Jobs/professions ability to have your own shop etc.

Post » Wed Mar 10, 2010 2:12 am

I voted Yes for both.

I wholeheartedly believe that Bethesda can do better in the development of professions, such as becoming a blacksmith, in comparison to games that have done it before such as Fable. The idea of becoming a blacksmith (I'll just use blacksmith as my profession example) and owning/running your own business, even helping run an existing business, is just an option that should always be available, even to people who only care to dungeon delve and murder the crap out of every daedra in sight. "Open world RPG"s are, in my opinion, being limited nowadays. They are being simplified down for anyone to come in and play with ease. Now I don't mean to say make the game seem ridiculously impossible to survive at first like Morrowind (for some), but instead the game should play out through a simple and moderately detailed tutorial that covers the near obvious aspects of the game, but leaves lingering hints as to what further research into those aspects could lead to.

Professions could be listed just like skills, with their own levels, skill perks (Taking from Oblivion, the perks gained at 25, 50, 75, and 100), and world interaction benefits just for being at a certain level in a profession. They wouldn't raise your overall level because they aren't your character skills, they are your character professions. On a side note, they should de-categorize weapon skills in my opinion. It was annoying to think that a barbarian who only ever knew how to wield big weapons like claymores and warhammers, could use a dagger just as good because his Blade skill had been increased by use of the claymore. No. That's just silly. In my opinion they should really detail it down to skills like, Daggers, Broadswords, Katanas, Longswords, Tantos, Wakazashis, etc etc. Just a thought.

Owning your own shop should be difficult in my opinion. You shouldn't be able to be some scruffy half-orc with a taste for blood and expect smiling customers in a shop you managed to open using the money you gained from slaughtering the city to your west. It should be an ultimate test of the speechcraft and mercantile skills, supported by your professions. You could add in a profession of entrepreneur just to make the possibility of owning every shop a rogue's dream come true.

Just thinkin.


Eureka! The only exception I would add, is I don't think skills and weapon specialties, and professions should all be listed... At first... We should be made aware of 'obvious' skills in our menu up front, but certain professions, exotic weapon skills, and specific specialties, should only be added after we discover them, both to cut down on clutter, as well as add to immersion, and emphasize the fact that these things are OPTIONAL.
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X(S.a.R.a.H)X
 
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Post » Tue Mar 09, 2010 2:58 pm

It'd be nice.

But seems like it would take much work to input sequences for many NPCs and their daily routes and such.

But yes It would be awesome to have a believable economy.
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Ice Fire
 
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Post » Tue Mar 09, 2010 10:03 pm

Why? It will add realism, that's why.
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mollypop
 
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Post » Tue Mar 09, 2010 3:43 pm

If you were to operate the shops the way the Fighters Guild Rewards were operated, where you just drop by to pick up the earnings, then it'd be cool.
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Stefanny Cardona
 
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Post » Tue Mar 09, 2010 10:29 pm

I would like to see some professions in game but only if they aren't too tedious. I'd hate it if you had to mine some ore that is super rare for the best weapon in the game and it takes like 500 hours or so to get it.

As far as shops go: So far I've not seen it implemented well in either MMO or a single player rpg. For such a small aspect of the game I doubt it would be implemented any differently to be interesting so I don't think they should add it in.
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Alex [AK]
 
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Post » Wed Mar 10, 2010 3:16 am

I hope they dont make the game dull enough to make these ideas seem fun...
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Philip Rua
 
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Post » Tue Mar 09, 2010 11:18 pm

Only, and I do mean only, if I can be the first enchanted-headset-wearing chump at the first ride-up location of McSeptim's.

"Would you like the slaughterfish special, or how about a nice guar-burger?"

Actually, on second thought- just make that "no" across the board for me, tyvm.


I hope they dont make the game dull enough to make these ideas seem fun...


You and me both. :thumbsup:
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..xX Vin Xx..
 
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Post » Wed Mar 10, 2010 4:48 am

Only, and I do mean only, if I can be the first enchanted-headset-wearing chump at the first ride-up location of McSeptim's.

"Would you like the slaughterfish special, or how about a nice guar-burger?"

