Official: Beyond Skyrim - TES VI. #3

Post » Sun Nov 27, 2011 11:49 am

I really fancy Elswyr actually, a Nord woman in Whiterun told me about it; desert badlands and tropical rainforests. Perfect.
In truth any province is fitting really, perhaps the newly named Alinor would be fitting with what's going on at the moment (Thalmor etc.). It certainly seems like the most beautiful place in Tamriel.
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Fanny Rouyé
 
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Post » Mon Nov 28, 2011 12:08 am

Black Marsh and the next gen consoles = epic!

and add in a map 50% bigger than oblivion or skyrim mountains large subterrainian caves and lakes and an even more in depth character creation then there was in skyrim and you got the kind of thing legends and songs are made of
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Enie van Bied
 
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Post » Sun Nov 27, 2011 9:57 pm

Summerset Isle is one great location, especially since it's got such diverse architecture. The next gen hardware could do some cool stuff with that. Something like this has yet to be fully realized in a game like TES, and I'd love for this sort of thing:

http://wallcoo.net/cartoon/Fantasy_Scenery_CG_artwork_1920x1200/images/fantasy_art_scenery_wallpaper_chen_wei_12.jpg


I also think it would be just fine to use BOTH Valenwood AND Elsweyr, in much the same way that Daggerfall used High Rock and Hammerfell. The two provinces combined make for roughly the same landspace as Skyrim. Plus, given my expectation that the next game will likely see a jump in time much like between Skyrim and Oblivion, it's possible that Valenwood could have been invaded and occupied, even developed, by the Imperials, so that the Bosmer are stuck fighting for their lives. Likewise, Elswyr has so little lore, and I'd LOVE to see some quests around the Mane.

I can imagine that with the passage of time, we might even see a bit more technology in the world of Tamriel, like siege engines and the like.




Hammerfell would be another nice one, because it would present us with huge deserts (a feature not seen in a "modern" TES game), and maybe the possibility for sailing as a gameplay feature. Hell, maybe cities of the Assasin's Creed Jeruselem variety?

http://www.ultimategamingwallpapers.com/assassinscreed/assasins-creed-7.jpg

Seems to fit Hammerfell to me.


Overall, one thing I'd really love is for furnishing my house to be more of an interactive activity. In Oblivion, this basically meant buying whole rooms of furniture at once, and it wasn't interactive: you go buy "Kitchen" and the kitchen is suddenly furnished when you return. No, I'd like to have a carriage arrive outside my house and be left there, then I can activate it and place various pieces where I want. Or, I can just buy a whole "Weapon rack" or "Alchemy table", then remove it from my inventory and lock it in place where I want. I think of it like the Morrowind feature on the PC where I could click and place items directly on a shelf or the floor, and it would be right where I want them to be.
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Jesus Sanchez
 
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Post » Sun Nov 27, 2011 11:23 am

The main thing I want in the next TES game ( this may or may not be possible with next gen hardware ) is that when they say there is going to be a battle, there damn well better be a battle bigger than 10 people. I was looking at things like project offset which made me think that if they could do it why couldn't Bethesda.

I want to see hundreds of npc's on screen in a battle.
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katsomaya Sanchez
 
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Post » Sun Nov 27, 2011 2:37 pm

I'd love to see Valenwood in the next game, with up to date graphics for the time. Imagine the forests of Valenwood, with Witcher 2 graphics :|
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Siobhan Wallis-McRobert
 
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Post » Mon Nov 28, 2011 1:27 am

I vote Blackmarsh.

It's down near the desert, so you throw a little bit of dessert on it's west side. make the majority of it a wetland, add some tropical rainforest, cannibals... I mean it could be visceral to the max.

Oh... AND ADD IN ACROBATICS AND CUSTOM SPELL CREATION TO THE NEXT ELDER SCROLLS TITLE!

Failing all this: Set it in Akiavari (Or however it is spelled, the place with the snake people).

I have the greatest idea for a start of the game however... Now, I know this will blow your mind: Your a prisoner, but you don't know why your in jail...
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sharon
 
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Post » Mon Nov 28, 2011 12:00 am

WhyTF was with my poll and topic blocked?

