monster ideas #2

Post » Fri May 27, 2011 6:21 pm

Were Shark


Yes. Bring in a shark like creature. Also bring back the Bonelords, they were awesome and the Twilight :)

Pertaining to the Cliffracers... I hated and dreaded them but triumphed over them. They were though a blight on Morrowind's fun factor because of the quantity of them flying around and the attacks on you nearly every minute or so. Bring down the quantity of them, make some of them flee in fear when they see a fellow brethren killed and give them slightly lower health and I'm sure no one will complain about their return. Don't make them too easy to kill though...
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Rinceoir
 
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Post » Fri May 27, 2011 6:18 am

There definently weren't enough monsters on this game. Lack of variety had me wishing that there were more in Oblivion, greatly affecting my thoughts towards replayability on Oblivion. The infamous 'Leveling Scaling' issue played a great part in this, example of this would be is if you were at levels 20+, it's more likely that you'll probably never see a Scamp or a normal Goblin in that characters life ever... Which definently has been ranted about for a good amount of time.

So I say remove the Level Scaling issue of course (and I am certain that's what Bethesda will do with TES: V as I'm sure they would've (or will) heard our plea by now... who wouldn't with all this complaining going on about it? :P Anyway, to further fix this issue, more variety of monsters and creatures are certainly welcome in my books! Can't get enough of anything now can we?

:jammasterjay:


Agreed. I'd like to be able to kill scamps, conventional goblins, conventional bandits and marauders on level 50. It was freaking asinine how at level 19 and above all bandits and marauders had excellent armour and weapons. They were all rich....

In the lower levels the game should still have creatures that you would take a level 30 or so character to kill prevalent and you would need to evade them like on Morrowind. Plus why were all the mortar and pestles etc that were in the open on tables and such all novice ones?
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Peter lopez
 
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Post » Fri May 27, 2011 8:34 am

I'd like to see an actual mermaid appear as a creature. We've seen statues of them in Anvil and New Sheoth, but it'd be cool to have some exist in the actual game. And they can be used as either non-hostile creatures (like deer) or dangerous creatures that attack in water like the Dreugh.


Mermaid god creature that has a faction entirely devoted to 'her'. Mermaids should not be hostile and should so forth be considered as innocents so if you kill one it's murder. There should be an underwater argonian town or such and mermaids are only present there, plus only there is the faction that is devoted to this one special mermaid.

We need some giant snakes.


Agreed.
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Krystal Wilson
 
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Post » Fri May 27, 2011 2:49 pm

I don't like suggesting something brand new and unheard of, as it's pretty much unrealistic - it's just fun to imagine yourself as a developer in this department. (My little 'back off lore lovers' disclaimer.)
Wouldn't it be cool if there was some kind of acid spitting/oozing beastie - not only would you suffer damage, but your armor and weapons would lose condition as well. Maybe every time you hit it, so you're scared to hit it. Maybe it's lair has an acid mist atmosphere that you take damage from breathing - and again, your weapons and armor take damage from just being there. This includes every item in your inventory that can possibly take damage. So you can't cheat by just unequipping it. You either take it, or you drop it at the entrance!
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[Bounty][Ben]
 
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Post » Fri May 27, 2011 8:15 am

Those are really good ideas, actually. Reminds me of when I read Beowulf years ago, and even in the movie, Grendal was a unique and powerful monster, like his magical hag mother. With the exception of goblins and other "race" enemies, in legends most of the monsters we kill in games were unique, ie. only one of them. The grogon, the siriens, the sphinx, the hydra, ect. Or even Dracula, but there were other vampires I guess. You could always argure that those heros only ever saw one and there were others, but usually they were cursed or something (especially Greek mythology) to be in that shape. If legends like Jason or Odysseus only kill one, how come we kill hundreds?

Making them unique and powerful would be a fantastic idea, running into a character like that would really leave a lasting impression on a player. Plus, you could finally rationalise to yourself why the player races aren't constantly overwhelmed by these monsters everyone seems to fear.

And I like the idea of avoiding certian unbeatable creatures too. Would make a lot of sense. The only place enormous monsters should be killed by a puny human is DnD and Anime (the dragon kill in Record of Lodoss anyone? That was the only time I ever could belive that simple mortals could kill something as awesome and deadly as a dragon).