Actually, on second thought- just make that "no" across the board for me, tyvm.




You and me both. :thumbsup:


I agree, I posted a reply on another board to this very problem however, and there are several other ways I'm sure to address the monotony of crafting.

I was replying more to the general remark (AKA, posts like this). An effective alternative system would involve players leveling up based not on experience, but based on a procedurally generated protocol. Its hard to explain, but for example, you have a graphic of a sword, and you as the smithy must choose rather to heat it, cool it, or how hard to strike the metal, for how long, and the general shape and make you want the sword to be smithed into. In the process of doing this, the statistics of the weapon are reflected on the right of the screen. The game in a logical, but procedural, and thus unpredictable way, determines the ideal combination of actions to perfect the weapon, and as you adjust them, how close you are getting to perfection will be indicated by a number of things, from the sound of the blades ringing upon strike, to the vibration of the controller, or if you want to add more of the fantasy element, a glow on the blade or hands of the smithy. You use these subtle changes to fine tune your actions, and in the process of forging several blades, eventually you level up as you get closer to perfection. In the following levels the statistics, abilities, and stats for the weapon steadily improves, as well as the quickness at which you achieve what was previously near perfection, but of course, the higher your level the higher your standards, so the old perfection is no longer the same. In this way it becomes a fun intuitive process, and it seems immersive and real, it also still allows for the leveling mechanic but because its not strictly based on experience it doesn't feel like grinding, but more like your personally improving, honing and fine tuning your skills, it could also be entertaining, and wouldn't be remarkably difficult to program compared to some other things. Plus add more procedural generation to the mix, and TES could end up owning the record for the game with the most weapons, most original weapons, and best crafting system.

This is only one alternative of I'm sure countless, and I say this because while at the moment I can't think of any other alternatives, I came up with this one on the fly in the last 5 minutes. The point is these designers are hired for their creativity, and I know I'm not some sort of creative master, therefore, I know its within their capabilities to come up with ideas at least as good if not better, in half the time, and from the countless possibilities they could create I've no doubt one of them would both appease the RPG players desires without putting to much grinding in a game, that already has relatively little grinding.

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laila hassan
 
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Post » Tue Mar 09, 2010 8:20 pm

Why? It will add realism, that's why.

Which we I want to escape...
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Michelle Chau
 
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Post » Tue Mar 09, 2010 4:08 pm

I wouldn't mind these jobs and the ability to own a shop. Just don't make it be like Fables version blacksmithing <_<
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Zosia Cetnar
 
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Post » Wed Mar 10, 2010 2:06 am

Only, and I do mean only, if I can be the first enchanted-headset-wearing chump at the first ride-up location of McSeptim's.

"Would you like the slaughterfish special, or how about a nice guar-burger?"

Actually, on second thought- just make that "no" across the board for me, tyvm.




You and me both. :thumbsup:


I understand your concern, and I can respect your opinions... However, I find it really difficult to control my irritation at this post, and had to try really hard not to express said irritation in a sarcastic bashing of your lack of deep thought.

In a gaming community as rich and diverse as the elder scrolls has been drawing in since its founding, and more importantly in a community which includes RPG gamers, which are by definition demand the most detail oriented, intricate, and complicated games of any genre, I find the comment ... Not well thought out, although some might say, ignorant. Role-Play games began with a great deal of detail added to just such aspects, the Action Adventure game Genre is the gaming Genre that focuses on very few elements, with progression ,but where its mostly combat orientated, and ever aspect of the game is designed to be a hook for the next, bringing you from on action sequence to the next in your adventure. Notice the key use of verbiage in the previous sentence, and you'll find very quickly that it makes a very accurate summary of an Action Adventure game, and more importantly I believe its essentially what you are asking for in a Role-Play game. Now lets examine this concept of role-playing. The idea of role-playing is to immerse ones self in the role of another character from another reality. This does not necessarily require either Action or Adventure, though for certain players, this will add to their experience. It is in fact possible in a true role-play game to completely subvert action and adventure, and contrary to popular belief, there are a large group of people in the role-playing community who enjoy the aspect of taking on the role of their character, and fine tuning a story, and personality, and even skills and professions, to pursuing a action filled adventure. As such, a role-play game focused solely around giving the player an action filled adventure might as well not be called a role-play game at all, and instead be called what it really is which is an action adventure. Since the Elder Scrolls has never claimed to be an action adventure game, and continues to adopt the genre of a role-play game, some people expect that to be the primary element that the game adopts NOT action adventure. As such Oblivion is a disappointment, and further if their going to continue down that road they need to relabel into a different genre. If you'd rather have an Action Adventure game, then your excuse is understandable, and I retract my comment, otherwise, I highly suggest you study up on the history of role-play games, and the depth involved, because the paper pencil, and even early text based, or dark age 8 bit graphics RPG's even have something to teach you that you seem to have lost track of into todays gaming market.
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latrina
 
