jstnomega on 30/8/2002 at 17:35
Found an Argonian who, when hitting the 'Background' dialogue option, reports himself as 'Twin Lamps of The Twin Lamps'. I've read elsewhere only that, late in the game, the Vivec Bookseller char somehow opens up some Twin Lamps options but never any reference to any Argonian guilds or quests. Just another something the dev's didn't fully dev?
howie on 30/8/2002 at 20:01
I'm not real sure what you mean by your post, but the 'twin lamps' quests are just basically freeing slaves. I never actually joined the 'twin lamps' so I can not say one why or the other whether the referance is valid. With that said, there does seem to be a lot of dead end referances in the game; Disappearance of the Dwemer/Dwarves, Vivecs true secrets/motives, which one of the great houses is better, and finally... why glass and metal are ingredients for potions in an alchemy set ? [ Crunchy, teeth breaking....yuk! ] I mean come on....Inert objects being used in a humanoid ingestive potion is just rediculous.
* Sigh * <small>Sorry I got carried away on this one. ;)
WingedKagouti on 30/8/2002 at 20:28
Quote:
Originally posted by howie and finally... why glass and metal are ingredients for potions in an alchemy set ? [ Crunchy, teeth breaking....yuk! ] I mean come on....Inert objects being used in a humanoid ingestive potion is just rediculous.If you read some of the notes on alchemy found in the game you'll see that not every potion is a potion, there are a few pastes and oils or rather that is what you would get if the game engine differentiated between the various potions (if it did that you wouldn't have as flexible an alchemy system though). You could also view it as having a paste or an oil in a normal potion bottle because that is what you had to put it in. Besides, this is a magical world and everyone is capable of a tiny bit of magic so who is to say that you don't use that bit of magic to extract something useable from those ingredients.
I know, way too much text for a stupid answer to a silly question. There are way too many small things like that if you go looking for them (fixing a set of daedric armor with only a repair prong and no materials handy...), just ignore them and pretend that they aren't a problem or a logical flaw. You can cope with people flinging fireballs, teleporting, healing themselves and becoming invisible (if you can't why even try a fantasy game ;)) why not using some metal for a paste you smear over vulnerable parts to resist lightning?
The above post is not intended to be taken as an attack on anyone.
jstnomega on 30/8/2002 at 20:51
howie, What I meant was that there's this Argonian chapel but no Argonian quest givers therein. Twin Lamps & the abolitionist thing kindasorta comes up now & again but it seems to be less than a fully developed idea in MW. It's like the dev's had something in mind but didn't flush it out b4 releasing to retail, so we get these tantalizing what-if hints at what might have been. Very little interaction in the game w/Argonians, at least for me so far - some slaves & the occasional trainer here or there, but not much else. For that matter, ditto the Khajits. These non-human char classes interest me but they're less than fully dev'd/splained in the game, or so it seems.
Forsythe on 30/8/2002 at 22:03
Hmm.. while I agree that a 'Twin Lamps' base would've been fun to run across, I can kind've see why it doesn't exist. Their only real strength, when you get right down to it, is in their secrecy and geographic sparcity (ie: not many in any one location). If they had a base or game alot of missions they'd likely show up on the authorities' radar screens, so to speak. (Incidentally, Ilmeni Dren does give a few Twin Lamps missions disguised as Hlaalu missions)
As to inedible alchemy ingredients, I always figured they were powdered (via the mortar & pestle) and then mixed into the infusion. Many quack recipies of real-world alchemists have included such things as powdered iron, gold & silver, arsenic (:rolleyes:), and mercury (:rolleyes: :rolleyes:).