I'm down with an Angelina Jolie-like monster from Beowulf. It could be for a specific quest.
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Charlotte Henderson
 
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Post » Fri May 27, 2011 11:25 am

i love all the ideas keep up the good work.



i think the idea of mermaids and mermen is a good and possible idea, a part of being a developer is the story and background of things in the game, and it could be entirely possible the TES universe has some kind of mermaid.....is their a water based Dedra god/goddess??? the dedrick " probably spelt that wrong " princes and princesses can create any thing they wish when they see it fit so why not say a dedrick prince created a man fish race and let them lose into the vast seas??? or some other means of origin.
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Rinceoir
 
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Post » Fri May 27, 2011 8:22 am

Cliff racers, bring 'em back!

No I'm not serious, I hated them so much

man i hated cliff racers i would always try to aviod them but they catch me anyway and theyd come in like packs it was horrible i think they should make a diffrent kind of predator bird like a giant hawk or somthing idk
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[Bounty][Ben]
 
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Post » Fri May 27, 2011 8:08 am

Aren't zombies supposed to be mindless beings which do the will of the necromancer that raised them, or are that way due to a curse or the like? this would seem to preclude them from using magic (the only undead that should use magic are liches) and probably most weapons as well, they may be able to use some blunt weapons like a club but a master zombie swordsman doesn't seem likely, that sort of thing falls to skeletons i think wearing armor is perfectly fine.

What i think would be a great way of doing zombies would be to make them unkillable with normal weapons. you can knock them out for a minute or two but then they'll wake back up, if they wake up and you're not nearby they shouldn't have memory that you are two rooms over, but when returning through the dungeon you'll have to deal with them again.

Possible ways of permenantly dealing with zombies would be dismemberment. obviously not just cutting the head off since there are headless zombies, but cutting off enough limbs that they are unable to reach you, destruction magic where you get them to explode into giblets, or some sort of purify magic that would release the animating spirit.

Also good to mention is a quote, "The only thing worse than having hordes of the undead coming for your brains is having hordes of the undead coming for your brains, while on fire," if you set a zombie ablaze it should set you ablaze when it touches you or at least have an added fire enchantment type thing added to it's attacks, maybe they could eventually be reduced to ash but it should take a LOT of fire to do so.


Or!!! Make them unkillable to a certain degree. Look at it this way, zombies are just flesh and blood... or rotten flesh with crusted blood. Whatever. Perhaps, since the undead is weak to fire and lightning, perhaps if a new combat system were invented, one more ingenious than either Oblivion or Fallout 3 or BOTH COMBINED! More awesome than that... then perhaps with magic kill them most of the way and then the only way to completely defeat them - because perhaps their health could regenerate if you let them lay idle for too long - would be to use some kind of fallout 3 style (or better with a NEW combat system) target system to sever the zombies head in order to disconnect its soul or whatever it has incarcerated in its mangled and deterioting husk that keeps it moving and trying to tear at your own limbs. WOW! that was one LONG sentence. But yeah. What do you think? Or burn the hell out of it, incinerate its limbs and such... Yeah....
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Chris Ellis
 
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Post » Fri May 27, 2011 5:34 am

Rieklings and werewolves.
Hell yeah
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Logan Greenwood
 
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Post » Fri May 27, 2011 8:40 pm

I don't have many ideas yet, but I'll think of some on the way. To start with, I'd definitely like to see the level scaling with enemies eliminated. And, by the looks of it, I'd say the same is true for about 95% of the TES players who have played Oblivion. It was a dumb idea, and should never be brought forth again unless down in some insanely awesome way or to a minor degree. I liked the concept of different regions with more powerful monsters, and you couldn't go that tough region without some kind of uber conflict while low levels. Personally, I think that would be sick, but it has been done so get creative with it. If you must do leveling enemies with the player, only do it to a minor degree. Like with bandits and marauders. While it was for a while nice to pick up the latest gear from them, it was sad to see that eventually they ALL had the latest gear. I'd like to see some lowly bandit and marauder with low level equipment that I could easily deal with just because it's fun to watch them die with a few quick strokes.

