Official: Beyond Skyrim - TES VI #8

Post » Fri May 04, 2012 5:32 am

I would have to agree with Death Puppy,i would also like to see more of the action taking place outside of dungeons.

Perhaps decent rewards for being the good (guy/girl) rather than becoming a member of the dark brotherhood for example. knights of the nine was a really good story line imo and the wayshrines only giving you their blesssing if you deserved it,plus the thieves guild in oblivion with the "robin hood" style storyline rather than the thugs and bullies they have become in skyrim.

I'm sure most of us have played the darker side in the oblivion games,but a choice between good and evil with contrasting storylines and equally decent rewards would be great.

proper clossure on quest lines,The fighters guild in oblivion finished the quest line once you became grand master,unlike the companions where the quests keep appearing,the same can also be said for the dark brotherhood.

Did Bethesda give us a clue to the content of the next installment of Eldar Scrolls,when general tullius & legate rikke walk away from windhelm at the end of the imperial quest line,they both say "stay alert,the next fight will be for the whole of the empire" or words to that affect.
so will the next game in the series be a fight with the thalmor for the entire empire?
I hate to be a jerk, but they are not the Oblivion games it is the Elder Scrolls games, or TES games. I agree with you I would like a choice between good or bad for questlines. I also think the next game will be fighting the Thalmor, unfortunately, that is why Tulius saying the next fight will be for the empire.
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Carlitos Avila
 
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Post » Thu May 03, 2012 11:18 pm

It's been a decade since Morrowind and Baldur's Gate and two since Ultima 7 and Ultima Underworld. It's time for something new and dangerous and it's time for a shop with the resources and the expertise, like Bethesda, to take a risk and break the mould again.

The first thing I would do is tell the TES VI team to do nothing else for a month but play X3 Terran Conflict. The reason for this is that every space ship/space station (i.e. NPC) in X3TC is flying around (or not as the case may be) doing it's stuff (trading, pirating, defending, attacking) all the time in real time. The NPCs do not follow scripts to do this, they follow AI algorithms that use real time data gleaned from other NPCs they can "see", recent history and stock "best practice" procedures etc to decide what to do. The result is an incredibly immersive, dynamic and playable game world that is both predictable and unpredictable at the same time. You have to play this game for some time to appreciate that this is so.
.....ETC.....

The only issues I had with X3:TC were [1] the very unintuitive interface (took forever to find and figure out the more cryptic commands), [2] the tedium of getting anywhere (even WITH time dilation), and [3] the fact that the scaling was about as all-pervasive as Oblivion's.

On the good side, it had seperate ratings for fighting and for trading, so if you were primarily playing it as a combat game, the difficulty of combat advanced while trading remained fairly simple, and vice versa. The faction interactions were certainly interesting, especially those that happen regardless of whether you're around or not, so some of the situation changes dynamically, while other ships and fleets simply spawn out of nowhere as "needed". It's even more of a niche market game than the earlier TES games, though. I think most players would be bored out of their skulls in under an hour (witness the debate over FT in TES, and this is 10X worse), and an hour is hardly enough time to do a simple trade run or patrol for hostiles. The game goes from a simple "fly your ship here and there" to "in control of a vast space trade empire or mercenary faction", and the longer you play it, the more possibilities open up, if you can deal with it that long. I found it both fascinating and tedious at the same time, and it ate several weeks of my evenings before I put it aside.

Still, the hidden depth and underlying faction interactions make it noteworthy, and the devs here might actually learn something from it (several things, both positive and negative - as in "DON'T DO THIS!!!!").
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Eve(G)
 
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Post » Fri May 04, 2012 4:13 am

I don't mind the gameplay mechanics as they are right now, but personally, for the next game I would not mind to have a ton more different skillsets and maybe even some set classes? As for the setting, I would Definitley look foward to Valenwood!! I love the wood elf race, and I want to see their homeland. The way it's described must be breathtaking, and with skyrim's graphics? Whew. Cities within giant walking trees = awesome. I also would not mind a more personal story, but have it retain the same open world mechanic for the sake of tradition :)
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Erika Ellsworth
 
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Post » Thu May 03, 2012 11:12 pm

I'd like to see sustained on-self magic effects which can last forever, but take a chunk out of your maximum magicka while active. That way, you don't have to keep re-casting your shield spell or light spell. Dragon Age had spells that worked like this.

Also, if the next game doesn't have shouts (as it probably won't), the Unrelenting Force shout should become an Alteration spell.
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Ella Loapaga
 
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Post » Fri May 04, 2012 6:16 am

I'd like to see sustained on-self magic effects which can last forever, but take a chunk out of your maximum magicka while active. That way, you don't have to keep re-casting your shield spell or light spell. Dragon Age had spells that worked like this.

