Official: Beyond Skyrim - TES VI #9

Post » Fri May 04, 2012 3:12 pm

I had TES VI in mind when I wrote this:

http://www.gamesas.com/topic/1369648-the-future-of-dialogue/
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Jessica Phoenix
 
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Post » Fri May 04, 2012 6:00 am

  • Acrobatics (adjustable jump height via perks, jump&hit, grab ledges, use real time ropes to climb);
  • Study (side quests that involve actual -player- study and harder puzzles/riddles, reading and gathering the clues yourself, with no automatic updates in the journal);
  • Thrown weapons;
  • Traders guild with a specific questline;
  • Give the beast races more distinction via skeleton, animations, voices and fighting style; more like beasts, that is;
  • More branches in the questlines, more difficult decisions to make and live with the consequences;
  • Reputation/disposition indicators for guilds and individual npc's;
  • More non-combat alternatives to missions, diplomacy, using disguise to infiltrate, non-lethal intimidation/interrogation tools in dialogue/combat.

This is something I greatly am behind 100% Great post.
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phillip crookes
 
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Post » Fri May 04, 2012 4:54 pm

Awesome ideas. If you all have the time, I'd like your opinions on my fan prediction for the setting and story of the Elder Scrolls VI. I've looked at the stories of every past ES game and I hope to put forth a sensible and realistic idea for the sequel.







THE ELDER SCROLLS VI: INSURRECTION

A fan’s prediction for the sequel to 2011’s acclaimed addition to the Elder Scrolls franchise

RECONCILIATION IN SKYRIM

After the events of the Dragonborn's Quest and the Civil War, Skyrim is now an independent nation of “city states”. Because of the Dragonborn’s efforts, a pact was made between the Imperial Legion and the Stormcloaks, wherein the peoples of Skyrim could fully rule their nation without the interference of the Mede Empire. However, in return, Skyrim would have to become a trading partner of the Empire and accept all races into its lands. In an event known as the “Traitor’s Clause”, the city states of Skyrim formed a council in retaliation, building a massive wall along Skyrim’s southern border and blocking its lands to every surrounding continent. Technically, any race can enter Skyrim, but the nation’s bordered wall puts strict regulations on those that attempt to enter. Inspired by the beliefs of the late Ulfric Stormcloak, instead of segregating individual races, Skyrim has simply become completely xenophobic.

The Empire did not rebel against Skyrim’s massive wall, and additionally, under the guidance of the Dominion, withdrew all Aldmeri forces. In return, the Peoples of Skyrim elected one Aldmeri representative in their council as a liaison for the Empire and the Dominion. The Peoples of Skyrim have also lent complete research on Dragons to an Aldmeri-Imperial scientific council who hope to “tame” the dragons for future foreign affairs.

THE GREAT DECISION

Following the reconciliation in Skyrim, the Empire, along with the Aldmeri Dominion, faced a brief tenure of peace. In an event known as the Great Decision, which included the peace of Skyrim, Tamriel was split into two main alliances of Man and Mer. Morrowind, Valenwood, Elsweyr, and Summerset Isle would be completely under the rule of the Aldmeri, while serving as trading partners to the Empire (this area would be known as the Aldmeria). Hammerfell and High Rock (now unified as one nation), Black Marsh, and Cyrodill would be under the complete rule of the Imperials (this area would be known as the Imperial Provinces). Skyrim would be, of course, an independent nation in trading alliance with the Imperials and the Dominion.

Beast races have become a “third race”, and the peoples of Elsweyr and Black Marsh have become savagely repressed. Independent Khajiit trading companies and the Argonian drug trade have become outlawed by both empires. In an event known as the Great Seclusion, the Man-Mer Empires agreed that the third races of Tamriel should act as servile workers and warriors. While Man and Mer races have the option of enlisting, all beast races (under the proper requirements) are automatically drafted into the Imperial and Aldmeri forces in the event of a conflict under penalty of treason. In addition, thousands of Khajiit and Argonian citizens have been massed together and sent to Morrowind to “rebuild and reinvigorate the lands of Morrowind into a pivotal trading center”.

THE SECOND GREAT WAR

Five years prior to Elder Scrolls VI, a dispute begins. Morrowind is now in its early stages of development into a fully-functioning trading colossus. The Dominion claims that, because it is a naturally Mer state, Morrowind should be under their control. The Empire disagrees, stating that the reformation of Morrowind was an Imperial idea and was mainly financed by them, therefore it should be under their rule. At the same time, rumors spread that Emperor Attrebus Mede II wants to conquer the Aldmeri lands and grant complete freedom to beast races, thereby creating a third Tamrielic Empire. During a peace talk in Summerset Isle, the Imperial Ambassador of Aldmeria, along with ever other Imperial representative present, is assassinated by the Aldmeri council. Emperor Mede is taken prisoner and held in a massive underground citadel. In response, the Imperial Provinces declare war on the Aldmeri Dominion, waging the Second Great War.