The only one that asks about where do people the nexts TES might be in, despite being over 10 topics on "what's your character?" "an arrow is stuck" , and this and that, each day!

Because I just wanted know in what country people THINK (not WANT) TES might happen... and after all of Tamriel is made, where do they think Bethesda will go!

My topic never was a suggestion topic!

...And now, just because this topic only has 3 pages, I might just make a suggestion, other than knowing other's idea on what the nexts TES might be!


1. Like in Morrowind, it would be great to have a wide variety of light source (light (the magic thing...it was present in Oblivion), torches (also present in Oblivion), candles, lanterns, bug lamps, and all kinds of candles and lanterns), once again.
I read on UESP that there are candles and lanterns...That's great!, and they should add more.

2. Like in Morrowind, we could use A LOT of weapons like (type of weapons that are not in Oblivion and Skyrim) : crossbows, darts/ throwing knives/ ninja stars, spears.

3. In Morrowind, the Levitate, Mark/Recall, Intervention spells were fun.

4. In Skyrim, why wasn't there [censored]in? I mean, it comes from Mudcrabs, right?, So why not have [censored]in armors and weapons?
That said, weapons made with a vast variety of material is a plus.

5. Get attributes back.

6. Build the game on PC.

7. Have an inventory browser like in Morrowind (grid)

8. Have flails! (I mean, no flails (not even one that could be a unique weapon) in a game like this, where there is a physic engine?)

9. bring back weapon and armor degradation.

10. custom spell creation.


And I think that the next TES might be in the Black Marsh ...after all of Tamriel is made, Akavir could probably an option, for the next continent.
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Allison Sizemore
 
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Post » Sun Nov 27, 2011 6:24 pm

I'd cast my vote for Valenwood
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Adam Porter
 
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Post » Sun Nov 27, 2011 3:09 pm

I think it would be cool if after they used all of the provinces they could make a game in a place undiscovered by the people of tamriel with all new races and architecture and so on
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Mike Plumley
 
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Post » Sun Nov 27, 2011 2:54 pm

It will be easier to market Black Marsh than Elsweyr. Many people view lizard men as awesome. If Bethesda can make the Argonians badass and less of a joke race, it would be an awesome game.
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Suzie Dalziel
 
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Post » Mon Nov 28, 2011 12:10 am

Though the Elder Scrolls Series core theme is about giving the player freedom to be whatever they want unguided, I think it would be neat to have the option to choose the type of role you would want to live in the game according to the guild you've chosen.In Skyrim their are the Brotherhood, Thieves Guild, Fighters Guild, Mages Guild, and the Companions. Take for example the Mages Guild, below are some of the features that would be impacted accordance with your guild choice -->

Beginning:
If you could choose from the beginning to be a part of a particular faction that you would be bound to such that your heritage, inherent abilities, and the world's attitudes toward's you are different. Say you choose to be a part of the Mage' Guild and you are thrust into the world as maybe a peasant with unusual magical abilities, who get's persecuted by those of his race or get's recruited by the Mages Guild who is searching for talent to restore the declining guild. Or maybe you are a rich Noble who is sent there to learn and become a prestigious mage to increase the fame of the family. Random beginnings like this that immerse you in the experience of being a mage could be very enjoyable. I don't know if the RADIANT story system could handle this, but if it could randomize the role of a mage, people could enjoy multiple playthroughs of their favorite archetype.

Role in Selected Guild Affected by Randomized Beginning:
-What if your heritage or some other determinant could affect the role you play in the guild of mages.

Your Chosen Role Intersects With the Main Questline(giving you a decision):
-For instance maybe you are not allowed to follow the main quest line, which you come across randomly or through some guild quest.
And if you do follow the quest line(and it breaches the rules of the guild),you could be expelled or some other such punishment could be enacted. Yet Again changing the world's view of you.
-You could also be thrust in the interest of your guild to follow the main quest line or in some indirect way help the famous Dovahkiin(in Skyrim for example).

