Official: Beyond Skyrim - TES VI #9

Post » Fri May 04, 2012 4:48 am

This thread is for ideas and suggestions for future Elder Scrolls games, and to keep all the discussion in one series of threads.




Now that Skyrim has been released the number of suggestions and ideas for the next ES game are starting to show up. We have a long way to go before we get another ES game and all topics like this will be closed and either transferred or referred to this one.

Please keep any discussion of Skyrim in the correct forums.

http://www.gamesas.com/topic/1361134-official-beyond-skyrim-tes-vi-8/
http://www.gamesas.com/topic/1352258-official-beyond-skyrim-tes-vi-7/
http://www.gamesas.com/topic/1339291-official-beyond-skyrim-tes-vi-6/
http://www.gamesas.com/topic/1330470-official-beyond-skyrim-tes-vi-5/
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marina
 
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Post » Fri May 04, 2012 5:14 am

Hmm, Have Skooma and other drugs have odd visual effects and the addition of the Addiction system like in Fallout?
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Greg Swan
 
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Post » Fri May 04, 2012 9:15 am

Hmm, Have Skooma and other drugs have odd visual effects and the addition of the Addiction system like in Fallout?
^this
Using skooma would give you a temp stat bonus. However, if you go several days without using any, your stats should take a serious hit, the longer you go without using any.
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Stephanie Nieves
 
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Post » Fri May 04, 2012 4:28 am

^this
Using skooma would give you a temp stat bonus. However, if you go several days without using any, your stats should take a serious hit, the longer you go without using any.
And one racial Perk for Khajiit could be that they cannot get addicted to Moon Sugar because their immune system is already used to it
(Lore Stated)
But Khajiit can still be addicted to Skooma. :|
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MARLON JOHNSON
 
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Post » Fri May 04, 2012 4:41 pm

And one racial Perk for Khajiit could be that they cannot get addicted to Moon Sugar because their immune system is already used to it
(Lore Stated)
But Khajiit can still be addicted to Skooma. :|

Thats...not true Khajiit still get addicted to skooma and moon sugar, many games gave shown this. In fact thats how plantation and mine owners in Morrowind kept khajiit slaves in order, they gave them skooma and moon sugar and if the Khajiit disobeyed an order they would've been cut off for awhile.

Even in skyrim you can hear one of the Khajiit caravan members talk about how she is getting the shakes from lack of moon sugar and there was a khajiit who went crazy from skooma withdraw in a dwemer ruin.

No where in lore does it state that Khajiit are immune to moon sugar and skooma, the only race thats now effected by a addictive substance would be the Argonians and the Hist, if any other race took the hist they would go into a blind, psychotic rage and become addicted after several uses.

Edit: Correction the only reference being that Khajiit can't get addicted is in the Infernal City, but remember Infernal City isn't the most lore correct part of the ES series.
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Barbequtie
 
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Post » Fri May 04, 2012 6:05 pm

Skooma effects? Man, you guys are short-sighted.

How about a new pespective on the Elder Scrolls? How about we get to be just a commoner for once and not a prophesized savior? Start the game wherever we want, advance however we want, join with whoever we want?

How about a game that focuses less on density and more on scale, such as a more realisticly sized land where you don't run into 2 wolves and a bear but herds of livestock or a major battle - I mean groups of tens and twenties, not three on three.

No hand holding, no level scaling.
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Valerie Marie
 
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Post » Fri May 04, 2012 2:15 pm

My brief experience with Felldew in Shivering Isle was pretty convincing that drug addiction can be an interesting and unnerving game mechanic. I think it'd be very cool for Skyrim to implement a similar system for skooma! Also, it would be kinda great to be able to actually create skooma via alchemy. I tried to do this with nightshade and moon sugar- potion failed, obviously. :unsure:

If I can cut firewood and be a lumberjack or grind wheat and be a miller or catch salmon and be a fisherman, then I want to be able to make skooma and be a drug dealer. Immersion, ftw.
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Elena Alina
 
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Post » Fri May 04, 2012 7:17 pm

what i don't get is why they took out the effects of skooma in skyrim. i mean in oblivion when you took it there was a bunch of stat increases and stat decreases





edit: and now in skyrim the only thing it does is rase your stamina. since they did that i really don't count skooma as a drug any more. i guess it could be like meth or some thing idk lol
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ezra
 
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Post » Fri May 04, 2012 12:39 pm

Skooma effects? Man, you guys are short-sighted.