After five years of conflict, nearly every Imperial province is devastated by the Aldmeri Forces, who have secretly harnessed the powers of the dragons (thanks to their research in Skyrim) and have bred them for complete submission. Under the leadership of a tyrannical Aldmeri ruler known as the “Dragon Rider”, a massive reign of terror sweeps the lands of Man. Not unlike the First Era, Men have now become the slaves of Mer, and every Imperial citizen is under threat of execution or submission. The Imperial City, after a massive battle lasting for days, has been destroyed, and all heirs of Attrebus Mede II have been imprisoned or executed. The Second Great War has ended in complete Aldmeri victory.

THE SHADOW REBELLION BEGINS

40 years have passed since the events of Elder Scrolls V, In response, small pockets of rebel groups begin to emerge across the lands. In Skyrim, the City States have massed a force of thousands to fortify the border wall, but the Aldmeri threaten to use a massive force of “dragon riders” to tear the wall down. In Morrowind, the Dark Elves have banded with the Beast races and Imperial refugees to form the “Brotherhood of Nerevar”. In High Rock-Hammerfell, the Redguard, Orcs, and Bretons have formed an allegiance with the nation of Akavir and have created a group known as the “Blood Resistance”. In Black Marsh, a rogue league of Argonian pirates known as the “Black Scales” emerge, and have repeatedly threatened Aldmeri trading ports with what can only be described as “steam-powered ships” using “black smoke” as firepower.

This massive response to the Aldmeri Empire, known by many as the Shadow Rebellion, begins in Elsweyr. Rumors have spread that a massive group of guerilla freedom fighters have reclaimed considerable swaths of land outside the nation’s major cities, and are turning public opinion towards their favor. They promote “a free, fair, and equal Elsweyr”. It is said to be led mainly by the remnants of Elsweyr’s Khajiit tribes and ex-Imperial legionnaires, along with refugees. Talos Mede, third heir to the imprisoned Emperor Attrebus Mede, has been said to have vanished from captivity and is presumed to be a commander of the guerrilla resistance.

A TRIUMPHANT STORY OF SURVIVAL AND REBELLION

The player assumes the role of an indentured servant of the dominion turned freedom fighter of Elsweyr. The events in Elsweyr will be shaped by the player, which will in turn shape the future of Tamriel as a whole. Every other rebel group, still in relative hiding, has their eyes on Elsweyr. For if the Aldmeri fall there, they can fall anywhere. The Elder Scrolls VI is a tale of resistance, hope, and survival, and features breathtaking next-generation technology with a more refined, intuitive combat system.
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Tamika Jett
 
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Post » Fri May 04, 2012 2:47 pm

Keep the Ancient Roman Empire feel to the entire atmosphere, unlike what Oblivion was, and no matter what it is it will be good.
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Star Dunkels Macmillan
 
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Post » Fri May 04, 2012 2:26 pm

Elsweyr, next-gen detail is going to be amazing.

http://muharraqi-studios.com/download/images/cat/1.jpg
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SiLa
 
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Post » Fri May 04, 2012 3:45 pm

Keep the Ancient Roman Empire feel to the entire atmosphere, unlike what Oblivion was, and no matter what it is it will be good.
Completely disagree. Why can't the Imperials be their own unique race with a very different culture instead of some very weak Roman knockoff? Not saying they are, because they are very different from the Romans. I want to see weird Cyrod. Most of what is similar with the Romans is merely Aesthetics and rather superficial things like names and Uniforms/weapons. The Imperials in TES are unique once you get into their lore and culture. I much preferred Oblivion's Imperials to Skyrims or Morrowinds.

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Miragel Ginza
 
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Post » Fri May 04, 2012 3:45 am

I've been thinking - if the Thalmor are too racist to allow non-elves into the Summerset Isles, then the next game should be set in Artaeum. The Thalmor don't control it, and the Psijics are presumably more tolerant. The whole island is magical, so it could have a very interesting and fantastical environment.
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Laura Hicks
 
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Post » Fri May 04, 2012 8:03 pm

I've been thinking - if the Thalmor are too racist to allow non-elves into the Summerset Isles, then the next game should be set in Artaeum. The Thalmor don't control it, and the Psijics are presumably more tolerant. The whole island is magical, so it could have a very interesting and fantastical environment.
It is also hidden and the Psijiic Order is kind of different. They are more tolerant than the Thalmor but they still think of magic as something that should be kept from the unwashed masses. Hence Galerion breaking from their order and founding the Mages guild. So anyone with the ability could learn about magic as well.
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zoe
 