Gameplay:
-Also being inherently a magic user of some sort you could be especially good at some discipline of magic.
-Or have access to some special sites or the ability to wield some special spell or item because of your heritage or special ability.

Conclusion<--

I bring this idea up because for me(and many others as well maybe), I like to go through the game playing a certain role that impacts the way my character is treated in the game as well as drives my character to follow a path that is randomized and unique. But neither of those two things are grounded in such a way that the immersion is complete, such as in restricting your guild and having the world react to you in terms of your archetype. This doesn't mean that the tried and true formula of pure independence on the player's part should be thrown out the window. This option of a chosen role would however give players greater affirmation and self worth according to the role they play because of the higher level of immersion that option would provide.
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Georgia Fullalove
 
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Post » Sun Nov 27, 2011 5:32 pm

I just hope they don't go with that reboot idea Bethesda were talking about earlier this year, so much lore will be wasted.
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Matt Bigelow
 
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Post » Sun Nov 27, 2011 3:34 pm

Of course, there's a huge list of "things that've been taken out that shouldn't have been." Just to begin a sort of list, to focus on the most crucial:
  • Attributes - Seriously, what did gamesas think of when removing these? Skills are not the same as attributes. Two-dimensional progression is VASTLY more flavorful than one-dimensional progression. Especially when the prospect of government attributes allows for inter-connected growth.
  • Skill Counts - No, less is never more: less is just plain less, no matter how you spin it. What'd be next, a drop to 15 or 12 skills? This trend needs to reverse, as otherwise by TES X we'll just have the skills "combat," "magic," and "stealth." That'll svck every last bit of creativity out of character design. As for the individual skills themselves, more on this later.
  • Combat Variety - Again, less is less. The whole idea of role-playing is to not have a generalist, but to envision your own "specialist." 8 combat weapons does not make a decent variety! That's one fewer than the number Oblivion had and most that played the game thoroughly seemed to feel that this was not sufficient. Granted, some skills COULD be consolidated compared to Morrowind, but the variety still needs to improve. This goes not just for the most-spoken-of weapons (spears, crossbows, throwing weapons) but also added variety to still-existing types, such as differentiate between broadswords, longswords, sabers, cutlasses, scimitars, and katanas. And, of course, actually smiting someone with a staff, or using a flail.
  • Spell Creation - No, the "new" spell system was definitely a downgrade from the spellmaker, which was a hallmark of the TES series; it'd existed in the first four games, and was a beloved feature for all magic-players. No need to argue about "too much complexity for the non-magic oriented;" that's what non-magic classes are for, or, at the very least, circinate spells. So what if you wanted "fire, frost, and shock" to be unique from each other... Guess what? a way had already been found in Oblivion, where each had noticeable, yet subtle, differences: cold spells left a patch of cold that could harm others that passed by, fire spells caused continuous burning, while shock spells could arc to hit nearby enemies that weren't part of the original target.
  • Spell Variety - This would best be broken up into more specific, effect-by-effect parts. But again, remember: less is ALWAYS less:
    • Levitate & Jump - Seriously, the whole "Levitation Act of 421" thing was just a horrid excuse for Oblivion's lazy, linear, two-dimensional dungeon design, and the visibly-seamed, zoned overworld. That's about all it was. Both Daggerfall and Morrowind featured a lot of very distinctive vertical architecture.
    • Mark/Recall/Intervention - There's little issue with one-click teleportation on the world map... And Morrowind demonstrated how easy it was to use scripting to temporarily disable these spells when they'd break specific designs.
    • Slowfall - Naturally, this simply makes falls survivable. If you don't want the player to survive falling down a certain pit, don't rely on distance to do it, make something harmful there, like fill it with lava or something.
    • Open - We shouldn't be stuck always having to play that same lockpicking minigame to get past locks. After all, it's not like we're always forced into it, or that it requires specific skill: low skill can still pick high locks, and of course, once you get the skeleton key every lock becomes effortless.
    • Spell Reflection, Damage Reflection, Absorb, Dispel - All perfectly good arguments for mysticism. And evidence that magic need not be 100% very straightforward. You don't need to split spells between "healing," "hurting," and "these do other things." If they allow the player to get around an obstacle in a means other than the bland, boring linear route you'd envisioned, then that's a GOOD thing.
    • Blind, Calm, Rally - While the last was of dubious value, again, illusion spells show potential for non-straightforward combat. Something other than "reduce their health." Perhaps you don't WANT all combats to end in showing off a scripted, fatal finishing move?
    • Drain & Weakness - What, even DESTRUCTION magic gets shafted to where all it does is "inflict damage?" THAT is an example of dumbing-down. Especially with the removal of basic attributes. There was a lot to be said in Morrowind in particular by neutralizing foes in novel ways: draining their strength until they were too feeble to move beneath the weight of their clothes, or fashioning a bunch of intense-but-brief drain (endurance + health) effects to make a "death spell" that instantly slew weaker targets. And then that says nothing of all the spell combinations, softening them up with a weakness before hitting them with a killing blow? It made magic-based combat something functionally different from FPS guns, which is what it's definitely come to in Skyrim; it's a major shame here because BOTH Oblivion and Morrowind did this so much better.
  • Mounted Combat - This is downright silly by now. galloping may have added slightly more use to horses, but most still remember Oblivion's horses as just an excuse to sell horse armor. Technically not a "removal," but it may as well count as one at this point. A lot of emphasis in TES V was put on doing "realistic, immersive actions," like mining, milling, smelting, so that if the player saw a task, they could logically do it. But swinging your sword while on horseback? Nope.
  • Climbing - In all honesty, it's not that hard to put in. And it's not like the animations for it would look any more terrible than those for the rest of the stuff in the game.