Next, vary the types of the individual species and add quests involving raiding their lairs like that one in the eastern part of Cyrodiil involving the two tribes of goblins. First, as I mentioned, vary the types of monsters. Enjoyed the few types of goblings that were available, but really? One Ogre, one land dreugh, two minotaurs? Make it a little more interesting. And get rid of the minotaur. I honestly didn't like it that much. It was interesting when I first saw it, but after a while, the minotaur was really the first thing for me to hate when I reach level... what, was it 15, I think. I think I started to really get annoyed with them at level 16, only one level later. Level the variety of aquatic creatures, because honestly the slaughterfish concept was a half-baked idea, in my opinion. I LOVED that there were at least a few more varieties of aquatic life in Morrowind, and the water dreugh concepts was SUPERB! I loved it! Bring them back! But don't stop there, make more kinds of killer fish, actually put some interesting fish in the water, and apply AWESOME animations to them swimming around. In Morrowind, the water dreughs swam back and forth, and the fish looked at least a little busy, but in Oblivion, the slaughterfish idle in the water, and occasionally flip out out of the water. Did you know that in order for fish to breathe under water they actually have to move for the oxygen in the water to pass through their air bladders? Yep. Look it up! Which brings me to my next point.

DON'T JUST STOP THERE WITH THE ANIMATIONS!

I'd like to see animals walking about. The deer were a great addition to the forests. They actually moved about. But add more kinds of creatures mulling about the forests. Make the wolves roam in packs. They actually do that you know? And make them run faster and capable of chasing you for HOURS. Did you know that the wolf has an INCREDIBLE amount of stamina. They can chase an enemy up to sixty, I repeat SIXTY, that is 6 0, miles. I'd like to see them put up a chase for much longer than a half a mile while traveling from the Imperial City to Bruma. That would be SWEET! And I'd also like to see more death animations. I got tired pretty tired of watching enemies stiffen then fall over like a Raggedy Anne doll when you finally got their health down to 0%. Give them more of a variety like with area specific damage. Like if you stabbed them in the stomach, they'd grip their stomach. Or if you chopped of a leg (we know you can do it now, you've proven it with Fallout 3) then they reach down, topple over, and grab their leg. Then you could finish them off with a quick pierce to the torso or head. Though, this animation would have to be a finisher move or something, after you've depleted their health. I'd like to see finisher moves, maybe. It's just an idea. But you get what I'm saying. Make the wolves latch on to you, where you have to beat them off with your fist or stab them with your free hand and a knife or sword. Make the goblins attack with more than a leaping clawing move. Make fish swim! As for the quest part, make varying outcomes with completing the quest. Like that goblin one. Whichever one you wanted to attack, if they saw you or you let one live and it raised the alarm for more, then they'd either (A) attack a nearby town or settlement, or (B) hunt you down like the Double-D'd Shaman murdering dog that you are (why did they even give shaman's briasts in the first place? Sick basterds just wanted to see some filthy green gobby boob!).

Now, for the undead. Variety! I'd like to see much more of a variety with the undead. I was pretty pissed that I had to wait two years for a mod to come out with a zombie mod that put varied zombies in the game. And I don't mean the difference between a zombie and a Dread zombie. I mean zombies of different races. The mod put in Argonian, Dark Elf, Orc zombies. I think a few others, but you get the picture. I'd also like to see some different types of ghosts/ghouls. The ones in the game weren't bad, but I felt they were kind of cheesy. I liked the disappering trick the ghosts could do, though I would liked to have seen and heard them do some creepier things, like move furnitute or the shackles hanging from a wall, and moan more. I like to hear the b****es moan, heheh. Also, perhaps add in some demons or something. Not like as in a daedra demon, I mean a real demon. A scary one. One that might make me piss my pants the first time I encouter it just because it's that scary and gruesome. Though, it's not all about the gruesome aspect, it's more about the substance. I'd like to see a creature that becomes part of the shadows and the player would have to play smart in order to defeat it. To shine a little light on the subject, perhaps use light spells to dissolve the shadows. Fire would work to clear the shadows, but not the demon. Afterall, demons are birth from flames. Conventional weapons would not hurt them, but lightning might stall them, and light spells should kill them, or at least seriously damage them. And maybe a light-imbued sword would do the trick to finish it off. This would also be another example of one of those "avoid it" enemies. At least until you either (A) learn a light spell capable of damaging them, or (B) acquiring a sword imbued with light that could kill it. Stuff like this would be GREAT!