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Post » Fri May 04, 2012 8:42 am

  • Acrobatics (adjustable jump height via perks, jump&hit, grab ledges, use real time ropes to climb);
  • Study (side quests that involve actual -player- study and harder puzzles/riddles, reading and gathering the clues yourself, with no automatic updates in the journal);
  • Thrown weapons;
  • Traders guild with a specific questline;
  • Give the beast races more distinction via skeleton, animations, voices and fighting style; more like beasts, that is;
  • More branches in the questlines, more difficult decisions to make and live with the consequences;
  • Reputation/disposition indicators for guilds and individual npc's;
  • More non-combat alternatives to missions, diplomacy, using disguise to infiltrate, non-lethal intimidation/interrogation tools in dialogue/combat.
Very good points. TES needs all of these.
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Miragel Ginza
 
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Post » Fri May 04, 2012 1:40 pm

Somthing happend to this post so i had to repost it.
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Kate Schofield
 
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Post » Fri May 04, 2012 2:47 pm

Hmmm Heres a list of things i want

Multiplayer: Will probably never happen, but would be kinda cool to play with atleast one freind.

Hand to hand: I want to fight with my fists like a real man.

Opening sceen: want a cool opening sceen that doesn't put you right into the story from the begining, or just put some mystery around it, for instance, you are running from something in the desert, it's night so you can't really see what it is, after a couple of seconds you pass out of exhaustion, a khajiit yells "Wake up, we're entering the city" you wake up, as he said, you are entering a city, you're on a horse/camel back, he explains what happened to you, after he's done you get of the camel/horse and bend over a bucket of water to wash your face, this is the character creation screen, after you're done with that you can ask him, where he found you, if you do he will give you the location, if you deside to go to that location you will start the main quest/story line, or if the next game isn't in Elsweyr or Hammerfell we could have an opening sceen like this, you are riding in a forest, suddenly you see a ravaged wagon, you walk over to the the wagon and see a lot of dead people, if you look around you will see alot of large footsteps and broken trees in a direction, if you go this direction the mainstory will begin. ( Note: I don't know where the character creation sceen would be in this one )

Elsweyr: A place i would love to see is Elsweyr, why? Read this:
Elsweyr is a harsh expanse of badlands and dry plains; only in the south, near the oceans, does the land become somewhat fertile. Rainforests cover this area, and various crops, such as sugarcane or the semi-illegal moon sugar.
The most northern town in Elsweyr is Riverhold. The town is built along a waterfall going down a rather steep hill into a water basin below. During an attack they would burn the rope bridges and stairs to stop the invaders from passing. Further west is the town of Dune, another hill based town in the harsh Anequina desert. The Palace there is often home to political disputes. The town is also prone to many sandstorms and droughts. The savannas are home to many small villages and various Khajiit tribes.
Further south are the towns of Orcrest and Corinth. Orcrest is home to a massive Orc population. Within its walls it holds many different types of beast races, Orcs, Argonians and Minotours. The most southern town is Senchal, which is the largest sea port in Tamerial own by Empire. It is also the main ecomonic trading source in Elsweyr.
Contained within the harsh deserts are the burried remains of Dwemer cities, long forgotten and unexplored due to the difficulty involved in gaining entry. Dig sites to entrances can be covered overnight by the fierce sand storms in many of the central regions. After the disappearance of the Dwemer, over many years the Khajiits used these as tombs for ritual burials of their kind. Those who do come arcoss these sites are often lost to the mummified undead inhabitants when awakened.

Unlike most cities under the Empire, Daedra worship is more accepted in the public as it has major influence on the Khajiit religions and customs.
taken from the elderscrolls wikia.
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oliver klosoff
 
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Post » Fri May 04, 2012 9:58 am

I didn't know that there were Dwemer ruins in Elsweyr. I thought they only built in the north of Tamriel.
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мistrєss
 
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Post » Fri May 04, 2012 9:54 am

ok yeah makes me want the next game to be elsweyr even more now
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helen buchan
 
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Post » Fri May 04, 2012 1:42 pm

Hmmm Heres a list of things i want

Multiplayer: Will probably never happen, but would be kinda cool to play with atleast one freind.

Hand to hand: I want to fight with my fists like a real man.

