Khajiit forms in TES 5

Post » Thu Jul 01, 2010 7:55 pm

... you could choose from all of the different khajiit forms when you create a new character? I still really want to be able to play as an Alfiq ( the domesticated cat form ) :) I'll go and tear apart some deadra with my tiny, yet ferocious, claws :) !!!
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Tyrel
 
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Post » Fri Jul 02, 2010 2:51 am

I seriously doubt that you could feasibly play as an Alfiq (How would you use a weapon and wear armor?), but I'd love to see them in a TES.

If Beth is going to go with one playable breed of Khajiit, I'd like them to put the Ohmes-Raht back (As long as they look like the ones from Daggerfall).
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Margarita Diaz
 
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Post » Fri Jul 02, 2010 4:54 am

... you could choose from all of the different khajiit forms when you create a new character? I still really want to be able to play as an Alfiq ( the domesticated cat form ) :) I'll go and tear apart some deadra with my tiny, yet ferocious, claws :) !!!



Don't forget to purr and catch those pesky mice. :P
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Casey
 
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Post » Thu Jul 01, 2010 11:28 pm

Don't forget to purr and catch those pesky mice. :P


hehe :) yeah, but it would still be cool, like you culd have a really weak hand-to-hand attack with your claws, and an almost undetectable sneak ability.
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roxanna matoorah
 
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Post » Thu Jul 01, 2010 4:18 pm

Yeah their presence would be good, but of course we should still be limited to playing humanoid characters. I'd love to have the huge ones as Khajiit-exclusive mounts (not that I ever play cats but the options are good).
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Damien Mulvenna
 
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Post » Thu Jul 01, 2010 9:31 pm

Beast races barely made it into Morrowind, and they were almost cut from Oblivion too (ever wonder why they had regular human legs?). I highly doubt there are going to be multiple forms of Khajiit in TES:V. Hell there may be no beast races at all.
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Sara Lee
 
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Post » Fri Jul 02, 2010 4:05 am

Yeah their presence would be good, but of course we should still be limited to playing humanoid characters. I'd love to have the huge ones as Khajiit-exclusive mounts (not that I ever play cats but the options are good).


Yeah you're probably right, for simplicity's sake, and to focus on extra content, it's probably best to stick to humanoid models... (sigh) - guess I'll just have to go back to Hello Kitty Island adv. :(
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sarah simon-rogaume
 
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Post » Thu Jul 01, 2010 4:51 pm

Wait, beast-races were going to be cut from Oblivion? Weren't they also going to be cut as a playable race in Morrowind?
Wtf does beth have against them?
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neil slattery
 
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Post » Fri Jul 02, 2010 2:46 am

Hell there may be no beast races at all.

That really wouldn't be a smart PR move at this point, considering how "core" they've become.
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Verity Hurding
 
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Post » Thu Jul 01, 2010 9:56 pm

Nor do we need hordes of retarded furries streaming into this place screaming about persecution. Hell, I wouldn't be surprised if this wasn't Bethesda's secondary reason for not axing beast races, first being "man they're part of the lore why the hell should we" of course.
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Tamara Primo
 
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Post » Fri Jul 02, 2010 12:45 am

Probably to do with legs :D

In MW Khajiit and Argonian legs were feral, having the extra backward knee like most quadra-pedal mammals, some marsupials, birds and dinosaurs. It must have been daunting to design two versions of all those high-poly boots and shoes just for two of ten races and it was either cut the beasts or find another solution. So they did, they gave them humanoid legs, which should probably just be ignored lore-wise, hehe.
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Sara Lee
 
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Post » Thu Jul 01, 2010 3:56 pm

Probably to do with legs :D

In MW Khajiit and Argonian legs were feral, having the extra backward knee like most quadra-pedal mammals, some marsupials, birds and dinosaurs. It must have been daunting to design two versions of all those high-poly boots and shoes just for two of ten races and it was either cut the beasts or find another solution. So they did, they gave them humanoid legs, which should probably just be ignored lore-wise, hehe.