Also, if the next game doesn't have shouts (as it probably won't), the Unrelenting Force shout should become an Alteration spell.
No I hope shouts do NOT make a return in the next game they were so useless, besides Become Ethereal, but that could be made a spell as well.
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Bethany Short
 
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Post » Fri May 04, 2012 12:08 am

i would like them to go more a long the lines of oblivions journal system
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Luna Lovegood
 
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Post » Fri May 04, 2012 12:18 pm

No I hope shouts do NOT make a return in the next game they were so useless, besides Become Ethereal, but that could be made a spell as well.

I hope shouts disappear too. They were kind of fun, and an okay concept but I'm convinced that they're the reason magicka is so gimped and limited in Skyrim. Bethesda almost certainly didn't want to make a 'slow time' spell, a 'become ethereal' spell, and others just because there were dragonshouts that already did the same thing. Bring back some of the utility and fun to magicka use!
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maria Dwyer
 
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Post » Fri May 04, 2012 6:51 am

Something along the lines of Unrealenting force should definatlley be present in the next game (Killing two daedra using fall damage in one hit lolololol)

What about burial? Instead of leaving your dead companions (or respected enemies depending on your character) lying on the ground for the crows, what about giving them an actual burial. It could be as simple as just replacing the body with a mound of dirt or somehthing and it would require a shovel or something. It would add a degree of realism to it.

Also the ability to name horses and familiars/bound creaures. My bound wolf (conjure familiar) in my current playthrough is called Shor.
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Russell Davies
 
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Post » Fri May 04, 2012 8:09 am

Reinstate the acrobatics skill! I stopped playing Skyrim after about a day and returned it to the store because there was no acrobatics skill...Seriously...I did...
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Angela Woods
 
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Post » Fri May 04, 2012 2:42 am

Reinstate the acrobatics skill! I stopped playing Skyrim after about a day and returned it to the store because there was no acrobatics skill...Seriously...I did...
That's completely logical...
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Silvia Gil
 
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Post » Fri May 04, 2012 12:06 am

What about burial? Instead of leaving your dead companions (or respected enemies depending on your character) lying on the ground for the crows, what about giving them an actual burial. It could be as simple as just replacing the body with a mound of dirt or somehthing and it would require a shovel or something. It would add a degree of realism to it.

Or even a return to the simple "Dispose of body" that we had in Morrowind, which made it go away. You could at least role-play that as having buried the poor guy.
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Kelly Upshall
 
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Post » Thu May 03, 2012 11:20 pm

TES 6: Elsweyr rolls off the tongue doesnt it?

reasons why:

id like see some nord traveling caravans outside the hold, and i feel you'd feel the same, RETRIBUTION
allows us to defend elsweyr from the thalmor, we all heard about the white-gold concordat but we didn't get to experience it, and i think it'd be a good chance for us to experience it in elsweyr...
This could allow a seperate branch of vigil of stendarr with a different belief system, but essentially the same, to have a quest chain
Fighters guild returns
College of Whispers V Synod could go down
Landscape would be amazing, giving us a mixture of terrain, beautiful.
Valenwood boarder expansion could be applied, which could launch us to a small piece of summerset isles, allowing us to get a glimpse at the two.


i know its kinda soon to be talking TES 6, but might as welll be talking about it while bethesda is, instead of after they made their descision...
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Penny Courture
 
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Post » Fri May 04, 2012 6:32 am

TES 6: Elsweyr rolls off the tongue doesnt it?

reasons why:

id like see some nord traveling caravans outside the hold, and i feel you'd feel the same, RETRIBUTION
allows us to defend elsweyr from the thalmor, we all heard about the white-gold concordat but we didn't get to experience it, and i think it'd be a good chance for us to experience it in elsweyr...
This could allow a seperate branch of vigil of stendarr with a different belief system, but essentially the same, to have a quest chain
Fighters guild returns
College of Whispers V Synod could go down
Landscape would be amazing, giving us a mixture of terrain, beautiful.
Valenwood boarder expansion could be applied, which could launch us to a small piece of summerset isles, allowing us to get a glimpse at the two.


i know its kinda soon to be talking TES 6, but might as welll be talking about it while bethesda is, instead of after they made their descision...
I would really like the next game to be set in Elsewyr, for reasons very similar to the ones you listed.
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Chica Cheve
 
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Post » Thu May 03, 2012 10:41 pm

Think of how confusing TES 6: Elsweyr would be for people who weren't really familiar with the series.