And last, but certainly not least (because I might have more later to add in) flying enemies. In my own personal opionion, I absolutely adored the concept of a flying enemy in Morrowind. Why flying creatures didn't make a debut in Oblivion compleletly leaves me at a loss for words. Ok, the cliff racer might have been a little annoying, especially seeing as how using a bow at low levels was like trying to take down the empire state building with a river pebble. It just wasn't happening. (Honestly, I usually cheated my archery skill up a few levels in order to make short work of them). Anyways, with the concept of archery having to deal with flying enemies, perhaps archery can be used to pierce the wings of flying enemies. I noticed that cliff racers didn't have any feet or claws, just wings, a beak, and a pointy tale. Maybe while they're trying to SWOOP you (actually make them swoop you instead of [censored] you with their tale while in hover mode) they can try and pierce you with their beak and tale while diving bombing you and you can turn around, or wait for them to pass while in some kind of cover and then pop out and aim for their wings. This should force them to fight on the ground, and they should hobble over to you and tear at your legs with their beak, or tail if you get close to their behind. Make them bigger, too. I thought they were kind of small. As they're on the ground, it should make easy work for a swordsman to hack off their head. But apply this concept to all flying creatures, not just cliff racers. Again, this brings up the notion of applying more animations to enemies. Imps are another hovering enemy/ slash one with wings. I think they should do more than fire off spells at you and karate kick you in mid-air when you get too close. Make them try and flank you and latch on to your back and start tearing at your throat. Perhaps a fire-body spell could help repell them from doing this. BE CREATIVE!

So, my main two things are Variety and Animation of those varied beings.

C'mon Bethesda. MAKE SOMETHING AWESOME!!!
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Adrian Powers
 
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Post » Fri May 27, 2011 6:26 am

Bring on the huge monsters, not as boss encounters but simply huge monsters, sea monsters for example I hated that there was so much ocean yet so little life. How cool would it not be to be hurled into the air by a deep sea snake coming up to feast. They introduced the knock back effect in oblivion, and made good use of it on as an attack from the gatekeeper in Shivering isles, I want more of that.
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Verity Hurding
 
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Post » Fri May 27, 2011 5:51 am

Here's a thought on Zombies, instead of just having "one type" of them have different ones depending on the way they died.

For exmaple, one who was killed in a blood battle will be cut up, smashed and covered in blood, those would be closest to the ones in Oblivion. They are obviously rather slow as they are relatively "broken" already.

Others that starved on the other way kept degenerating muscle after their death, they look kinda mummified and very starved. They keep seeking for "food", primarily flesh to renourish their degenerated muscles (which doesn't work though) and they can be quite fast.

Poisoned Zombies still have most of their bodies intact, with them it's almost like they are still alive so quite dangerous.


A general danger of zomibes could be less their strength but their "unbreakability", they can't die from bloodloss (though it could slow them down) so the only real way to kill them is break their bodies so much they can't function in any way anymore or burning them.
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Angel Torres
 
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Post » Fri May 27, 2011 2:56 pm

A general danger of zomibes could be less their strength but their "unbreakability", they can't die from bloodloss (though it could slow them down) so the only real way to kill them is break their bodies so much they can't function in any way anymore or burning them.

Sort of like in Return to Castle Wolfenstein. The zombies won't die unless you shoot them until they explode into their different bones. If you leave their corpse on the ground they will get up and continue attacking.

What would be REALLY fun is if, like in Resident Evil 4 with the regenerating spike monsters with the invisible parasites that you have to shoot, zombies could have different body parts cut off and would keep coming. Cutting their legs or waist off would make them crawl at you with their hands, even if they only have one arm. Taking their arms out forces them to bite you to death.

Zombies should be unrelenting, very hard to kill (without fire or some sort of crazy pseudo-holy magic), and very hungry. They should attack anything in their vicinity (with the exception of faction related individuals).
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Yung Prince
 
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Post » Fri May 27, 2011 3:50 pm

Well, if The Elder Scrolls V takes place in Skyrim, they could probably add mammoths. And for the water creatures, they could add giant squid, octopus or kraken. Maybe sharks and sea serpents could be included along with plesiosaurs or something similar. Obviously they'll have wolves and bears, hopefully with the former travelling in packs this time around (they did in Bloodmoon). And I think that we'll most likely see the reiklings along with their mounts again. Whales would be pretty cool. It would be neat if Bethesda could do something with giants. I don't mean some seven-foot-tall, overweight idiot with a club in his hand that attacks on sight either. They should have some sort of culture and be intelligent while being eight to fifteen feet tall. Ogres and ice-trolls or grahl will probably appear, but I don't think that they should bring back the Uderfrykte. It was supposed to be a unique monster.
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Cesar Gomez
 
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Post » Fri May 27, 2011 7:57 pm

