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Asher

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  • Member Type: Regular Member
  • Profile Views: 1,936 views
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  • Last Update: April 30, 2018
  • Joined: October 20, 2014

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Asher

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  • Username Asher

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  • Which Elder Scrolls Games Have You Played? Oblivion, Skyrim
  • Platform PC, PS3
  • Which Elder Scrolls Spin-offs Have You Played? ESO, Legends
  • Which Fallout Games Have You Played? Fo4
  • Elder Scrolls Lore
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    This place is House of Orsimer Glories, the place to be for knowledge boners and lorcasms. It is managed by Teineeva.
  • Skyrim Character Building
    6,161 members
    This is a group for creative people to come together and share Skyrim characters that they have created. All are welcome here, power players and role players alike. Hosted by Noodles
  • Skyrim Tips and Tricks
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    If you're looking for for in-depth guides, power-leveling tactics, or in-game tips, exploits, and glitches, then look no further.
  • The Elder Scrolls Online
    224 members
    Welcome to the ESO Group, a group dedicated to creating a vibrant, interactive community of players who love adventuring across Tamriel. Hosted by: The_Lex and Tenebrous
  • TES Classics
    232 members
    The home for everything related to previous Elder Scrolls games - builds, tips, role-play and chat. Also dispenses nostalgia.
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  • March 24, 2018 7:06 PM EDT
    in the topic Elder Scrolls Online: Necromancer Class in the forum Elder Scrolls
    Interesting, I just read the petition and it is ambitious, a FO4 Automatron inspired necromantic workbench? (I need this mod asap. If only it was possible to port automatron to skyrim, and give it a little reskin) I also highly doubt they will restrict access to the mages guild to any one class, it's one of the core storylines. But as other people have mentioned plenty of the mechanics and skills for a necromancer already exist in npcs. Personally, I find it hard to imagine they'll implement a new class anytime soon, introducing too many paid classes too quickly could sour quickly. Not to say it won't happen, but they'll be very selective and measured about introducing new classes. However another dlc skill line? That could happen much faster. Maybe we get a dlc to infiltrate the worm cult, to make the skills fit the bigger story nicely. I can't imagine a necromantic workbench type mechanic being introduced as a class skill, but I see it potentially added as a new mechanic for a 'guild' skill. Unlikely since there is no existing framework, but it would be cool. What if we could craft our own elemental atronachs, to make a new unique skill more widely applicable? Give the mages guild an upgrade (throw the fighters guild a bone?) and then a necromancer dlc could expand on the atronach workbench to give more undead options. That may sound like a lot of negatives and doubt on my part, but it is a very exciting idea :D
  • January 11, 2018 1:37 AM EST
    in the topic Taking the creator away from the creation in the forum The Lounge
    I'm of two minds. Recycling known ip because you already have the dedicated fanbase, and using them for a lazy cash grab is going to reflect poorly on your creation.   Tysoyaha said: Doing it just for a paycheck is a quick way to ruin art, ^^This basically. However, the idea of intellectual property is a modern invention. All of our recognisable fairy tales were retold a million times over, changing over time as each teller added their own flair. We kind of have this in modern storytelling, through fanfiction, but we are beholden to this idea of 'canon' that the ancient storytellers... played loosely with. King Arthur, Robin Hood, Mulan, the Illiad (Trojan War), are not the creations of any one person, but the result of (centuries) collaborative storytelling. There was no 'lead writer', and anyone who wanted to extend the story in a given setting could, or add new characters to tell a different story (The various stories of the Knights of the Round Table are the best example of this). It wasn't considered fanfiction, if it got popular enough it was as 'true' as the 'original', and these additions are a part of what we consider the 'canon' version of the myth today. While I doubt this ownership-free version of storytelling will ever make a big comeback (D&D anyone?), it does give a different perspective on 'Can a new Star Wars movie by a different storyteller be called Star Wars?' God knows I've read fanfiction and fan theories better than the content that some franchises put forward as canon. Good food for thought :)  This post was edited by Asher at January 11, 2018 1:37 AM EST
  • January 7, 2018 4:18 PM EST
    in the topic Canon Ending (spoilers[no shit{wait how old is this game?}]) in the forum Fallout
    Yeah I agree that the institute ending seems unlikely. I feel the Minuteman ending where you don't piss anyone off (y'know, except the institute) is most likely. Players are almost guaranteed to have made some progress with the faction at some point, and no ending involves their defeat. At worst they just never end up becoming an influential power in a players game. If I were to hedge my bets on a slightly more unlikely canon ending, it would be the brotherhood. With the institute down, they could knock off the railroad without much storytelling repercussions. In fact, given how underground the RR are, their defeat doesn't alter the world much at all. The brotherhood going down would create a much bigger fuss I reckon. So if I had to make a list of endings in order of how likely I think it will be canon: Minutemen (Only the Institute destroyed) Brotherhood Railroad Institute
  • December 16, 2017 4:57 PM EST
    in the topic What's Your Favorite Self-Imposed RP Rule? in the forum Fallout
    Thanks Motty!   MaddMannatee said: A favorite of mine is no corpse looting. Not for any kind of morality based reason but rather as a way to improve the fluidity of playing since I'm sure I speak for most of us when I say that anytime a body drops-from a raider boss to a bloatfly- I have that automatic twitch to fondle their body in search of some .38 ammo or a stimpack that I clearly don't need. The game is just more fun and fast paced when you plow through a group of baddies and just keep going without stopping to check every corpse for goodies. Except for Legendaries of course :D   This is a good one, I'm an absolute hoarder in all video games, and Fallout's settlement system only made that worse :P I had a looting related rule for some characters, which was no looting from 'questionable' sources, usually supermutant blood sacks. For most characters I can't reasonably justify sifting through bloody, corpse filled bags for 3 ammo. Their willing to get their hands dirty, but there's a limit. Another one I use for my more 'survivalist' playthroughs is whenever harvesting meat from dead creatures, I wait an hour to simulate the process. This definitely cut down and my instinct to hoard all food because I might need at some point, only taking what I actually need.
  • December 6, 2017 7:25 PM EST
    in the topic What's Your Favorite Self-Imposed RP Rule? in the forum Fallout
    Survival mode gives me most of the restrictions that I like for a realistic play, most of my self imposed ones are to do with interacting with factions. I don't take Nick with me when doing anything for the Brotherhood, and he's not allowed to catch a ride on the vertibird with me either. I also don't take Danse into Railroad HQ. If my character isn't aligned with the Brotherhood, but has access to Vertibirds for whatever reason, I won't use Vertibirds to get to sensitive locations (Like Vigil's cave, RR missions etc.). Those are the ones I can think of off the top of my head.
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