Well, the Khajiit and Argonians in Arena, Daggerfall, and Oblivion were all very humanoid. Morrowind was the only one to portray them as beasts.
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Marion Geneste
 
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Post » Thu Jul 01, 2010 5:54 pm

Probably to do with legs :D

In MW Khajiit and Argonian legs were feral, having the extra backward knee like most quadra-pedal mammals, some marsupials, birds and dinosaurs. It must have been daunting to design two versions of all those high-poly boots and shoes just for two of ten races and it was either cut the beasts or find another solution. So they did, they gave them humanoid legs, which should probably just be ignored lore-wise, hehe.


It's not a backward knee, physiologically speaking. The knee is closer to the body, the femur is curved rather than straight, and it's the tarsals of the foot that are elongated. The way those animals walk is on the pads of their feet, the heel is actually what makes the backwards looking knee.
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OJY
 
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Post » Fri Jul 02, 2010 4:02 am

Well, the Khajiit and Argonians in Arena, Daggerfall, and Oblivion were all very humanoid. Morrowind was the only one to portray them as beasts.


Always remember though that depending on when they were born (during the moon cycle), that they could either look more human or more feline, OB, Df, and arena probably had the khajiit you play as more human-like based on when it was born, and the khajiit character you play in Morrowind more beast-like, based on when it was born. They may have done this out of interest of exploring different possibilities for khajiit forms, however its most likely nothing more than a change in esthetics to make development easier (i.e. above someone stated that it would be difficult making high polygon count boots for the different legs of 2/10 races, etc).
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neil slattery
 
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Post » Thu Jul 01, 2010 6:44 pm

Well, the Khajiit and Argonians in Arena, Daggerfall, and Oblivion were all very humanoid. Morrowind was the only one to portray them as beasts.


this is what i've been saying for quite some time...

technological limitations/artistic direction should not be a deciding factor when it comes to lore...besides, are there any lore documents concerning beastfolk legs?

mario had rectangle shoes for many many years...
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Cash n Class
 
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Post » Thu Jul 01, 2010 8:43 pm

Unless we're going to be in Elsweyr anytime soon, there's probably no real point in going all-out with the various Khajiiti forms. My biggest concern actually isn't in the aesthetics but in the speaking patterns. I liked how Morrowind's spoke in fragmented sentences - that "what Khajiit do for you?" thing really made them seem alien but also kinda cuddly. Speaking of which, I've got to say that http://uesp.net/wiki/File:Redguard-SRathra.gif is what I think the ideal Khajiit should look like. Not too remeniscent of the Cowardly Lion from The Wizard of Oz (Morrowind), nor something from a resident DeviantArt furry (Oblivion). The trick is to make them more ethnic, throw in some native tongue, make them less like they're trying to act human.

Oh, and I think they need bushier fur on the heads instead of this sleek leopard-esque style we've been having lately. If anything I'd say the Khajiit have to be made more bestial just to reinforce that they aren't furries.
Nor do we need hordes of retarded furries streaming into this place screaming about persecution. Hell, I wouldn't be surprised if this wasn't Bethesda's secondary reason for not axing beast races, first being "man they're part of the lore why the hell should we" of course.

:goodjob:
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Tracy Byworth
 
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Post » Thu Jul 01, 2010 11:03 pm

The Deserts of Anequia mod for Oblivion did it very well... as well as could feasibly be expected. Most of the Khajiit forms were added as playable races and NPCs, and the less human forms (I forget the names) were added as passive or aggressive creatures.