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Zosia Cetnar
 
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Post » Sun Nov 27, 2011 3:40 pm

So how do you guys think the next game will handle Skyrim's civil war. I think it's no spoiler to say the player has a part in how this war plays out, so I was wondering how you think the next games will handle that. Personally I see two ways..

1. Beth picks a side and declares it winner but the war went through many stages and how and when they won gets lost in the details
2. Some big event happens like in the next game the empire has been destroyed, elves rule and the outcome of this war is mainly a debate among the historians with different views about what happened and all they agree on is that the war left it weakened or something.
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jaideep singh
 
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Post » Sun Nov 27, 2011 10:08 pm

While I have seen people asking about other regions of Tamriel for TES VI, I have an idea that is plausible, and will please everyone.

make the whole continent of Tamriel, and before anyone jumps on me about this, hear me out first.

I know some people are concerned that Bethesda would just cookie cutter locations, but I have to disagree with that, since Bethesda has always made an effort to make every location unique, the only problem was the NPC's, which they did fix in Skyrim.

They don't need to make all of Tamriel availible right off, possibly just Cyrodil and one or two lands that already have basic models for Morrowind, Oblivion and Skyrim.

Make those three availible right off, just upgrade Morrowind and Oblivion with Skyrim's graphics and gameplay mechanics, and make them instanced, so that when you leave Cyrodil for instance to go to Skyrim, a few days or weeks pass in-game time to arrive there.

Also, make it possible to choose where you start, such as in Skyrim, Morrowind or Cyrodil.

Make Elswyr and the other lands availible as DLC content once they are created, this will have several advantage's. The first being that it maximizes the use of the graphics and personnel needed for the project.

The second would be that this will generate additional income for Bathesda, as well as keeping things interesting.

Make the Akaviri lands availible later on as well, which would add Akaviri items, weapons and armor to the game.