How about a new pespective on the Elder Scrolls? How about we get to be just a commoner for once and not a prophesized savior? Start the game wherever we want, advance however we want, join with whoever we want?

How about a game that focuses less on density and more on scale, such as a more realisticly sized land where you don't run into 2 wolves and a bear but herds of livestock or a major battle - I mean groups of tens and twenties, not three on three.

No hand holding, no level scaling.

It's futile to ask for stuff like that because it won't sell. :/
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Rachael Williams
 
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Post » Fri May 04, 2012 1:56 pm

If the game is set in Black Marsh I want all the subraces of Argonians to be present. Also a hardcoe mode would be quite appropriate, one where the land itself is your enemy and you must find a remedy to all sorts of disease and infections to keep you alive. The environment should be very deadly and beautiful and full of natural traps, swarming flies and big underwater predators.
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Liv Brown
 
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Post » Fri May 04, 2012 6:37 am

yes that would be awesome
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lolly13
 
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Post » Fri May 04, 2012 4:09 pm

Skooma effects? Man, you guys are short-sighted.

How about a new pespective on the Elder Scrolls? How about we get to be just a commoner for once and not a prophesized savior? Start the game wherever we want, advance however we want, join with whoever we want?

How about a game that focuses less on density and more on scale, such as a more realisticly sized land where you don't run into 2 wolves and a bear but herds of livestock or a major battle - I mean groups of tens and twenties, not three on three.

No hand holding, no level scaling.

Hi there Wolf King of Solitude! Hope you're doing great.

Where do I sign? I endorse your ideas. You're one of the few people who has mentioned scale. In Skyrim, everything, every creature is pretty much the same scale. Yes, dragons are big, but only slightly bigger than a bear, and a bear only slightly bigger than a nord, which, themselves, are of comparable size as wolves. There is no diversity. No contrast. The same problem applies to cities and towns.
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Richard Thompson
 
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Post » Fri May 04, 2012 3:31 pm

If the game is set in Black Marsh I want all the subraces of Argonians to be present. Also a hardcoe mode would be quite appropriate, one where the land itself is your enemy and you must find a remedy to all sorts of disease and infections to keep you alive. The environment should be very deadly and beautiful and full of natural traps, swarming flies and big underwater predators.

Environment vs. you is something I feel like they should have included in Skyrim, but luckily, there are mods that remedy that! Still, in future games, I'd love to see an Elsweyr desert that doubled as a inhospitable death trap or a swamp teeming with nasty insect life. And in a similar vein to your first comment, I'd really like to see the full range of varieties of Khajiit, particularly the Ohmes (which might actually convince me to enjoy playing a cat-person).
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Haley Cooper
 
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Post » Fri May 04, 2012 4:28 pm

Instead of "re-inventing the wheel" with each numbered installment of the Elder Scrolls, Bethesda could use the existing Creation Kit and bring new installments more quickly and add directly to the playable world. The "re-invention" used with subsequent titles has increased system requirements to the point where one may have to buy a new computer every time a new numbered Elder Scrolls game comes out. This is unnecessary. Bethesda could use what they have developed for Skyrim and expand it more quickly than starting from scratch each time. This lowers development costs and time and allows players (read: paying customers) to purchase and play more product more often.

Keep Skyrim's map and add additional provinces using existing assets (maybe throw in more animations and playable races) . Expansion into all of Tamriel could occur without the usual five plus years of development per province.
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City Swagga
 
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Post » Fri May 04, 2012 5:22 pm

Thats...not true Khajiit still get addicted to skooma and moon sugar, many games gave shown this. In fact thats how plantation and mine owners in Morrowind kept khajiit slaves in order, they gave them skooma and moon sugar and if the Khajiit disobeyed an order they would've been cut off for awhile.

Even in skyrim you can hear one of the Khajiit caravan members talk about how she is getting the shakes from lack of moon sugar and there was a khajiit who went crazy from skooma withdraw in a dwemer ruin.

No where in lore does it state that Khajiit are immune to moon sugar and skooma, the only race thats now effected by a addictive substance would be the Argonians and the Hist, if any other race took the hist they would go into a blind, psychotic rage and become addicted after several uses.


