Official: Beyond Skyrim - TES VI #17

Post » Tue Jan 22, 2013 3:03 pm

The next game could feature six with the wife, domestic fight, divorce, paid six and starting a brothel.
What's with the emphasis on six bro?
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Jade MacSpade
 
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Post » Wed Jan 23, 2013 1:16 am

What's with the emphasis on six bro?
Have you seen the mods made for skyrim?

Apparently Elder Scrolls is the largest "six simulator that isnt a six game". Its creppy, and it gets more creepy every TES game.
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Tiffany Holmes
 
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Post » Tue Jan 22, 2013 12:46 pm

The next game could feature six with the wife, domestic fight, divorce, paid six and starting a brothel.

I do have some marriage mechanics added in mind, and business ones as well (they'll be added in later sections). However, since you can't really get laid (beyond the somewhat pointless "fade to black" mechanic in New Vegas), I see no point in including store-bought six.
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George PUluse
 
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Post » Wed Jan 23, 2013 4:07 am

Have you seen the mods made for skyrim?

Apparently Elder Scrolls is the largest "six simulator that isnt a six game". Its creppy, and it gets more creepy every TES game.
That, is definitely true.
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Fanny Rouyé
 
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Post » Tue Jan 22, 2013 3:55 pm

The "next" gen is 4 year old computers being sold as consoles, instead of 9 year old computers being sold as consoles. The next-gen is not some magical golden age that will sweep away all the problems from the current, nor will it make simple facts become false. The simple fact is, that no matter what current hardware gen it is, less total armor pieces = more NPCs, and more total armor pieces = less NPCs, and the next gen isn't going to be this mega-change that alters the paradigm of how many NPCs Bethesda can put in one area.

Unless you seriously nerf enchantment level, you cant really "gameplay balance" adding more.

Having the same amount of armor pieces in Morrowind in Skyrim would have been more than possible. It comes down to design.

And all your above posts are purely opinion, just like mine. In my opinion, your character was better in Morrowind/Skyrim because the RPG elements actually felt, well, like RPG elements.

Skyrim is a good game, but its an FPS with RPG elements thrown in rather than the otherway around.
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Claire
 
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Post » Tue Jan 22, 2013 7:09 pm

I would like more things like random encounters and side quest events happening in the present. I know books, letters and still life composition are powerful storytelling tools that require less resources, but I sometimes feel that my character is like an archaeologist digging for past relics that tell about past events just because john doe from Whiterun suddenly wants his grandfather's grandfather's half a sword back. I would like to see bigger projects happening now so I could be an active or pasive witness, life, communities, public opinion changing visibly as a response to the main events. It would be cool for instance to see a new village being gradually built over time from scratch, a severe disease outbreak kills almost the entire population of a town and the shady people of the poor outskirts occupy the rich quarters, all sorts of things that change naturally, in time, quite visibly, with or without the player playing an active role. Same goes with the guilds, I would like to see more RADIANT programming allowing npcs to spontaneously form groups and go to missions independent of my questline, the guilds look like quest hubs where everybody's waiting for the player to solve their problems and be their leader asap.
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Emmanuel Morales
 
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Post » Tue Jan 22, 2013 8:46 pm

With the way the industry always tries to innovate, normal ES games won't be around much longer.


2013 ~ Next-gen consoles are released / final consoles.

2016 ~ Elder Scrolls VI - last traditional Elder Scrolls game.

2023 ~ Consoles cease to exist ~ evolved into General Purpose Multimedia Hubs.

2024 ~ Elder Scrolls VII - 3D Virtual Reality based world

2034 ~ Elder Scrolls Tamriel - Neural-based Virtual World / Plugs into your brain. ~ Last ES game, will be persistently updated. Subscription-based.


That is, Bethesda doesn't go bankrupt in the meantime.
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Nancy RIP
 
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Post » Tue Jan 22, 2013 4:17 pm

With the way the industry always tries to innovate, normal ES games won't be around much longer.


2013 ~ Next-gen consoles are released / final consoles.

2016 ~ Elder Scrolls VI - last traditional Elder Scrolls game.

2023 ~ Consoles cease to exist ~ evolved into General Purpose Multimedia Hubs.

2024 ~ Elder Scrolls VII - 3D Virtual Reality based world

2034 ~ Elder Scrolls Tamriel - Neural-based Virtual World / Plugs into your brain. ~ Last ES game, will be persistently updated. Subscription-based.


That is, Bethesda doesn't go bankrupt in the meantime.