Well, if The Elder Scrolls V takes place in Skyrim, they could probably add mammoths. And for the water creatures, they could add giant squid, octopus or kraken. Maybe sharks and sea serpents could be included along with plesiosaurs or something similar. Obviously they'll have wolves and bears, hopefully with the former travelling in packs this time around (they did in Bloodmoon). And I think that we'll most likely see the reiklings along with their mounts again. Whales would be pretty cool. It would be neat if Bethesda could do something with giants. I don't mean some seven-foot-tall, overweight idiot with a club in his hand that attacks on sight either. They should have some sort of culture and be intelligent while being eight to fifteen feet tall. Ogres and ice-trolls or grahl will probably appear, but I don't think that they should bring back the Uderfrykte. It was supposed to be a unique monster.

Heh, thinking about underwater monsters... Skyrim is supposed to have vampires that can reach straight through the ice. The grab their victim's ankles and somehow magically (or perhaps through sheer power) pull them through the ice. Talk about cold blooded murder!
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Inol Wakhid
 
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Post » Fri May 27, 2011 6:54 pm

Heh, thinking about underwater monsters... Skyrim is supposed to have vampires that can reach straight through the ice. The grab their victim's ankles and somehow magically (or perhaps through sheer power) pull them through the ice. Talk about cold blooded murder!

I'm thinking that that will not happen in Skyrim...
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~Sylvia~
 
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Post » Fri May 27, 2011 4:05 pm

I'm thinking that that will not happen in Skyrim...

The next day, he did return with more questions, these ones very specific. He wanted to know about the vampires of eastern Skyrim. I told him about the most powerful tribe, the Volkihar, paranoid and cruel, whose very breath could freeze their victims' blood in the veins. I explained to him how they lived beneath the ice of remote and haunted lakes, never venturing into the world of men except to feed.

Movarth Piquine listened carefully, and asked more questions into the night, until at last he was ready to leave.

"I will not see you for a few days," he said. "But I will return, and tell you how helpful your information has been."

True to his word, the man returned to my chapel shortly after midnight four days later. There was a fresh scar on his cheek, but he was smiling that grim but satisfied smile of his.

"Your advice helped me very much," he said. "But you should know that the Volkihar have an additional ability you didn't mention. They can reach through the ice of their lakes without breaking it. It was quite a nasty surprise, being grabbed from below without any warning."

"How remarkable," I said with a laugh. "And terrifying. You're lucky you survived."
- http://www.imperial-library.info/obbooks/immortal_blood.shtml
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Stu Clarke
 
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Post » Fri May 27, 2011 8:20 pm

The next day, he did return with more questions, these ones very specific. He wanted to know about the vampires of eastern Skyrim. I told him about the most powerful tribe, the Volkihar, paranoid and cruel, whose very breath could freeze their victims' blood in the veins. I explained to him how they lived beneath the ice of remote and haunted lakes, never venturing into the world of men except to feed.

Movarth Piquine listened carefully, and asked more questions into the night, until at last he was ready to leave.

"I will not see you for a few days," he said. "But I will return, and tell you how helpful your information has been."

True to his word, the man returned to my chapel shortly after midnight four days later. There was a fresh scar on his cheek, but he was smiling that grim but satisfied smile of his.

"Your advice helped me very much," he said. "But you should know that the Volkihar have an additional ability you didn't mention. They can reach through the ice of their lakes without breaking it. It was quite a nasty surprise, being grabbed from below without any warning."

"How remarkable," I said with a laugh. "And terrifying. You're lucky you survived."
- http://www.imperial-library.info/obbooks/immortal_blood.shtml

I don't think that Bethesda would be able to add that element to the game.
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Ronald
 
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Post » Fri May 27, 2011 7:48 am

I don't think that Bethesda would be able to add that element to the game.

I don't see why not. Lots of games do lots of crazy things. If you can imagine it in your head, I can guarantee you that you can implement it within a game.
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Jessica Thomson
 
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Post » Fri May 27, 2011 4:33 pm

I'd like to see some ghost/spirit/phantom style enemies that are genuinely immortal (no damage from silver or magic), but confined to certain areas.

They should makes sense in the context of the area (such as sworn guards who still haunt their old posts), have NO projectile attacks, and be deadly if they catch you, but able to be evaded or escaped by a skilled treasure hunter (make them a little dumber/slower than living guards). Would add some welcome variety to the encounters in the inevitable underground ruins.
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carly mcdonough
 
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Post » Fri May 27, 2011 1:40 pm

I'd like to see bigger enemies spread through out the game. I mean, really big. Like a giant underwater beast in some secluded lake, gigantic cave beast, things like that. Also, it would be awesome if you had the option to remove the head of fallen monsters that could be kept in your inventory, placed on trophy walls, or just piled up in your house for fun.