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Post » Tue Mar 09, 2010 6:27 pm

Which we I want to escape...


Yes, but an escape from reality into a fantasy world doesn't necessarily mean all gamers wish only to become the traveling adventurer. There are alternatives "roles" a player may choose to fill in his or her gamer experience... Once again... Not the particular verbiage.
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Sweets Sweets
 
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Post » Tue Mar 09, 2010 7:46 pm

It would be nice, to be able to own a alchemist lab.

I could then:

1.) collect ingredients
2.) make potions / posions for customers and/or other merchants
(They could have a brisk demand of potions with certain effects.
When you meet their needs, they'll give you good price for your goods.
The faster you deliver after you ask them, the more gold you get etc.)
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Emma Louise Adams
 
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Post » Tue Mar 09, 2010 2:55 pm

I may be rambling a bit but after finsihing Morrowind one of the coolest mods I liked was the farmer mod. Able to buy some farms and grow your small fields into a plantation. I also tried an Armor shop mod but my shop clerk would never sell anything. I would like as an armorer a chance to create my own unique armors, weapons and colors. Yes I know I could anyway with a mod, but just would like to add my own clan color, emblem or what not to basic steel or even orcish armor so it doesn't all look the same. kinda like the different City colors in Oblivion
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Fanny Rouyé
 
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Post » Tue Mar 09, 2010 1:49 pm

well this really depends on how populated the game is. I dont agree that running a shop yourself would be fun at all. It's not fun in MMO's it certainly wont be fun in a SP game. However owning property can be very fun, but only if its done in a limited and special way. IMHO I liked the way MW handled your manor with the Great Houses better than OB's "buy a house in every city" approach. Achieving property is much more rewarding than simply buying it. To get around the storage issue.. simply use a bank that take about 10g a day to store 10 items. 20g for 20 or w.e.
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Penny Wills
 
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Post » Tue Mar 09, 2010 6:01 pm

So, now that I know what a role playing game is, I still don't want "professions" in the game. They're gimmicks. If you don't want to be the adventurer, join some faction. We're the [censored] axis mundi, not farmer Bob.
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Irmacuba
 
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Post » Tue Mar 09, 2010 8:45 pm

im split on this althoug i did vote yes. some of the most fun mods for morrowind were a slave farm mod that let you set up several farms around morrowind and get slaves to grow stuff for you to sell, and also a clothing and a weapon/armor shop. lots of fun and pretty deep as well you could even hire shopkeepers to do the dirty work yourself or you could take a shift and have to stay in the store until it was over.

this is something that frankly modders could probably do better than the developers and i would rather have them focus just on the basics of a profession system but not make it a priority. modders can flesh out whatever else is needed.
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Monika Krzyzak
 
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Post » Tue Mar 09, 2010 11:35 pm

Dudes this aint fable
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Joey Avelar
 
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Post » Tue Mar 09, 2010 7:45 pm

And this isn't lorefriendly also.
In the ElderScrolls games the PC is a sort of hero that has to travel around the region in order to solve problems and save the day. How would you expect an hero to run a shop or being a carpenter? :D
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Bones47
 
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Post » Wed Mar 10, 2010 3:28 am

As much as I love the idea, and support it for that matter, I seriously doubt we will ever see this happen except through mods.
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Elisha KIng
 
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Post » Tue Mar 09, 2010 11:18 pm

I understand your concern, and I can respect your opinions... However, I find it really difficult to control my irritation at this post, and had to try really hard not to express said irritation in a sarcastic bashing of your lack of deep thought.