I know I may seem old-fashioned but that future sounds grim to me...
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Britney Lopez
 
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Post » Tue Jan 22, 2013 8:30 pm

Don't be too sure... a lot of things people thought would happen didn't... picture phones, colonies in space, synths replacing instruments, electric cars, laser guns, and personal hovercraft to name a few. Often, tech reaches a plateau. Cars aren't that much faster than they were in the '60's. Guns still use the century old 9mm and .45 ACP and the even older 12 gauge. And you still often see old style C-9 Christmas lights on houses.
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Crystal Clarke
 
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Post » Wed Jan 23, 2013 1:38 am

A small group of characters that the main character's friends with (Easily recognisable, cliche, personalities that are sure to be hilarious when interacting with each other) Are magically transported to modern Earth, where they have a series of hilarious misadventures whilst trying to find a way home.




P.S. There'd be a khajiit playing the role of crazy, foreign, comic-relief guy.
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Juan Suarez
 
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Post » Wed Jan 23, 2013 3:53 am

A small group of characters that the main character's friends with (Easily recognisable, cliche, personalities that are sure to be hilarious when interacting with each other) Are magically transported to modern Earth, where they have a series of hilarious misadventures whilst trying to find a way home.




P.S. There'd be a khajiit playing the role of crazy, foreign, comic-relief guy.

Don't forget the dubstep soundtrack.

And the villain with the long curly mustache.

Also, Guns.

And fart jokes.
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Cody Banks
 
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Post » Tue Jan 22, 2013 3:12 pm

OK. Merry Christmas, and here's your gift from me. For some of you, I know, the equivalent of a snazzy gift bag containing underwear or a sweater that doesn't fit. But I hope that some of you enjoy the journey I have concocted.

I'm not done, BTW, I also have a list of altered or new game mechanics, plus other miscellaneous things. I hope to have it all up before this topic hits the 200-post mark.

ELDER SCROLLS VI - Dominion - Synopsis Part 3 of 3

You get the parts you need either from Turenene or from Bryn after the dissents go down, and repair the Dwemer sub. It gives you the ability to access the previously unavailable city of Skywatch, where the Invisivle Hand's base is. Gravius is eager to your new ability put to good use (he is just as unaware as any of Tidril's true mission, unless you have ratted her out). You do several missions for the Hand: robbing a courier of his message and planting a false one without being noticed, copying some important battle plans, listening in on a conversation, and dealing with a group of bandits who know too much about the Hand's network of spies. If you have agreed to aid the Thalmor at this point, your missions are similar: you copy the plans incorrectly, let one bandit escape, et cetera. Again, you can continue to work for them, and complete the faction's questline. Your missions outside the main quest are the same regardless of which side you choose, and will not affect the final outcome.

Reporting to Gravius after your last mandatory mission reveals good news: both groups of mages, the Rangers, the Khajiit, and the New Stormcloaks are prepared for battle and moving toward the Capital City to launch their final assault. Your Coalition is now complete, and you have weakened (or pretended to weaken) the Dominion considerably, but there is one last play to make. The Dark Brotherhood and other assassins' guilds were wiped out a century ago, but the Argonian Shadowscales were reborn a few decades later, and they are in Summerset, secretly allied with the Hand. However, most of their operatives were lost in the purge, and they cannot get through the formidable defenses placed around the Imperial Palace. Your Dwemer toy, on the other hand, can.

Gravius introduces you to On-Wan, their leader of the Shadowscales, and her pint-sized aide Vereeza. They are planning to assassinate the Altmer general in charge of the military, as well as the Aldmeri emperor. When you speak to Bryn (which you have to do if you have sided with the Dominion), you are told to fake the death of the general. The emperor, however, is elderly and paranoid and dangerously ineffectual, and you are told to kill him for real. Since he has no heir of his body and the general has little interest in politics, Bryn himself will be able to engineer his own rise to power, and promises that he will be a far more adept leader. If you are siding against the Thalmor, you don't have any dealings with Bryn. You simply kill both the emperor and his general to generate both a power vacuum and chaos in the military. You return to the Shadowscales to report success, and then proceed either to the New Stormcloak base of operations to take your place in the fight, or the Altmer capital to complete the factions' destruction.


A protracted battle now occurs. If you are with the Dominion, it begins on the steps of the Imperial Palace and ends in the New Stormcloak staging area in the woods outside the capital city. You battle your way to Hodlin and slaughter him, putting the coalition to rout. If you are a true-blue member of the Coalition, it is essentially reversed, with the battle starting just outside the staging area and ending in the imperial palace throne room: you kill Bryn and bring the crumbling Dominion's surviving leaders to their knees. Either way, your debt to Gravius (real or imagined) is repaid in the process; if you are supporting the Dominion, he dies trying to protect Hodlin, and if you're supporting the coalition, he dies protecting you.