Google searches for "The Elder Scrolls 6: Elsewhere"

Weird pronunciations "Yes, I'm looking for Elder Scrolls 6...um...Els-wire...or something... It has furries."
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Bigze Stacks
 
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Post » Fri May 04, 2012 12:41 am

Think of how confusing TES 6: Elsweyr would be for people who weren't really familiar with the series.

Google searches for "The Elder Scrolls 6: Elsewhere"

Weird pronunciations "Yes, I'm looking for Elder Scrolls 6...um...Els-wire...or something... It has furries."
If they have ever played Oblivion or Skyrim I am sure they will know how to spell it, not to mention Bethesda will say it at least a thousand times in all the interviews before the game comes out.
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Mrs Pooh
 
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Post » Fri May 04, 2012 4:50 am

Think of how confusing TES 6: Elsweyr would be for people who weren't really familiar with the series.
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Gemma Flanagan
 
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Post » Fri May 04, 2012 12:36 pm

Again, if they listen to interviews they will know how to pronounce it.
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Killer McCracken
 
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Post » Fri May 04, 2012 10:57 am

but then again thers always that one guy for some reason who can't sayit right. any one see that vidio where the guy called it skrim lol
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Nicole Kraus
 
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Post » Fri May 04, 2012 2:25 am

Again, if they listen to interviews they will know how to pronounce it.

I never listened to a single interview, watched any trailers or read any information about Skyrim, my first Elder Scrolls game, before I bought it. I know that the same applies to many of my friends.
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Carolyne Bolt
 
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Post » Fri May 04, 2012 8:22 am

I would prefer Black Marsh, but Elsweyr sounds amazing too, anything but another human/elf province :down:
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Jessica Lloyd
 
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Post » Thu May 03, 2012 9:02 pm

Since we've saved the world so many times, perhaps it's time to kick it towards destruction in TES VI.
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Kristian Perez
 
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Post » Fri May 04, 2012 3:56 am

I would like a better dialogue system that allows you to more options with different responses.
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Kim Bradley
 
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Post » Fri May 04, 2012 7:34 am

Exactly, I wish they invest more time, money, manpower, whatever it takes into writing stories and dialogue on par with the sheer beauty of their open worlds. The writing, the storytelling, the dialogue trees and the questlines are left behind in my opinion and it's a shame because good writing and sandbox are not mutually exclusive. Better writing means better characters as well, having companions in Skyrim could have been so much more compelling if they only put more effort in personal relationships, maybe fewer companions to choose but fully fleshed out personalities and backstories, companion dialogue options, companion questlines, marriage questline, reputation indicators for factions and companions.
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Stacey Mason
 
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Post » Fri May 04, 2012 1:37 am

1: Character appearance Changes with different attributes. Although the player has some degree of control with what they start out like and a degree of control regarding how much they change.
- personality and intelligence alter facial expressions. Agility, Personality and intelligence alters body animations
- Agility, strength and endurance alter the size of muscles and reduce fat. (although at different rates- A warhammer wielding nord will be chubier than a shortsword wielding imperial.)
- Different races have different gains with muscle/fat/veins. Man generally get fatter and more muscular than mer (orcs being an obvious exception, bretons being a minor one)
- Characters with more magicka gain more visible magicka veins if they are thin enough. These would be faint veins similar in appearance and location to real veins. To avoid confusion they might be better a little bit greener or bluer.
- Characters with little magicka have iris' with lines going fairly straight inwards. Whilst characters with more magicka have their iris pattern change into a less organised mess of lightning bolts.
- Starved/fat looks. Mostly for wealth differences in npcs. Curses too


other notes/related
- Water/dirt/mud/blood accumulation on the body and face.
- Tattoos and paints should be different. Tattoos being gained from guilds/clans/tribes/daedra and can only be removed by expensive magics whilst paints are easy to change in the home. Both can be done anywhere on the body.
- Curses/chronic poisons/diseases can distort figure and add new additions (like boils) temporarily. Other magics don't change a person's build.
-


2: Activity whilst waiting
- It's realy boring to have to sort out your inventory/make purchases/Craft items/other stuff whilst you go into town. It would be nice if you had an option to Do all this stuff by using the wait function in a town and doing all your activities from an easy to use menu.