In a gaming community as rich and diverse as the elder scrolls has been drawing in since its founding, and more importantly in a community which includes RPG gamers, which are by definition demand the most detail oriented, intricate, and complicated games of any genre, I find the comment ... Not well thought out, although some might say, ignorant. Role-Play games began with a great deal of detail added to just such aspects, the Action Adventure game Genre is the gaming Genre that focuses on very few elements, with progression ,but where its mostly combat orientated, and ever aspect of the game is designed to be a hook for the next, bringing you from on action sequence to the next in your adventure. Notice the key use of verbiage in the previous sentence, and you'll find very quickly that it makes a very accurate summary of an Action Adventure game, and more importantly I believe its essentially what you are asking for in a Role-Play game. Now lets examine this concept of role-playing. The idea of role-playing is to immerse ones self in the role of another character from another reality. This does not necessarily require either Action or Adventure, though for certain players, this will add to their experience. It is in fact possible in a true role-play game to completely subvert action and adventure, and contrary to popular belief, there are a large group of people in the role-playing community who enjoy the aspect of taking on the role of their character, and fine tuning a story, and personality, and even skills and professions, to pursuing a action filled adventure. As such, a role-play game focused solely around giving the player an action filled adventure might as well not be called a role-play game at all, and instead be called what it really is which is an action adventure. Since the Elder Scrolls has never claimed to be an action adventure game, and continues to adopt the genre of a role-play game, some people expect that to be the primary element that the game adopts NOT action adventure. As such Oblivion is a disappointment, and further if their going to continue down that road they need to relabel into a different genre. If you'd rather have an Action Adventure game, then your excuse is understandable, and I retract my comment, otherwise, I highly suggest you study up on the history of role-play games, and the depth involved, because the paper pencil, and even early text based, or dark age 8 bit graphics RPG's even have something to teach you that you seem to have lost track of into todays gaming market.


You man, describe my opinion. I'm sick of people saying "it's not right for TES". It's too mainstream. Blah blah. I mean, what do people want? Just land and nothing else. Hey, walk around and stuff, but there's nothing else cause we don't want to be mainstream!

I would love everything mentioned. It doesn't have to be "stand here till someone comes." Let's say you hire NPC's to work for you. The idea is to bring them things to sell, and they do it.
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KIng James
 
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Post » Wed Mar 10, 2010 1:29 am

I understand your concern, and I can respect your opinions... However, I find it really difficult to control my irritation at this post, and had to try really hard not to express said irritation in a sarcastic bashing of your lack of deep thought.


And so you disguised that sarcastic bashing by wrapping it in 6 inches of Nerf foam and posting it anyway.

I'm quite aware what an RPG is, and have been since I started playing them in junior high school- which was around 1982-ish. But thanks for bringing me up to speed. Really.

And by the way, my opinion remains unchanged. "Jobs" and running businesses in-game, in my mind, belong way down at the bottom of the priority list. One of those features that truly should be left up to the modders. Sorry if that offends you and makes you gnash your teeth, but there it is. :shrug:
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Nuno Castro
 
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Post » Wed Mar 10, 2010 3:15 am

Animal Crossing V: Skyrim

But jokes aside, I think it could be fun.
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Sun of Sammy
 
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Post » Tue Mar 09, 2010 1:28 pm

Yah I would rather have action/adventure than waiting around and working in some inventory screen... hitting the craft button. Action makes time fly. Crafting makes it skid to a stop...
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Star Dunkels Macmillan
 
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Post » Wed Mar 10, 2010 3:24 am

This sort of thing was in Fables II and III. It was probably one of the most annoying parts of the game. The hero needs to take time off from saving the world to earn some spare change as a pie maker.

Considering that Elder Scrolls games don't really have an economy, I think that looting riches is probably the way to do things.
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Jarrett Willis
 
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