How would you improve Skyrim?

Post » Fri Dec 16, 2011 4:58 am

Lol kind of why I made it myself. Wanted to get some ideas for mods that would improve the game without really changing the lore or anything like that.


I've already started sketching on some new monsters on 3D:SM. I just hope you can mix the AI of the mobs. Having 1 scripted pattern is kinda boring, but rewriting a whole new one = to much work and it will most likely not be compatible with the CK =/
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Gavin boyce
 
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Post » Thu Dec 15, 2011 9:57 pm

Love the game, but there are some things it would be nice to see. Not in any particular order:

- More reactive world, or at the very least more reactive guilds/factions. NPCs that better recognize I am their superior, that kind of thing.

- More things to do with my money at higher levels (of wealth). Short of training there isn't much to do with it beyond a certain point. I and others have posted a lot before about things you could spend money on (house improvements/expansions/staff, city/guilds you are in charge of improvements/expansion, a castle/fortress/boat/farm - again with improvements/expansion/staff, more "useless" stuff to buy for your house, become patron or sponser of something, like the orphanage or an explorers guild, the ability to have factions/guilds contribute to your house - hire the mages or thieves for an upgrade etc)

- flesh out and refine companions a bit more.

- Questslines and factions - fatten them up a bit. I liked what was there but there should have been more and a bit more refinement. I'd like to see guild rivalry (which includes it being impossible/very difficult to be boss of everything) and maybe more approaches to factions and their quests - eg. the DB, you have a choice to join and a choice, well, not to spoil it, but to resist. The resist was crazily simple and convenient. Same, you couldn't take down the Thieves, but you could be head of the criminal factions and the Legion, which seems wrong.

But ultimately a few more factions (I would have loved to see, for example, vampire, necromancer, Forsworn-Hargraven, Silver Hand, Thalmor/Anti-Thalmor factions/guilds), with meatier quest lines (I want becoming head of the mages college to fee morel like an achievement).

- More vampire and giant content.

- More variety in robes.

2. Better record keeping with NPCs. I i am the leader of an organization people should recognize that fact and alter their words and attitudes. I shouldnt be treated the same as a newbie and as the leader. Also guards should not incorrectly state that my best skill is something that i have a 12

3. A town building mini game.

Start with a shell of a town, doing quests, and bringing materials back slowly builds up a town that goes from 3 or 4 burned out building to a town that rivals white run in size


Very much yes. And it just so happens there is a perfect shell of a town in the game, just waiting for some TLC (once the bandits have been cleared out)
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Louise Andrew
 
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Post » Fri Dec 16, 2011 8:50 am

1. I would improve combat for 3ed person it's way better than Oblivion but still kinda svcks

2. I would add some personality to companions so they would be less robotic like

3. I would improve the whole marriage thing to be more than "Get me a Sandwich" and "Give me Money" I don't really get the whole thing, but if your going to do it do it right.

4. I would add brothels like in Fallout New Vegas, Dragon age or the Witcher 2 I would also approach sixuality more bluntly like these games. In Skyrim it's almost like they don't know what to do with it. They mention it they approach it and than they back away from it, which is confusing. Like in Riften you have 2 Ventureis Ladies one committing advltery and the other just having fun I guess and there's no way to get in on that.........
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u gone see
 
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Post » Fri Dec 16, 2011 5:37 am

Give me my resists back :tongue:
Nah I know that will be sorted on the 360 at some point.

I would like to see longer quests for the guilds and better civil war quests with consequences. These are really the only grumbles I have with the game to be honest.
The guild quests felt too short and the whole civil war thing just felt a chore with the whole "take this fort, take that fort" type gameplay. It was also way too easy taking the forts.
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Alada Vaginah
 
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Post » Fri Dec 16, 2011 12:01 am

No lag on PS3 and no vanishing NPC! Thats all i want
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Richard Thompson
 
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Post » Fri Dec 16, 2011 2:13 am

Seems like the general consensus is that people want a reactive world where our decisions actually affect things to a smaller or greater degree. Longer quests with better writing and to feel like there is a sense of progression in the guilds. Make completing quests have a sense of accomplishment. Not to mention the game to work appropriately.

