line.
"...ask Eorlund Gray-Mane for help"
"Eorlund Gray-Mane has that honor"
"...ask Eorlund Gray-Mane for help"
"Eorlund Gray-Mane has that honor"
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Re: Logical inconsistencies in Skyrim
^ I've noticed that too. Funnier still is I think she might be the only NPC that does this though, everyone else seems to have a better flow in their speech.
Speaking of Whiterun, the Talos preacher right in front of Jorrvaskr. How hasn't anyone working for the Thalmor not gotten on his hide yet?
Speaking of Whiterun, the Talos preacher right in front of Jorrvaskr. How hasn't anyone working for the Thalmor not gotten on his hide yet?