Opening sceen: want a cool opening sceen that doesn't put you right into the story from the begining, or just put some mystery around it, for instance, you are running from something in the desert, it's night so you can't really see what it is, after a couple of seconds you pass out of exhaustion, a khajiit yells "Wake up, we're entering the city" you wake up, as he said, you are entering a city, you're on a horse/camel back, he explains what happened to you, after he's done you get of the camel/horse and bend over a bucket of water to wash your face, this is the character creation screen, after you're done with that you can ask him, where he found you, if you do he will give you the location, if you deside to go to that location you will start the main quest/story line, or if the next game isn't in Elsweyr or Hammerfell we could have an opening sceen like this, you are riding in a forest, suddenly you see a ravaged wagon, you walk over to the the wagon and see a lot of dead people, if you look around you will see alot of large footsteps and broken trees in a direction, if you go this direction the mainstory will begin. ( Note: I don't know where the character creation sceen would be in this one )

Elsweyr: A place i would love to see is Elsweyr, why? Read this:
taken from the elderscrolls wikia.
This I would definitely love to see the next TES game set in Elsywer. It would have a much more alien environment.
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suniti
 
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Post » Fri May 04, 2012 1:49 pm

I think Bethesda could learn alot from Capcom's Monster Hunter.
I love Monster Hunter, I love Skyrim and TES. But some things I wish Bethesda would have took more time on doing in Skyrim.

Monsters, the Monster Hunter series is known for it's awesome variety of monsters ranging from mudcrab sized to godzilla proportions. Each monster with it's own unique attacks, body parts to cut off. The dragons in Skyrim are awful to fight, animations are bad and attacks and A.I. in general is just terrible. Everytime I get ready to fight a dragon I feel like it's a chore. In Monster Hunter every dragon is unique in it's abilities and smart and have way better attacks. Everytime I see a dragon in Monster Hunter I love the challenge and the reward I get from killing them.

The weapon/armor system should be a must for the next TES, I love the way I get to make my own weapons and armor on any kind of monster I killed. I wish I could do that in Skyrim. What if I want mudcrab armor? A horker tusk helmet? Etc...

Make it happen Bethesda!
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Dagan Wilkin
 
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Post » Fri May 04, 2012 3:59 am

Have multiplayer, not a MMORPG but just where you can join 1 persons game, or have 1 person join your game.
That way the focus would still be on the quests and great story telling, but you can have a real friend follow you, or battle them, would be so much fun.
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Matthew Aaron Evans
 
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Post » Fri May 04, 2012 3:58 am

For me, I would have to say I would like more exotic weapons that are inspired by the real world midevil weaponry or by the game world itself.
One such example is JaySuS Swords mod on the Nexus

Why? because I feel with a world such a Skyrims could just do with more exotic weapons inspired by the lore and our would itself. Also, those swords JaySuS made look quite sixy...


Link to JaySuS Swords mod: http://skyrim.nexusmods.com/downloads/file.php?id=1002
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Rob Smith
 
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Post » Fri May 04, 2012 9:42 am

The next game should bring back the birthsigns, I like the idea of bonus/penalty that I can't change whenever I want during the game.
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herrade
 
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Post » Fri May 04, 2012 4:32 pm

Dark rooms and dungeons, I would like all the torches estinguishable, and once you do it, the room should be pitch black, no invisible light sources. This way the stealth gameplay will gain a whole new level of interaction. If you're quick enough to put the lights off, the suspicious guard will have to light a torch in order to see you. So you can sneak away in situations where you were almost caught.
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Robert Jr
 
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Post » Fri May 04, 2012 4:03 am

One thing that's been on my mind lately, is how armor skills function. It seems kind of counter productive for a skill to level passively by requiring you to doing something that gets you killed (being hit). Why not, instead of having armor skills level by you (the pc) being smacked around, have the armor skills level up by the player performing combat-based maneuvers while wearing a given armor type?

For example, in order to level armor skills, the player would have to perform combat movements, such as feints or dodges. This would actually make more sense than leveling the armor skill by being hit, which in this game is inherently not something you want to happen, because this would require that the player actively level the armor skill, by performing actions that would necessitate the character being well adjusted to wearing a certain type of armor.
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quinnnn
 
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Post » Fri May 04, 2012 7:26 pm

Dark rooms and dungeons, I would like all the torches estinguishable, and once you do it, the room should be pitch black, no invisible light sources. This way the stealth gameplay will gain a whole new level of interaction. If you're quick enough to put the lights off, the suspicious guard will have to light a torch in order to see you. So you can sneak away in situations where you were almost caught.