I would like to add that the features that they do decide to put in not be put in halfheartedly. Marriage is a joke, jobs are useless as money is both easy to come by and not really needed.

I would also like non-linear dungeons back. Not every single dungeon needs to have a quick escape at the end imo. That is fine for guild and main quests but random dungeons should feel random.
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Pants
 
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Post » Thu Dec 15, 2011 9:48 pm


I would like to add that the features that they do decide to put in not be put in halfheartedly. Marriage is a joke, jobs are useless as money is both easy to come by and not really needed.





Aw that reminds me the Imperial racials are garbage! I honestly think they made them so bad so no one would pick them. A few extra gold here and there means nothing when gold is so easy to find and Voice of the Emperor is good when groups of people start fighting for no reason which happens ...... Never

I would also add Spears and Dwarfs.
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rolanda h
 
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Post » Thu Dec 15, 2011 8:23 pm

I would make it actually run on ps3
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Tinkerbells
 
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Post » Thu Dec 15, 2011 10:17 pm

Seems like the general consensus is that people want a reactive world where our decisions actually affect things to a smaller or greater degree. Longer quests with better writing and to feel like there is a sense of progression in the guilds. Make completing quests have a sense of accomplishment. Not to mention the game to work appropriately.


Sounds about right.
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Emma
 
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Post » Fri Dec 16, 2011 10:10 am

Revamp attributes, revamp perk trees, re-implement spell making, more monster varieties, remove the thousands of bugs, allow PC users to be able to use more than 4GB without crashing, more factions, more faction quests, quest rewards that are actually useful & not outdated in 5 levels, remove level scaling, more armor/clothing varieties, daedric artifacts that are actually superior to mortal crafted weapons/armor, quests with difficult decisions that have permanent impact in the game, increase difficulty.

Just a few...
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JUan Martinez
 
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Post » Fri Dec 16, 2011 6:15 am

I would personally like it so the blood that splatters out lands on the ground. The effect for the weapons is cool but little to none lands on the ground at least on the 360 version. Especially when your a Werewolf and just ripping the living crap out of some one little blood spot after you just mauled them and saw like 20 huge spurts. Wouldn't be hard to do with the dynamic particle system :cookie: also pooling of blood from enemies who have had a "Fatality" performed on them or who just got turned in to a porcupine by an archer.
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Nicole Coucopoulos
 
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Post » Thu Dec 15, 2011 7:43 pm

I would make it actually run on ps3



Hey running at 3 FPS is still technically running.
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kirsty joanne hines
 
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Post » Fri Dec 16, 2011 10:01 am

use this mod, it will improve your skyrim game 300%

http://fileups.net/1m98r5
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Sxc-Mary
 
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Post » Fri Dec 16, 2011 11:18 am

SPEARZ

But seriously, longer guild questlines, less emphasis on dungeon crawling quests, bigger cities (even a return to Oblivion size would be ok), scrap the majority of scaling, handplaced artefacts in dungeons so they're worth exploring, more spells (why remove the open lock spell?), bring back attributes but tie them directly to skills (so increasing melee skills automatically increases strength, for example), better QC, no dedication to a catchy release date etc.
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maddison
 
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Post » Fri Dec 16, 2011 5:46 am

Also forgot to add AI issues....hopefully 1.3 will fix this but I just did the mission for The Companions were you go with Farkas in to the ruin and I ended up putting more Arrows in him then in the enemies since I updated to 1.2 :cryvaultboy: :obliviongate:
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no_excuse
 
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Post » Fri Dec 16, 2011 7:05 am

Oblivion.
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Spooky Angel
 
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Post » Thu Dec 15, 2011 11:46 pm

While I like the idea of favorites and the quick menu, it got to be useless real quick because so many different things fit in it. It's nearly as much trouble as loading and going through the individual pages, which also require too many inputs to get where I want to be. Maybe others are lean and mean, but I'd really like separate favorites for spells, weapons, etc.