3: Subsets of each culture. For example- Dwemer

-Stone and gold buildings in skyrim with big, Stupid hallways and square doors. Curved ceilings and [censored]y generic tolkienness plus gold pipes and illogicaly shaped chests and stupidly placed traps in skyrim with the (skyrim clan here) Im joking of course. Skyrim's dwemer can use stone. But dwemer lore would feel.. less dumbed down if this dwemer weren't so tolkienized. Some more metal and lower ceilings would do well. Malachite (no, real malachite, not glass) would be a good material to use like marble in these dwemer ruins for the richer dwemer.
-hallways being made out of a bronze metal with smooth grey parts made out of stone in the minority. Angular walls and ceiling. Round doors made for sealing areas of from an overflow. Chests are sensible and the only traps are faulty machinery. Towers are pointy. Some additions to this might be occasional spots of green rust or different types of lighting.
-In hammerfell, golden metal is what the interior is made mostly of. Red metal and Various stones apear on occasion and on the whole these are the more colourful ruins. Everything is angular like how morrowind portrayed the ruins. Walls are more decorated. Mosaics would go well with this design.h This is a picture that i drew inspiration from http://images.uesp.net/4/48/Redguard-Orrery.jpg
- One dwemer clan could use a silver metal for their structures rather than a bronze/gold one.

4: Skills need more uses and more alternatives.

alchemy gaining more uses. An alchemist/enchanter should be able to make explosives. Enchanting should also gain more uses. In morrowind you could summon a scamp by calling upon the power of your scamp belt. You could send a ball of fire at the enemy with a destruction skill of 5 by using a magic sword. Basically- You could play a sorcerer- One who svcks at magic themselves but can rely on it through use of items.

Security (lockpicking as of late) needs more uses too. I want to disarm traps, Make traps, enchant my traps, rearm traps, identify traps, hunt with traps, Take resources from traps... Or use magic instead!

Speech- I want to yell at people, joke with people, incite people against me , incite people against themselves, flatter people, flirt with people, Sadden people, scare people, befriend people, eat people, sleep with people, get discounts, eat the discounts , sleep with the discounts, Accuse people of being criminal scum,Convince people that i am not criminal scum, Throw coins at people, Lead people, inspire people, Inspire horses, Eat horses, sleep with... You get the idea.

Anyway- All the builds need to be able to accomplish The same thing differently. Let's take a locked door with no way around
-Alchemy- Blow it up
-Destruction- Blow it up
-Blunt- Break it down
Alteration- Open with a spell, or ghost through it (we assume that ghosting through stuff can be ballenced by some materials remaining solid)
Enchant- Use a soul to attempt to open it, or sorcery to do whatever
Conjuration- Summon something with a skill to open/destroy it
Hand to hand- Try kick it down
Security- Open the lock
Speech- Yell at the [censored] on the other side to open it.
Illusion- Charm a [censored] to open it
Restoration- Drain the life/moisture from it's wood, weakening it for other attacks
Sneak- Pickpocket the key

So long as your not awful at everything but blades and acrobatics you should be able to get in. Similarly- If the door is made of ebony or enchanted or.. something then There is no way in and thus the developers Haven't let us break the game. With problems like "you need to get up somewhere" you are more restricted, but still likely to be able to get up there with Enchanting,Potions,Alteration,acrobatics or something that boosts one of those. You are likely to have at least one available method by that stage.

5: Every weapon skill needs a weapon that's small, medium and big. Tiny being always usable, small being useable in any hand. Medium being better on it's own and incompatible with many combinations whilst big Being only useable with the tiny stuff.
Examples:
Blunt- Club (small), mace (medium), Warhammer (big)
Axe- Hatchet (small) War axe (medium) battle axe (big)
Blade- Shortsword (small) Longsword (medium) Claymore (big)
Spear- Most spears (medium) Poleaxe (big)
Staff- Scepter (small) Small staff, Big staff
Shield- Buckler (tiny) light shields (Small) Tower shields (medium)
Marksman. Shuriken/dart (small) light crossbow/throwing axe/javalin (medium) Crossbow/Shortbow/longbow (big) Dartgun (tiny)
Hand to hand- Knuckleduster (small) Katar (medium)... It would be nice to have an enchanted gauntlet known as the Powerfist. Also- some gauntlets should do more damage but slow punches, especialy if they have spikes on.
Magic- Spells that the player finds easy- Tiny. Spells that are harder for this player count as more.



6: That- Like morrowind- Not all cultures/materials make all weapons. Dwemer aren't going to make bows or at least all metal bows which wouldn't logicaly work. Similarly- Mithril wouldn't make a good warhammer .

7: in a slight contradiction to the above idea- The player should be able to make Weapons/armour/jewelry/clothes in different styles with different materials. Although each would hold a limit to what it works with (a bow made entirely of ebony or cloth would not work. It would be nearly impossible to make a bonemould sword the exact same shape as a steel nordic sword) This could be done with clever use of shaders and bodygroups.