I would love to see it take place just after Skyrim, only this time, your another Dragonborn consolidating power to take on the weak, and corrupt Empire and the Aldmeri Dominion, and the goal is to gather as many allies as possible.
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Joanne Crump
 
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Post » Sun Nov 27, 2011 11:28 am

Of course, there's a huge list of "things that've been taken out that shouldn't have been." Just to begin a sort of list, to focus on the most crucial:
  • Attributes - Seriously, what did gamesas think of when removing these? Skills are not the same as attributes. Two-dimensional progression is VASTLY more flavorful than one-dimensional progression. Especially when the prospect of government attributes allows for inter-connected growth.
  • Skill Counts - No, less is never more: less is just plain less, no matter how you spin it. What'd be next, a drop to 15 or 12 skills? This trend needs to reverse, as otherwise by TES X we'll just have the skills "combat," "magic," and "stealth." That'll svck every last bit of creativity out of character design. As for the individual skills themselves, more on this later.
  • Combat Variety - Again, less is less. The whole idea of role-playing is to not have a generalist, but to envision your own "specialist." 8 combat weapons does not make a decent variety! That's one fewer than the number Oblivion had and most that played the game thoroughly seemed to feel that this was not sufficient. Granted, some skills COULD be consolidated compared to Morrowind, but the variety still needs to improve. This goes not just for the most-spoken-of weapons (spears, crossbows, throwing weapons) but also added variety to still-existing types, such as differentiate between broadswords, longswords, sabers, cutlasses, scimitars, and katanas. And, of course, actually smiting someone with a staff, or using a flail.
  • Spell Creation - No, the "new" spell system was definitely a downgrade from the spellmaker, which was a hallmark of the TES series; it'd existed in the first four games, and was a beloved feature for all magic-players. No need to argue about "too much complexity for the non-magic oriented;" that's what non-magic classes are for, or, at the very least, circinate spells. So what if you wanted "fire, frost, and shock" to be unique from each other... Guess what? a way had already been found in Oblivion, where each had noticeable, yet subtle, differences: cold spells left a patch of cold that could harm others that passed by, fire spells caused continuous burning, while shock spells could arc to hit nearby enemies that weren't part of the original target.
  • Spell Variety - This would best be broken up into more specific, effect-by-effect parts. But again, remember: less is ALWAYS less:
    • Levitate & Jump - Seriously, the whole "Levitation Act of 421" thing was just a horrid excuse for Oblivion's lazy, linear, two-dimensional dungeon design, and the visibly-seamed, zoned overworld. That's about all it was. Both Daggerfall and Morrowind featured a lot of very distinctive vertical architecture.
    • Mark/Recall/Intervention - There's little issue with one-click teleportation on the world map... And Morrowind demonstrated how easy it was to use scripting to temporarily disable these spells when they'd break specific designs.
    • Slowfall - Naturally, this simply makes falls survivable. If you don't want the player to survive falling down a certain pit, don't rely on distance to do it, make something harmful there, like fill it with lava or something.
    • Open - We shouldn't be stuck always having to play that same lockpicking minigame to get past locks. After all, it's not like we're always forced into it, or that it requires specific skill: low skill can still pick high locks, and of course, once you get the skeleton key every lock becomes effortless.
    • Spell Reflection, Damage Reflection, Absorb, Dispel - All perfectly good arguments for mysticism. And evidence that magic need not be 100% very straightforward. You don't need to split spells between "healing," "hurting," and "these do other things." If they allow the player to get around an obstacle in a means other than the bland, boring linear route you'd envisioned, then that's a GOOD thing.
    • Blind, Calm, Rally - While the last was of dubious value, again, illusion spells show potential for non-straightforward combat. Something other than "reduce their health." Perhaps you don't WANT all combats to end in showing off a scripted, fatal finishing move?
    • Drain & Weakness - What, even DESTRUCTION magic gets shafted to where all it does is "inflict damage?" THAT is an example of dumbing-down. Especially with the removal of basic attributes. There was a lot to be said in Morrowind in particular by neutralizing foes in novel ways: draining their strength until they were too feeble to move beneath the weight of their clothes, or fashioning a bunch of intense-but-brief drain (endurance + health) effects to make a "death spell" that instantly slew weaker targets. And then that says nothing of all the spell combinations, softening them up with a weakness before hitting them with a killing blow? It made magic-based combat something functionally different from FPS guns, which is what it's definitely come to in Skyrim; it's a major shame here because BOTH Oblivion and Morrowind did this so much better.
  • Mounted Combat - This is downright silly by now. galloping may have added slightly more use to horses, but most still remember Oblivion's horses as just an excuse to sell horse armor. Technically not a "removal," but it may as well count as one at this point. A lot of emphasis in TES V was put on doing "realistic, immersive actions," like mining, milling, smelting, so that if the player saw a task, they could logically do it. But swinging your sword while on horseback? Nope.
  • Climbing - In all honesty, it's not that hard to put in. And it's not like the animations for it would look any more terrible than those for the rest of the stuff in the game.



