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Αναφορά προβλήματος μετάφρασης
The Skeleton Key is good, but it's the only Daedric Artifact you're not allowed to keep. It has to be returned to the Ebonmere in the Twilight Sepulcher so you can complete the questline. Just be sure to do the five jobs per city to get each city influence quest as well; it's required for you to become the leader of the Thieves' Guild in addition to the faction's main quest.
Yeah, good points there. I'd agree that the Companions is short. I like the Brotherhood, I just hate their position on the map. I do however like the Dawnstar Dark Brotherhood santuary, though.
The quest line where you become a cook may be my favorite in any RPG.
Yeah, they are pretty far from the other side of the map. I suggest you find a location nearby so you can fast travel there and just make your way over to the Falkreath Sanctuary.
Another fast way of getting right to the Dark Brotherhood would be Arthmoor's Alternate Start--Live Another Life mod because it has so many options to choose from when beginning, well, an alternate start for your character. If you select the option that you're a new recruit in one of the faction, an option you'll be provided is the Dark Brotherhood so you can become part of the faction right away. I highly recommend the mod because its a much quicker beginning than the opening sequence at Helgen and also because you can actually define the character much better than simply being the Dragonborn.
The Dark Brotherhood I can agree with, but not so much the Thieves' Guild because it's plot got straight to the point and you had to do five city influence quests--which only became available once you've done five jobs for the guild per city in a randomized fashion, I should add--to rise to the position of guild leader. Simply doing the main plot doesn't make you guild leader for the Thieves' Guild, but it does establish you as the prime candidate for the position. The influence quests will do the same if you don't finish the main plot yet, but both are required to become leader of the Thieves' Guild. That's why I don't like the Thieves' Guild very much; it's better than the Companions in my opinion, but not as good as the College of Winterhold, the Dawnguard, or the Dark Brotherhood in my opinion.
DB is my favorite, despite the 5 random quests you have to do in each city. The Nightingale armor may be a factor in my preference. :-)
anyway i wait that ppl in the states starts burning games like they did with books ...
Next favorite is probably the College of winderhold. It starts of exactly how I want the mage guild to go, you learn a spell, are shown how to use it, then get to go on a field trip. Its like a real magic school, like I wish the mage guild would be. But once again only a little bit in, they are like "Yo, you the chosen one, you save everybody, just like every other quest in the game". It would be much better if it had paced itself a LOT more. like have your character have to show up to classes on time, learn how to properly use magic against some enemies, and learn some tricks you can use spells for, but nope, 1 class and a few dungeons later, boom you are the arch-mage.
Next is the companions. Nothing really wrong here, it has no pacing, but its not really teaching you anything, you just fight stuff, plus its the only way to become a werewolf without DLC, which is kinda dumb. Overall its just kinda meh or okay at best.
I hated the thieves guild, you arent require to use stealth, the plot twist is kinda obvious (really I should have trusted the guy who constantly looks angry and complains about everything?), the Oath is stupid (how many people can lay claim to one soul?! Dragonborn - Soverngard, Werewolf - Hircine, Vampire - Molag Bal, ect) The characters cant sneak, I never felt the guild was in a bad spot, specially when they open the vault and mention having tons of gold and jewels. Overall just a horrible representation, specially since this is like the only guild that properly transfered over. Fighters guild is gone, Mage's guild is gone, Dark brotherhood is almost dead, and this is the one guild that lasted the longest without change?
I would have prefered they all been much longer. I mean Oblivion padded it out with side quests, but It felt like there was a point, Morrowind was the ultimate padder, there was so many quests, at so many locations, and traveling was a pain in the ass, you felt like you were taking years to do all that stuff. Skyrim's guilds felt like It could take place in like 10 days, Oblivion a few months, and Morrowind felt like years. I still prefer Oblivion, It padded it out the perfect amount for my own personal tastes.
My favored became the Companions (modded) because I tend to play agile or heavy armored warriors.
Very true, but it's great until you have to give it back.