- Flexible/light materials for use in handles/bows( Oak, Pine, Nord pine, yew, Willow, Hist, Ebony wood, Red wood,Bonemould,Chitin?, glass,moonmetal etc)
- Hard metals ( iron, steel, Nord iron/steel, Ebony, Mithril, Adamantium, Moonmetal, bronze, Orichalum steel, Orichalum adamantium , Bloodrock adamantium (the red metal that i am making up to explain the royal guard armour in tribunal) Bloodrock iron, silver, steel)
(Hair,furs, cloths,skins,Leathers,scales,Chain. ... You can guess how many of these there are. Scamp skin, Slaughterfish scales, argonian parts... Seriously- This would encompass a lot of things)
Decorative- Horns, Semi precious stones like jade, feathers, Extra fur, precious stones, Guilding by various extra materials, Extra metal parts...

This sounds really complex written down at first , But it's probably not that hard to develop. Each material is it's own item in the construction kit complete with weight, strengh,absorbtion, type,enchant value, skill to smith with, cost, Colour, texture(s) and occasionally even a trigger for dialogue (Because i think khajit will react to a pair of furry kitten boots)

Then for styles. You get to choose What shape the armour is with each shape having some different values. These include associated culture, weight, Value, Skill, Material types, absorption,stress, skill to smith with, Apparel slots taken, triggers... etc These two things come together with maths to make various armours. This system Would provide a stupidly large amount of items for only a little more work.


7: Now, After reading the previous idea, you're probably thinking it may be too complex for the player. The easy thing to do is provide more information about that skill to the player as his character gains in that particular skill level. Someone with an expert armour/smith skill (one of them) will know everything about it whilst someone with very little skill only know's it's protection and weight. Someone with a terrible enchanting skill might not even know it's enchantment. Someone with a decent people skill might know the social implications of wearing the armour (because who wouldn't be intimidated by a burly man wearing the deadric mask of terror) Whilst someone with a good sneak skill might know how attention seeking it is. New information and features should unlock for every skill as the player get's better with it.

8: a few things on armour/clothes
- Gender dimorphism. Tes isn't crazy enough to warrant non magical armours getting a pair of boobs when a woman wears it. Sorry, it just shouldn't happen. Similarly- A dress shouldn't turn into trousers and a shirt when a man put's it on. This went as far in skyrim as to Change the Ancient nord helmet's decorative Horns/deer prongs depending on gender- WHY?!?!
- Skirts need to be separate from pants. Shirt under Armour needs to come back. Greaves/pants need to come back. Pauldron's should probably come back, although it's fine if they are incompatible with certain cuirass' I care less for pants under greaves and robes over armour. Seperate gloves/pauldrons can look cool and gauntlets might be interesting in enchanting but both clog up the inventory so im on the fence. Masks under helmet's might be interesting.
- morrowind had the coolest design for glass armour. I did a survey on this on this forum to find that out. Daedric looked better too. Morrowind specific armours (netch, chitin,Indoril,bonemould) were Much liked.

9: Culture/designs have been inconsistent/ simplified and i want it to stop. Half of my threads have criticised this.

10: There needs to be a better transition from mundane to weird. Skyrim and Rarely got past boring, whilst to much weird at the start of the game can turn a player off. The best province to take is probably either elyswere, black marsh or at least an elven land.- But it would be beneficial if the player started in an imperial town only twice the size of whiterun.

11: werevultures would be cooler than dragons. But anyways.. Each province has something that it can't go without
- Elyswere- Hand to hand, acrobatics, Variations of khajit, Exotic animals, Security, werelions, marksman. Decent fur rendering
- Black marsh- Spear, Blowpipes, Great underwater gameplay.. Everything described in the argonian account. Water and tree and fog and light visuals . Grand tree generation
- Summerset isles- Levitate- Perfect magic. Polotics. Sload/moarmer. More daedra than morrowind.
- Valenwood- Acrobatics (climbing), perfect marksman, Levitate,werevultures. Even more tree perfection than black marsh.. Because trees are in excess of 10 metres in circumference and there are moving tree cities which probably have BRANCHES 20 metres in circumference
- Hammerfell orhigh rock (if it realy must be done :( ) Perfectly belivable human characters. Giant cities. Full use of terain
-
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Kitana Lucas
 
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Post » Fri May 04, 2012 12:53 am

I agree with virtually all of Jack's points, though I think that it would be impossible to include all of them due to various limitations.
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Lily
 
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