Agree.

And for weapon/armor materials...there should be more than just ordinary ones... Skyrim doesn't even have [censored]in!

For the different lighting objects we use, there was a vast variety of them...In Oblivion, there was next no variety...and in Skyrim, I don't know (I only know there's lanterns and candles, from the item list on UESP).

And make NPC react to our attacks. ...It is unthinkable that Skyrim omitted that.

And they should bring back Trapped Locks...that was good.
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u gone see
 
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Post » Sun Nov 27, 2011 1:38 pm

I just had a great idea, what if Bethesda remade Cyrodil, Morrowind, and the other realms as expansions to Skyrim? Sort of continuing the tale of the New Dragonborn, who we all know will become Emperor, no matter what he does. Also, I think that any titles after Skyrim should have a code in them that will reflect on whether or not the PC chose the Empire or Stormcloaks.
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Stefanny Cardona
 
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Post » Mon Nov 28, 2011 12:42 am

Vampires should have clans again

Werewolves should be like they were in Morrowind, they roam freely and can be found in the wilds. One should be forced to transform every night and have to kill a person.

And Silver Weapons should be bought back.

From another thread of mine
"Content to be bought back:
Attributes
Spell making
Birth Signs
Racial differences such as the Altmers weakness to magic
Negative effects as a whole
More armor slots

Things that need improvement:
Werewolves need to have some kind of responsibility (Like killing once innocent per night/month and forced change instead of being able to choose) "
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Lisa Robb
 
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Post » Sun Nov 27, 2011 9:49 pm

Well I hope that it won't take years to make a new elder scrolls but hire a larger team and make it in one year .... but this time listen to the fans .....

Keep the good from Skyrim :

Great graphics
great artist direction
Great character creation
great atmosphere
great quests
great doubling
Keep perk system[

Keep the good from previous games:

put back attributes
put back more skills
put back more junk stuff and pickable elements in the world
put back more armour slots and capes over armour
put back more spell variations

Take something else into it :

more physic dynamics
Euphoria character middleware
Larger worlds
more dynamisms in transportations , boats , horses etc
more detailed spell system and spell crafting
more detailed combat system
more large scale battles and cities
improve the AI and behaviour of enemies and NPCS
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Roanne Bardsley
 
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Post » Sun Nov 27, 2011 10:08 pm

DEEPER NPCS for the love of all that is good and holy.
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rebecca moody
 
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Post » Sun Nov 27, 2011 11:03 am

Things to Keep
  • Massive plethora of trap filled dungeons
  • Skills and Perks system
  • Freedom of Exploration
  • Radiant quests
  • Random encounters
  • Environment Art - Skyrim is far and away the best I have ever seen.
  • Ranged Combat
  • Reactive Blocking and Warding


Things to Bring back from older titles
    More difficulty
  • Attributes
  • More Skills
  • Acrobatics


Things to improve
    Submerged Dungeons - With enough air pockets to traverse without waterbreathing magic/potions
  • Better Motion Capture for horses - After playing Age of Conan (Funcom) I have never been satisfied with any other games horse animations.
  • Improved Crafting - The more challenging the better.
  • improved melee combat - Skyrim is a big improvement over oblivion from a 3rd person point of view, but I would love to see more options in combat overall ie; reactive parrying and dodging in addition to blocking and spell warding. Combat outcomes should be based on parry, block, dodge and flanking. Connecting with a weapon should be classed as a graze, minor wound, major wound depending on hit register.
  • Improved Spell crafting - Mixing of elements ie; cast water spell followed by electricity for extra damage, cast earth onto ice to shatter etc.
  • Improve the look of fur. It is too shiney and looks plastic. I don't know how it could be done, but it reflects too much light and some textures should be matted.