Edit: Correction the only reference being that Khajiit can't get addicted is in the Infernal City, but remember Infernal City isn't the most lore correct part of the ES series.
First off i said Khajiit CAN get addicted to Skooma, just not moon sugar
I have never read infernal city and heard a few times within the game that Khajiit can be addicted to Skooma, but Moon sugar is just a regular diet to them to the point where their immune system got used to it therefor not being addicted.
I like taking a shower at least once a day but doesn't mean i'm addicted to it, your argument show's no relevance.

Edit : I can't say they're immune to Moon Sugar addiction, they just have a much larger tolerance for it than other races.

"Moonsugar does seem to be different than cane sugar in many contexts but both are used extensively. The Khajiit, due to resistances, gain a natural immunity to modest amount of sugars where as outsiders will suffer severe effects similar to madness resulting in fits and seizures."
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Lifee Mccaslin
 
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Post » Fri May 04, 2012 4:55 pm

Skooma effects? Man, you guys are short-sighted.

How about a new pespective on the Elder Scrolls? How about we get to be just a commoner for once and not a prophesized savior? Start the game wherever we want, advance however we want, join with whoever we want?

How about a game that focuses less on density and more on scale, such as a more realisticly sized land where you don't run into 2 wolves and a bear but herds of livestock or a major battle - I mean groups of tens and twenties, not three on three.

No hand holding, no level scaling.

This. All of this. I was thinking along the same lines as this. Would be perfect with
the return of a bunch of noncombat skills and a deep dialogue/consequences system.
Add in working economies, jobs and deep interaction between NPCs.

Although it seems to draw the game away from what has become the core of the ES (combat, leveling and exploration),
combat would be more meaningful, leveling would be more satisfying (and you can make literally any
type of character since the game has plenty to do outside of combat) and there's no reason exploration should
be anything but awesome.

Offer a super realistic roleplaying mode where you have to eat and sleep, and there are environmental hazards.
Since were already talking the near impossible, add in graphics atleast as good as Skyrim and a fluid and satisfying
combat system for every fighting style. When you swim or it rains your clothes get wet, walking through the mud makes
your boots muddy, the sun can shine in your eyes, walking through snow is difficult....we can dream.
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Nathan Risch
 
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Post » Fri May 04, 2012 9:46 am

More types of weapons with varying pros and cons.
example-
saber- fast, minimal Immediate damage long bleed out (i think bleed out damage would add alot to combat)
long sword- slow, large immediate damage, long bleed out.
short sword- very fast, mediate immediate damage, short bleed out.

Also add diffrent metals for the diffrent weapons.

both are comparable to morrowind.

less dungeons. that was one thing i dislike about skyrim.
more animals both hostile and non.

more political story and please have the story fleshed out more.
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Jennifer Rose
 
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Post » Fri May 04, 2012 6:20 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.
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Bloomer
 
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Post » Fri May 04, 2012 9:00 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.

Hi Michael jackson! It's good to see you're back. :biggrin:

ALl good points. Kudos to you Sir!
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Trent Theriot
 
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Post » Fri May 04, 2012 4:56 pm

Some form of spellmaking would be a good addition to the next game, especially if it includes the new spell-forms that we have seen in Skyrim (such as sprays, rune traps, cloak-shields, circles, or a short-range forward blast like some of the shouts.) Imagine casting a paralyze rune trap, a circle of flames, or an absorb-health cloak. Even if they limit spells to only one effect (e.g. no fire+shock spells), this would be more interesting than the spellmaking in previous games.

It would also be cool to have knockback as a spell effect (in the Alteration school), since the next game would most likely not have the Fus-Ro-Dah shout. That way, you could create a knockback projectile spell, or a knockback rune trap. A forward-blast knockback spell would be roughly equivalent to the Fus-Ro-Dah shout. Even if they don't implement spellmaking, they should have a knockback spell in Alteration.
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yessenia hermosillo
 
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Post » Fri May 04, 2012 7:21 pm

  • Re-introduction of attributes.
  • More variety to quests and puzzles.
  • Better writing.
  • Revamped quest mechanics - using conversation as a tool to resolve altercations, quests that do not require you to travel all over the province for a single item, quest-design independent from inclusion of fast-travel.
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Pants
 
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Post » Fri May 04, 2012 1:49 pm

Decent npc AI and reactions to my stealth kills.
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Rachel Tyson
 
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Post » Fri May 04, 2012 2:00 pm

Black Marsh! Come on Bethesda, let's see your darker side of fantasy! After Cyrodiil and Skyrim I hope you take us back to the magical alien-esque of Morrowind fantasy, now even darker and crazier with the hist and the Argonian culture and all the lacustrine spleen that only Black Marsh can inspire.
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Mario Alcantar
 
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Post » Fri May 04, 2012 7:46 am

Well I think we should start small, but I won't. Here is the big thing that should be a necessity for any elders scrolls game.