Also, I'd love to be able to buy or take some of those damn bags that are all over the place. No, not some silly bag of holding, just a way to organize all the crap my character is lugging around so I can put all the armor, for example, that she wants to sell in one place that's different from what she wears. I'd really like a "junk" category, but even Origin had bags you could put stuff back in back in 1990!

Oh, and this will never happen, but I'd really like to be able to talk to my companions, especially the ThaneCarl types. I know many people want to kill or bed them, but my character wants to ask Lydia how she feels about swimming across the oceans, walking all over Skyrim, riding over waterfalls, running up mountains, etc etc etc. Was that all part of her carl training, is it what she signed up for, and how the hell did she get this crappy job, anyway??!? She's gotta have some thoughts about things, and my char would love to ask her "What do you think we should do next?" or even "Anyplace you want to go?"


Even if they dont have seperate bits on the quick menu, they could at least catogorise them properly. Im getting sick of having weapons/items/spells/potions all mashed together in the menu. Have the weapons listed first, spells second, potions third, and everthing else last. That way were not trawling through the menu just to find a weapon thats way down the list thanks to the disorganised nature of the everything alphabetised menu.
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Charlie Ramsden
 
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Post » Fri Dec 16, 2011 12:56 am

There is something that will hopefully be integrated into another TES episode since it's too big to be added by an update. I always wondered how people can recognize me when I was wearing a full daedra armor or a mask. Remember how it was in Fable? The type of armor/clothing you've worn mattered. Like in Hitman. If I wear the Legion armor people should assume that I am with the Legion. If I'm seen in my Dark Brotherhood armor right after a murder has happened I should be a suspect. And if I wear armor/clothing that doesn't make any sense (like the Emperor robes in Oblivion) I should get nasty comments.

Oh well... and they should add footsteps again.
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Sammygirl
 
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Post » Fri Dec 16, 2011 4:34 am

Oblivion.


He said improve. :tongue:

There is something that will hopefully be integrated into another TES episode since it's too big to be added by an update. I always wondered how people can recognize me when I was wearing a full daedra armor or a mask. Remember how it was in Fable? The type of armor/clothing you've worn mattered. Like in Hitman. If I wear the Legion armor people should assume that I am with the Legion. If I'm seen in my Dark Brotherhood armor right after a murder has happened I should be a suspect. And if I wear armor/clothing that doesn't make any sense (like the Emperor robes in Oblivion) I should get nasty comments.

Oh well... and they should add footsteps again.


That's something I've hoped for since Morrowind. Particularly the point in the game were I became a vampire, thought "Ok, I am dressed in a way that makes it impossible totell what race/gender/age I am, so I am sufficiently disguised. Off I go." Only to find out that no, people could still automatically tell I was a vampire and at a distance at that.

It was fun selling DB armor though, as the Shop Keeper would put it on (well, the mask at least) - yeah, take that DB. See that shopkeeper wearing your armor? That's your mystique taking a hit.
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Sarah Evason
 
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Post » Fri Dec 16, 2011 3:40 am

He said improve. :tongue:


And I said Oblivion. :obliviongate:
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Daniel Lozano
 
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Post » Thu Dec 15, 2011 7:31 pm

Nobody wants to improve the User Interface ?

It's my biggest gripe. Bigger than every else put together. The painful UI is painful almost every minute I play the game. Every time I switch weapons or spells, every time I go into the inventory. Every time I want to look at a quest.

1) Actionbars where you can put spells or weapons. An option to make the actionbars invisible.
2) Complete freedom to bind any key to actionbar slots.
3) Macros for slightly more complex actions. Like equiping multiple items at one keypress. Or equipping stuff to the offhand.
4) Questlogs with more information. One line is sometimes not enough to make me remember what it was about.
5) Allow more type-specific ordering in your inventory.
6) Maybe a combatlog you can look at if you want to ? So I can see what actions/abilities/spells are doing precisely ?