I'd favor dark dungeons if they had sustained on-self spells (like Dragon Age), so I could cast Light once for an entire dungeon crawl.
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Barbequtie
 
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Post » Fri May 04, 2012 9:23 am

One thing that's been on my mind lately, is how armor skills function. It seems kind of counter productive for a skill to level passively by requiring you to doing something that gets you killed (being hit). Why not, instead of having armor skills level by you (the pc) being smacked around, have the armor skills level up by the player performing combat-based maneuvers while wearing a given armor type?

For example, in order to level armor skills, the player would have to perform combat movements, such as feints or dodges. This would actually make more sense than leveling the armor skill by being hit, which in this game is inherently not something you want to happen, because this would require that the player actively level the armor skill, by performing actions that would necessitate the character being well adjusted to wearing a certain type of armor.
Technically what would make the most sense is moving in Armor period. The more you wear it the better you should be when wearing it. A very slow constant skill increase would make the most sense. However in terms of gameplay it probably would be irritating if you lacked control in your level ups and it would be easily abused.

Getting hit seems the best way to do this mechanic in the current game mechanics. However, I believe that the mechanics could be improved by giving you XP when sprinting, sneaking, swimming or Jumping in the Armor. All those things would make you better with whatever armor you are wearing. Another thing could be wearing different armors from that armors category. Each time you wear a new armor type within that armor type's category, like light armor for example, you should gain XP in that skill just a little bit faster. The premise being that you learn faster because of your familiarity with different armor types.
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Nina Mccormick
 
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Post » Fri May 04, 2012 1:29 pm

The perk system is fun in theory, but I would hope you make it more interesting next time. Too many perks are +x% to that, -x% to this. In time these passive bonuses make you strong indeed, but I wish there were more active perks that make your playstyle more fun right after you pick them, it’s more rewarding and more fun.

To be more explicit:
  • in order to get the perks that you truly want, you have to pick some that don’t help your style. Why do I need Deadly Aim if I only want Assassin’s Blade. I wish the trees were branched in such a way the perks that actually change your damage or add new abilities to be in a separate branch than the “cosmetic” and "fun" perks (ie Hunter’s Discipline) so I don’t have to pick a fun perk that I don’t really want. The fun perks should not be chained, they should be “free for all” from the beginning. You can never abuse this, because if you pick too many fun perks and no damage perks, you'll be weak in that skill. But you should be free to do so if you want, so more customization freedom please.
  • the perks in Skyrim trees are a little disconnected in effects, which one could also translate in “lazy design”. Since you chose this “chained” tree design where you must pick perk 1 to get to perk 2, at least make them more cohesive in gameplay, like building a combo of perks, building a playstyle step by step, with a more visible and satisfying motivation.
  • For instance, perk 1: your jump height is increased by 30% > perk 2: if you have daggers in both hands, you can now hit with daggers while jumping > perk 3: while performing a jump&hit, you have a x% chance to knock your opponent down > perk 4: while your opponent is down, damage with daggers is increased x%. My example may not be the best, but you get the idea: more synergy between consecutive perks, so it makes more sense why we need the prerequisites.
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Ridhwan Hemsome
 
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Post » Fri May 04, 2012 5:53 pm

It seems kind of counter productive for a skill to level passively by requiring you to doing something that gets you killed (being hit).

Previous TES games had you improve your armor skills by getting hit. This is directly opposite the normal TES game mechanic where you improve by getting "successes", because with armor, you gain experience only by FAILING.

Real body armor will not stop a direct, strong hit with a weapon designed to penetrate or crease armor. It WILL stop, deflect, or minimize hits that aren't delivered with sufficient force, are slightly off-target, or from a weapon that's useless against it. The point of armor is that it protects you from the quick and gradually debilitating jabs and counterstrokes that would otherwise reduce your combat effectiveness, allowing you to concentrate on blocking or evading the slow and powerful strikes that could still hurt you, and on offensive moves of your own. Wearing armor that's too heavy or restrictive on movement is a recipe for disaster under any but the best circumstances, and was generally only done in tournaments, or by a few elite shock units within a larger force.

Armor should either be a "there and done" kind of thing, or give a fixed damage reduction, but a penalty to speed and actions which would gradually be reducable by "skill", not an increasing bonus to protection. Lighter armor would have less penalty (but a slower experience gain), so you'd trade off penalty versus protection, until you had enough skill to wear pretty much anything without a noticable penalty. Even then, fatigue should degrade faster in heavier armor, so a weak and inexperience character would be awkward and slow in heavy armor. You'd stop or reduce more damage, but get hit more often, and tire out more quickly.
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Tom
 
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Post » Fri May 04, 2012 11:22 am

if the conflict with the Thalmor isn't taken care of in Skyrim. i don't wish the next to be in Elsweyr
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Chris Guerin
 
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