As for playing as those more extreme types, I doubt it. It would completely altar gameplay
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Amy Gibson
 
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Post » Thu Jul 01, 2010 11:08 pm

The only playable version of khajiit I can see are the Ohmes variety, Suthay-raht (MW and OB khajiit), and the Cathay variety. What I see coming from these playable variety is this:
  • Ohmes: being more like bosmer, would have similar stats to them
  • Ohmes-raht: being more like humans, I could see them to be like imperials (balanced), but with some khajiit state variation
  • Suthay-raht: MW and OB, but I'd like it to be more like what StoneFrog said. The plain suthays feel to be more of a weaker version of the rahts, and most likely a suthay-raht version of the Ohmes.
  • Cathy: A stronger, sleeker, and bigger version of suthay-raht. Likely to be slightly stronger than an imperial, but not quite a warrior race like nords, orcs, and redguard
  • Cathay-raht: Bigger and stronger than a cathay, likely to be slightly weaker than an orc or just as strong. It'll most likely have similar stats to the warrior races, but with khajiit variation

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Alycia Leann grace
 
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Post » Fri Jul 02, 2010 2:43 am

I can see it now.

You have chosen to be an Argonian! How many times would you like to lick a hist tree?

Whereas the Khajiit start will start with looking at the moons waxing/waning and an on screen message saying "When you'd like to be born, click the mouse!" Except the moons will be waning/waxing faster than a slot reel.
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Timara White
 
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Post » Fri Jul 02, 2010 7:10 am

I can see it now.

You have chosen to be an Argonian! How many times would you like to lick a hist tree?

Whereas the Khajiit start will start with looking at the moons waxing/waning and an on screen message saying "When you'd like to be born, click the mouse!" Except the moons will be waning/waxing faster than a slot reel.

Massar: Waning and Secunda: New
"Congratulations, you are an Alfiq! You are basically a house cat that can cast spells. Problem is, since you are pretty much a house cat that can cast spells, you can't speak anything outside of meowing, you can't wear armor, you can't talk to anyone that isn't a khajiit, you are the smallest sentient thing, you can't use weapons, you can't ride mounts (unless you find a friendly senche), old breton women may take you into their house and keep you as a pet (along with 20 other normal cats), and all wildlife will think you are a snack. But you have claws and can cast some spells!"
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Oyuki Manson Lavey
 
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Post » Fri Jul 02, 2010 1:35 am

Massar: Waning and Secunda: New
"Congratulations, you are an Alfiq! You are basically a house cat that can cast spells. Problem is, since you are pretty much a house cat that can cast spells, you can't speak anything outside of meowing, you can't wear armor, you can't talk to anyone that isn't a khajiit, you are the smallest sentient thing, you can't use weapons, you can't ride mounts (unless you find a friendly senche), old breton women may take you into their house and keep you as a pet (along with 20 other normal cats), and all wildlife will think you are a snack. But you have claws and can cast some spells!"


The forum rage would be hilarious.(Also I'd seriously try to beat the MQ with it.)
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Janette Segura
 
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Post » Thu Jul 01, 2010 11:59 pm

Massar: Waning and Secunda: New
"Congratulations, you are an Alfiq! You are basically a house cat that can cast spells. Problem is, since you are pretty much a house cat that can cast spells, you can't speak anything outside of meowing, you can't wear armor, you can't talk to anyone that isn't a khajiit, you are the smallest sentient thing, you can't use weapons, you can't ride mounts (unless you find a friendly senche), old breton women may take you into their house and keep you as a pet (along with 20 other normal cats), and all wildlife will think you are a snack. But you have claws and can cast some spells!"


"... now go and save the world!"
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Isabella X
 
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Post » Fri Jul 02, 2010 8:07 am

"... now go and save the world!"

"But watch out for those old breton women, they're your greatest danger."
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Jhenna lee Lizama
 
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Post » Fri Jul 02, 2010 6:42 am

Ahaha I just imagined an Alfiq during the oblivion start.

Ren: Guard! Who left this cat in here?

Uriel: You are the one from my dreams! I will name you Mr. Muggles! Yes I will!

Baurus: Is he talking to a cat?


And then the following absurdity of giving the amulet of kings to what appears to be a house cat.
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Everardo Montano
 
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Post » Fri Jul 02, 2010 1:28 am

Alfiq's would have to be EXTREMLY powerfull Spellcasters in order to maintain Game balance, and The War Cats would have to be unable to cast spells or sneak.
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Nicholas C
 
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