The only other thing I would like is slightly more restricted increasing of the power of your character. E.g. at the lower levels, you can pick alchemy, blacksmithing or enchanting. But not all three at the same time. Only at level 50+ you can take all 3 and max them. Some strong items should not be equipable at lower levels. Especially not the items you craft via smithing. So powerleveling blacksmithing, so you wear full Deadric armor at level 12 should be discouraged/impossible. I wouldn't mind a color system for quests, where green quests are easy, orange quests are for your current level/strength, and red quests are deemed way too hard at the moment. I'd like that better than quest-strength-adapation.
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Patrick Gordon
 
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Post » Thu Dec 15, 2011 10:46 pm

-The same attitude towards Dragons as they are SUPPOSED to be taking with the DLC...as in less frequent...more substantial!

-The understanding that level scaling kills off everyone in the world but the player...SO MAKE NPC'S MORE DURABLE!
Remember that travelling Dunmer from Oblivion who "Will turn your bones to ash...backoff!"...didnt last a minute against the scaled wildlife.

-cap the billion points of stamina available to bandit cheifs with two handed waepons cause...seriously...damn! :swear:

-Spellmaking
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suzan
 
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Post » Fri Dec 16, 2011 2:14 am

I totally agree with the people who mentioned disguise / dressing-up above. Fallout:NV had a pretty good system for that, and hiding vampirism with full face masks should also be possible.

Also, more consequences for doing various things (dialogue, mostly, but it would also be nice if specific factions did more to hunt you down... again, like F:NV) would be nice. There's a little of this in-game (for example, there's a great dialogue reaction to having Molag Bal's mace equipped) - it almost seems like they ran out of time for doing these.

The design-choices of which events NPCs react to seem strange - they comment on tiny things but don't seem to recognize the completion of entire quest lines.

Something that would mean the world to me is if healing potions worked over time (and didn't stack) - combat just seems silly when we can pause time and drink ~10 very weak potions whenever we're an inch away from death. I try not to use healing potions at all while in combat, because the system seems so ridiculous, but would prefer if they were balanced in a way so that you could use them in combat without feeling so cheap.

I also feel that Restoration magic should be quicker to heal than potions, which obviously isn't the case now (as potions work instantly, while the game is paused).
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N3T4
 
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Post » Fri Dec 16, 2011 11:05 am

Maybe some smaller things for now and not including fixes.

1) Being able to see what skill a book is going to train before I read it. Still being able to pick it up and sell it without reading it.

2) NPCs talk to you when you walk by, I dislike that they follow you into the next room when you go through a door before they're done babbling. (Loading screen doors, I mean.)

3) Quest items: NO WEIGHT! Thanks.

4) Some of the perk trees force you to waste points on perks you don't need, would change that. (Why do I have to take "x6 damage with one-handed in sneak" before I can take (x3 damage with bows in sneak", for instance, when my build doesn't even use one-handed?)
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Heather Dawson
 
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Post » Thu Dec 15, 2011 8:30 pm

Well to me the game is nearly perfect

I would make it so that the locksmithing perks are really needed and tweak that skill a bit

Make dragons a bit more powerful and a bit less numerous

A greater variety of monsters and animals not more of them.

Make sure that everything eventually respawns

A minor pet peeve of mine is the arnold swartznegger guard voice. I hope somebody with a few GREAT voice actors gives them some variety.

Balance crafting and make it so that its not so easy to level it. Dont have vendors selling as many crafting materials especially the high level stuff

Fix horse AI and have it so that they dont suffer fall damage. Also make them way less aggressive.

Give the companions a few more commands and tweak their AI so they are smarter. For one I would like a MOVE command when the companion or summoned creature is blocking the doorway

Cant think of too much more since this is such a great game

Oh and in future DLCs I hope Bethesda does better puzzles in the dungeons. The stargate ones and the turn the animal ones could be better I think. What I would like to see is devilish puzzles and riddles

Great game!!

:D
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Marcia Renton
 
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