When the dust settles, the world changes: depending on who won, Bryn or Turenene takes the throne. Some factions may disappear, others may grow powerful. Whether you chose to do each faction's questline will affect this. The citizens of various cities and surrounding regions will suffer or prosper, depending on other actions of yours. Certain questlines, if uncompleted, will become unavailable, others will remain. More to the point, you have the opportunity to build a new life for yourself, in either a cruel but now stable Aldmeri Dominion, or a land whose provinces are once again independant and free. You receive your choice of two abandoned houses (a house on a beautiful beach near Firsthold or a manor in the garden paradise of Sunhold), either of which can be turned into a beautiful estate. You can also get married to certain NPC's, and even adopt children.

However, your troubles and adventures need not be over. If you sided with the coalition, Thalmor remnants will periodically attack you. If you chose the Dominion, you will face members of the Invisible Hand, which presumably survives to fight another day. And if you've done bad things without atoning, even if your bounty is paid, you will be a prize for bands of mercs who are hungry for blood money. You can finish a few of the questlines, though not many (since many of the factions have ceased to exist). You can also do various radiant quests for profit, either quashing rebels for the Thalmor or killing bandits of Thalmor remnants for the new regime. Or if you prefer, you can do honest work,or level up your crafting skills and sell the results to make honest money.

In short, you were once a humble innkeeper, scratching out a living and oblivious to the amazing destiny awaiting you, but no more. You have the power to have a home bursting with joy and love, or full of sorrow and neglect. You can make the land of Summerset a place of contentment and prosperity, or be a source of misery and want. And you can transform Tamriel into a land of liberty, or ensure that it remains under the iron boot of tyranny for centuries to come. The power to change the world is yours.
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michael flanigan
 
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Post » Tue Jan 22, 2013 12:46 pm

OK, I was a mod for eight years (in a smaller community; I don't know how the mods here can cope with the volume of posts here), so I don't like doing things like double posting, but if I didn't, some of my posts would just get too unmanagably large.

Elder Scrolls VI - Dominion - People and Places

Characters

The Innkeeper - A player character of unknown age and race. He/she ran a small inn somewhere on Tamriel with his/her widowed father. They unknowingly gave shelter to an Invisible Hand agent who was directly involved with the New Stormcloaks. As a result, the inn was assaulted by Dominion soldiers. The Innkeeper's father was killed, the inn burned to ashes, and all possessions forfeit to the crown. The Innkeeper was taken alive, but has been dispatched to the interrogation center on desolate Culuma Island, a place from which few return. However, he/she escapes, and ultimately winds up in a position where they can either support the Dominion, or bring its leadership down. Or, alternatively, just leave it alone.

Tragil - A 120-year-old male Altmer, arrested for outspoken criticism of how the Dominion government treats its citizens. He aids the Innkeeper in his/her escape, but is unfortunately devoured by eels when he foolishly tries to swim to freedom from the prison.

Jo'Rak - A 53-year-old male Khajiit who operates a small transport vessel. He rescues the Innkeeper from the eels, then transports him to safety. Until the Dwemer Sub is unlocked, he is the player's sole source of inter-island transport.

Hodlin - A 56-year-old male Nord who is the senior surviving member of the New Stormcloaks, which he named after another group of freedom fighters who dared to oppose a mighty empire (ironically, not even he is quite sure whether they succeeded or not). A fierce warrior and a capable leader, but compassionate and good-hearted.

Yadbaam - A 36-year-old male Orsmer. He is far less trusting than Hodlin is, and can be more given to (sometimes brutal) expediency. Still, he respects Hodlin and works well with him, proving a valued advisor and second in command.

Lairah - A 41-year-old female Redguard. In charge of the Redguard detachment on the New Stormcloaks. Tough and determined, but diplomatic. When Hodlin needs someone to negotiate, she is the primary choice.

Eiruki - A 27-year-old female Nord. A lifelong sailor and a fearsome warrior, and a war hero who exhibited incredible heroism in the destruction of the New Stormcloak fleet. She's dubious about following an outsider, but changes her mind once you get her the ship that the New Stormcloaks need.

Bryn - A 260-year-old male Altmer. Cold, harsh, vengeful, and absolutely dedicated to the Dominion: he believes that most people are like children, and allowing them freedom of choice is a recipe for disaster. However, he unfailingly looks out for his own.

Bedrel - A 68-year-old male Nord werewolf. He killed over a dozen Thalmor and escaped from their hellish prison, then somehow managed to get across the ocean to the Summerset mainland before collapsing. However, he received mortal wounds in the process. As the last survivor of the Companions, he offers you the opportunity to continue their legacy with the "gift" of beast blood.

Glatho - A 108-year-old male Bosmer. Wary and secretive, the perfect thief and ranger, but believes absolutely in opposing the Aldmeri because of what they've done to Valenwood and its people over the last two centuries. Full or stories and lore. Although he wasn't there, he knows more about how Cyrodiil fell than any other character in the game.

Zahraji - A 25-year-old female Khajiit. Friendly, irrepressible, an excellent salesperson. Eager to help, but painfully aware that she possesses little real power.