Make what is in the Lore, in the game, as best as is possible.

Now for somewhat smaller things.

-EVERY Daedra type from previous games should be summonable at any point if you have the knowledge and skill for it. Introduce a few new ones now and again too. I doubt we have seen all of the denizens of oblivion.

-Be able to learn any spell despite your skill level in that magic. However impose penalties for using magic beyond your skill. All these spells should have a unnaturally high magic cost. Summoning a Dremora Lord below the prerequisite level should cause it to attack you. Fireballs have a significant chance of blowing up in your face, 40% of the time sounds reasonable. Healing spells have a good chance to damage you. Alteration spells usually fail and cost A LOT of magicka. Illusion spells cause random effects like casting a Muffle spell will have a chance to fail and instead causes a rather powerful but brief light spell to go off. Or they could all just fail and cause a little damage and drain a lot of magicka.

-Every province should have werebeasts. Depending on where it is they should have Werewolves for sure and possible an additional werebeast supposedly native to that province. Werebears in Skyrim, Weretigers in elsweyr, Werecrocodiles in Blackmarsh, Wereboars in parts of High Rock and Hammerfell, Weresharks possibly getting confirmed in a game somewhere and all of these variations in appropriate places in Cyrodiil

-Keep the racial bonuses fairly constant in terms of the culture, make sure they represent the culture as best it can as we know them or they are known. They are pretty superficial so its not like you really need to balance them. The Dunmer, Nords, Redguards, and Imperials had odd bonuses in Skyrim. The Dunmer are supposed to be a Jack of all Trades type of character with magic, combat and stealth skills based on their lore. Imperials need a speech bonus, they are kind of the talkers of the bunch. Nords are supposed to be rude warriors. Why do they have a speech bonus? Why are they not adept with Heavy Armor either when their ancient ancestors apparently all wore it? Why do Redguards, the least magically inclined race have two magic bonuses? There is in game dialogue supporting the idea that Redguards dislike magic in Oblivion. Stuff like that.

-Powers need to be one touch life savers or game changers. They are once a day powers. That is a rough penalty in of itself and should be last ditch efforts at survival or actually useful. An example is a leveled Ancestral Ghost be summoned to a Dunmers aide that acts nearly exactly http://skyrim.nexusmods.com/downloads/file.php?id=10776. It makes the Dunmer ancestor ghost a companion that becomes a more powerful ancestor as you get more powerful. The premise being as you gain power you earn the respect and help of more prestigious and powerful ancestors. There IS a visual change. Make race count dammit. Another example is something they already have done. The Orcish Berserk power in Skyrim. That is a potent and useful power that never loses its usefulness. A final example for [censored] and giggles is another power that was made into a mod. http://skyrim.nexusmods.com/downloads/file.php?id=12096 Last ditch effort scaling megaton of frost spell basically. The premise being previous games giving Nords on touch magic powers and they unleashing some innate frost energy when necessary to overcome life threatening or difficult situations. The powers should be something you can use throughout the entire game and actually be fun and entertaining to use. Shameless promotion of a friends mod series I helped with I know lol.

-Bring MORE skills into the game and make them have importance. Climbing+Jumping+Sprinting+Stamina Regenerationg+Swimming+Breath Duration could be rolled into an Athletics skill. Not movement as that is something you have no control over so is harder to control your level ups. If someone wants to gimp their way up to a high athletics skill let them. That will leave them in a punishing state of unpreparedness when they fight any high level monsters due to perks and skill deficiencies. Speech should let you avoid situations without conflict or cause peaceful situations to deteriorate into conflict. Let some quests be easily passed with a high speech skill and very difficult without one. Skills should provide benefits that are visceral and worthwhile. Have a skill in something have meaning in meaningful ways. Fallout 3 and New Vegas had this to a rather satisfying degree. Intimidate someone because you are a Weaponmaster. Or use a skill both you and the NPC share as incentive for the NPC to help you accomplish something. Both of you Skilled Archers? Have some dialogue that lets you boost your standing with them. Make each skill have a purpose. People like variety and quality. No compromising there. Many skills and each one something very useful in various ways.