Things to introduce
    Climbing - Like Tomb Raider, Grand Theft Auto IV, Assassins Creed, Splinter Cell.
  • Unarmed Combat - with trips, disarms and throwing techniques.
  • Open up all of Tamril for the one game. I would love to travel from the very north of Skyrim to the Deep South.
  • Werewolves change by the lunar cycle and Vampires cannot cross running water or walk in the daylight.

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Nuno Castro
 
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Post » Mon Nov 28, 2011 1:20 am

One thing I'd like to see, as an idea that came to me while floating down a river in Skyrim, give us boats to actually travel by water way with. I'd also like to see the whole continent open for a game, if it's possible (I doubt it mainly because of the sheer size).
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Laura Shipley
 
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Post » Sun Nov 27, 2011 11:25 am

And for weapon/armor materials...there should be more than just ordinary ones... Skyrim doesn't even have [censored]in!

I find it hilarious that you keep mis-spelling that material, hence getting it censored. It's spelled as "Chitin," with a 'C', not an 'S'. :P

As for its appearance, it *IS* pretty Dunmer-specific, kinda like Bonemold. I can see it not appearing, though, given the vastly "simplified" materials system. However, if it'd stuck more towards Morrowind's "some materials are unique to a couple items and places" theme rather than Oblivion's "any material is valid for any item" style, then there should've been chitin armor found near the Velothi mountains... Just like how in Morrowind you had a tendency to find Nordic items due to the proximity with Skyrim.

Great graphics

Graphics shouldn't be listed as the strong-point of ANY new game: they're just a consequence of Moore's Law. And actually, in terms of what was available, Skyrim is actually the LEAST-ambitious game of the series in terms of graphics: there's integrated GPUs that can play the PC version on "ultra," while back in the days of Morrowind and Oblivion's releases, there weren't integrated GPUs that'd play the game right at all.

put back more armour slots and capes over armour

I do agree that the progressive "let's remove more slots" thing is kinda rediculous. I will grant that I honestly didn't miss the absence of the "left/right pauldrons" slots, but removing greaves and pants does make it patently ridiculous. With a single slot called "armor," it's entered the downright silly realm of generic JRPGs. I also didn't actually miss the difference between a "shirt/cuirass" and "pants/greaves" slots, either; Oblivion struck the closest balance of streamlining vs. complexity in most terms there.

The only difference is that I'd PONDER having separate "glove" slots, but mostly that's just visual flair that might not be ALL that important.
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pinar
 
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Post » Sun Nov 27, 2011 11:35 pm

Bethesda, I will make but one request, but it is a very important request to me, and one that will really make the difference for the next game.

Please allow me to have a character who can side with the Thalmor/Alinor and consistently side with them against their rivals. There were some things I was able to do for the Thalmor in Skyrim, but the main quest repeatedly bludgeoned me into killing Thalmor, which really didn't vibe with my pro-Alinor Altmer.
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Vivien
 
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Post » Mon Nov 28, 2011 1:52 am

In my opinion

1.) The Magic back end similar to Morrowind(ie: Spell Making returned)
I just think it was the best system developed so far. It was exceptionally flexible and allowed for each magic user to have his own spell set if he was willing to pay for the development...Also a return of spells like Levitate to fly and Telekinesis able to pick pockets because it opened up so much flexibility :-)

2.) The Combat system similar Skyrim (ie: Equipping spells to the hands)
I just think this is one of the places Skyrim blows away the previous titles. Equipping the spells helps force a separation of the combat types instead of just having fighters that can effortlessly throw spells around. It just didn't seem to fit into combat before and I'm very pleased with the results of the Skyrim system.

3.) Dragons and maybe some other mythical creatures
Well....dragons are just awesome and the TES world always does such an awesome job I'd really like to see more of them as well as some other feared and revered creatures done by their hand....

4.) Transformation magic
Probably the only thing that was missing from the Morrowind magic system was the ability to spend huge amounts of magic to temporarily become some of the fantastic creatures in the game...
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Donatus Uwasomba
 
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