Another idea, it would be fun to be able to tame certain monsters to use as mounts. Maybe it could be a skill that levels up with each use. Higher level monsters requiring a higher skill to tame and ride on.
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Mackenzie
 
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Post » Fri May 27, 2011 3:57 pm

I'd like to see bigger enemies spread through out the game. I mean, really big. Like a giant underwater beast in some secluded lake, gigantic cave beast, things like that. Also, it would be awesome if you had the option to remove the head of fallen monsters that could be kept in your inventory, placed on trophy walls, or just piled up in your house for fun.

Another idea, it would be fun to be able to tame certain monsters to use as mounts. Maybe it could be a skill that levels up with each use. Higher level monsters requiring a higher skill to tame and ride on.


I agree. However, I think it'd be even cooler if most magical creatures were too powerful to be reckoned with until you had some major advantage (a magic weapon, a potion, a machine of some sort, etc). For instance, creatures like goblins could be constrained to certain regions of the map (e.g. mountains or swamps or something), and be given a lot more care than they have been given: they might have chieftains and such with which you might be able to communicate.

Magical creatures such as spriggans, liches, dragons(Redguard?), or daedra might be considered so powerful as to be nearly invincible. The same could hold for Daedra, and allow for some interesting plot development. Instead of "killing" Daedra, what if you simply banished them? You might summon a daedra with an incorrectly done summoning spell only to find a particular daedra which you banished earlier has come to exact revenge.

Creatures like liches, trolls, draugr, and maybe even ogres at lower level might be too poweful to reckon with. For instance, when confronting a lich, you might not even find the "real" lich when you kill the corpse(s?) which the lich controls. Maybe the lich is some "IT" like being capable of taking control of many other things.

Spriggans and daedric creatures could have similar properties. In either case, you could still communicate with them and maybe even ask for aid at times (e.g. for special items, powers, help in quests, etc in return for favors). The school of conjuration could be something like this: scamming magical creatures into helping you, or forcing them into servitude by capturing their souls (with a powerful enough soul gem, you might be able to capture the soul of a lich, and then use its magic in combat or something through conjuration.)
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Alina loves Alexandra
 
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Post » Fri May 27, 2011 8:29 pm

I was thinking of the achievement in Fallout 3 for destroying all of the giant super mutants, there could be a similar achievement in ES5, but related to destroying all dozen or however many of the giant monsters placed through out the game. It could tie into its own side quest, collecting parts from all of the giant monsters could be traded in for unique weapons, armor or living space.

Assuming necromancy plays a large role in the next game, it would be awesome if you could pursue a career in necromancy similar to fighters guild, thieves guild, etc, but at the higher levels have the ability to create your own monsters as unique summons. This could be a scaled back version of spore letting you put together a variety of legs, arms, heads, body shape, basically a monster version of the character creation at the start of the game. This could be the best new feature in the game if done right. It could also be something where you could trade unique monsters created over live or have them battle other summons created by other players in an online version of the gladiator ring.
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Stephanie I
 
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Post » Fri May 27, 2011 9:44 am

Here are my suggestions:

Animals: Wolves, bears, boars, rats, bats, deer, dogs, cats, horses, sheep, cattle, horkers, not to mention snow wolves/bears
Monsters: Imps, grahls, werewolves, werebears, weresharks, gargoyles, frost giants
Undead: Skeletons, zombies, ghosts/wraiths, draugrs, liches
Daedra: Scamps, hernes, clannfear, daedroths, seducers, atronachs, dremora, golden saints
Vampires: Volkihar (ice vampires), there's no reason not to include them
NPCs: Diverse classes like in Daggerfall (i.e. nightblades, battlemages, etc.), instead of generic bandits like in Oblivion
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Taylrea Teodor
 
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Post » Fri May 27, 2011 8:44 pm

I want to see more types of wild life. Lions n Tigres n Girafs and .. handcuffs.



I don't think a giraffe would be good in a fantasy game seeing if they only in Africa. Maybe some long necked creature would be nice.
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Lynette Wilson
 
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Joined: Fri Jul 14, 2006 4:20 pm

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