-Diseases and Poisons should be something you need to really watch out for. Make them near crippling in various ways. Here are some very annoying yet useful ways of doing that. Drastically reduce carry weight, movement speed, visibility, hearing, jump height, health/stamina/magicka regeneration, skills(like by 50 points till zero), health, magicka and stamina. Cause a slow constant damage, paralyzed status or even stunted health/stamina/magicka. Then make diseases fairly prevalent with the more damaging ones obviously being rarer. Give diseases and poisons a higher chance of inflicting you based on your resistances and certain disease and poison types. Common very damaging diseases could be very hard to get for instance even while in contact with an afflicted specimen. While a rarer yet weaker disease is almost impossible to resist. Have variation with some potent diseases being impossible to resist and others easily resisted. Make a Survivalist skill that lets you mitigate these things a bit amongst other things. Maybe just make it synonymous with the Alchemy skill.

-More varied weapon types and styles of using them. At least back to the amount that was in Morrowind. Broadswords, Longswords, Shortswords, Spears, Halberds, Throwing weapons, Crossbows, Bows, Staves, Maces, Clubs, Daggers, Claymores, Katanas, Dai-Katanas, Tanto, Wakizashi etc etc... Make most of the weapons have different animations and damage types. Bring back weapons that do certain types of physical damage. Slashing, Blunt and Piercing. On each hit they do all of the damage types. There most effective type being the most effective against various opponents. Slashing being great against lightly armored opponents. Blunt being great against heavily armored opponents. Piercing being the middle damage type. Not as effective as Slashing or Blunt in their respective better categories but better than both at their weaker categories. Give melee combat some depth!

-Keep perks but make them interesting and useful but not entirely necessary for a skill to be truly effective. I It should be a nuanced thing. Baby steps the the top of the power pyramid. No 5 perk levels of 20% damage increases. That part should ALL rely on automatic perks you get at certain thresholds like Apprentice, Adept, Expert and Master as well as just scaling with your skill. Instead have things like using specific weapon types more effectively. Maybe if the piercing, blunt, slashing thing was brought back it could give benefits to a sword user for damaging heavily armored opponents. Cause critical hits to happen more often and deal more damage. Cause a weapon to make less sound when being unsheathed from stealth and make less sound when performing stealth kills. Skyrim actually has a system in place for 'louder' weapons during stealth attacks. Two-handers being the loudest for stealth attacks. Dagger being the most silent. Maybe a perk could make your Hefty mace more effective at stealth kills by causing you to 'learn' through a perk that if you hit a certain area or way it will make less sound blah blah blah.

-Oh I have plenty more where this came from...don't want to overload anymore than I already have lol.
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Joanne
 
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Post » Fri May 04, 2012 6:48 pm

Elsweyr.

Makes perfect sense. Morrowind was a bit alien and offbeat, making it fresh and new. Oblivion went back to the LOTR feel, so as to show off the new look and style of the series while creating a "safely" successful game. Skyrim was Scotland to Oblivion's England: Technically the same environment, but more brutal and wild while introducing a new theme to the series: politics. In Skyrim politics was more important than ever, and the game had a dark, Game of Thrones feel. It also proved that the impossible (fully realized dragons) was possible.

So, quick recap:

Morrowind
-Alien world
-Wild environments, vibrant but also dark
-Non-human race as main race
-Daedra play a big role

Oblivion
-Callback to original ES
-Safe setting for introducing new tech and approach to gameplay

Skyrim
-Dark, grim, wild, Game of Thrones take on Oblivion's environment
-More Conan than LOTR
-New themes: Politics, backstabbing, nationalism, destiny
-Realism over renaissance fair
-Dragons fully implemented proves that big things are possible

Elsweyr is the logical next step for the franchise, in my opinion. Not only is the environment even more wild than Skyrim (harsh jungles and hot deserts) and more alien than Morrowind (a beast race as the main race, a different culture altogether, new inspirations and new politics), but it's a completely different world than anything we've seen before. If I was Bethesda, I would take a risk with all my Skyrim profits and invest in a game that will not only re-invigorate the franchise, but motivate the game developers to take their skills to the next level.

Morrowind:
What if we took you to a place you've never seen?

Oblivion:
What if we re-imagined a current setting with new technology?

Skyrim:
What if we made an Elder Scrolls game more epic, brutal, and immersible?

And Elsweyr:
What if we took you to a place you've never seen, re-imagine the franchise with new technology, and made the game even more epic, brutal, and immersible?
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Kristina Campbell
 
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