Ermand - An 88-year-old male Breton. Elderly and no-nonsense, somewhat prickly. He's been teaching young wizards while being treated like a second class citizen because of his race all his life, often by wizards vastly inferior in skill to him.

Vabbar - A 42-year-old female Dunmer. Still bitter from being forced to leave the college, and carries a huge chip on her shoulder. Dubious about siding with strangers, but reluctantly comes around.

Turenene - A 178-year-old male Altmer. A scholar in (for an elf) early middle age. He is mistrusted by the Thalmor because of his belief that all races have the right to life free of oppression and receive equal treatment, but his vast intelligence and charisma enable him to be at least tolerated. He secretly supports a group of Altmeri dissidents who hope to ultimately turn the Dominion into something like the Septim Empire: strong, but free of prejudice, cruelty, and oppression.

Tidril - A 71-year-olf female Altmer. Once a dissident, but she ultimately changed her mind for unknown reasons, and is now a double agent. Quiet and enigmatic. If you side with the Thalmor, she becomes your handler. If you don't, she disappears from the game quickly.

Gravius - A 54-year-old male Imperial. He has been an operative for the Invisible Hand since childhood. His spur of the moment decision to spend the night at a small country inn has had far-reaching consequences. He is genuinely sorry for the suffering that he caused you, but still believes in what he is doing.

On-Wan - A 99-year-old female Argonian. The oldest of the New Shadowscales. Trained from birth to be a deadly, remorseless assassin, and has trained many others. Though deeply saddened at the death of most of her fellows, she is determined to finish her mission.

Vereeza - A 10-year-old male Argonian, named after the famous Shadowscale whose exploits with the Dark Brotherhood led to the rebirth of the order. Don't be fooled by his young age and diminutive size; this lad has been trained to kill since he was old enough to crawl. He guides you through the sewers on your mission to assassinate the emperor.

Miles - A 46-year-old male Imperial. If and when you accept one of the game's two large manors, he is assigned as your steward either way.

The Emperor - The 387-year-old emperor of the Dominion. Old and in poor health, depressed and paranoid and surrounded by enemies even within his court, but game to the death in a fight.


Locations

Culuma Prison - A tiny island to the northeast of Summerset, where those accused of treason to the Dominion are taken, and few if any ever leave. You start out here, as a prisoner awaiting torture and death, and later return here as part of the Valenwood Rangers section of the main quest.

Firsthold - The northernmost city in Summerset, a flourishing port town and fishing village. The city is currently occupied by the New Stormcloak Army. Because of Hodlin's gentle and compassionate nature, the locals have been treated with respect and allowed to go about their business unmolested, something that the Aldmeri overlords did not do. As a result, the occupying army is being regarded as liberators by many of the citizens. The city suffers greatly if you aid the Dominion.

Ottercrest - A large but long-abandoned beach house outside of Firsthold that used to belong to a wealthy Altmer merchant. It can be acquired by the player as a reward for completing the main quest.

Kingshaven - A small port that serves as your entry point to the mainland. It is close to several seaside caverns, including the one where Bedrel has gone to ground.

Shimmerene - A city similar to an elven version of Riften, but without the thieves' guild (which does not exist in Summerset; the Rangers and Invisible Hand take its place). It's built in the middle of a tropical forest. Also a port, but serves the Dominion's lumber industry. Times have become hard there. The Khajiit of the Anaquinian Merchant's Guild have their headquarters here, and the Rangers dwell in the woods southwest of the city.

The Desolation - Marshlands that encompass the extreme southeastern portion of the mainland. No major settlements, since few Altmer are fond of swamps, a few residents here and there. The Shadowscales have their base of operations here, underwater.

Cloudrest - A city built in the mountains, essentially a city atop a city, since the foundation consists of paths to treacherous dwarven ruins. Because of its location, on the slope of a mountain, this city has a great many stairs and possibly restored Dwemer elevators as well.

Yzrnguld - Ancient multilevel Dwemer ruin located underneath Cloudrest. The Dunmer dwell here.

The Crystal Tower - This is the site of the province's large mage's community, wrecked in the Oblivion Crisis and rebuilt in 4E241 as part of the province-wide celebration of the Empire's defeat. Although only the archmages (who are all Altmer) are allowed in the Crystal Tower itself, the surrounding area includes a guild, a library, and a college. The latter two are managed largely by Ermand and his fellow Bretons.

Sunhold - The southernmost city, and the capital of the southernmost barony. It is a city of flower-lined streets and gardens and orchards. Summerset's produce industry operates out of it.

Cherrytree Manor - A towering three-story estate in northern Sunhold, somewhat run down but definitely restorable. Taller but less sprawling than Ottercrest, and surrounded by beautiful orchards and woodland.

Alinor - The oldest, largest, and most elven of the cities, dwelling place of the emperor. Populated almost exclusively by respected and high-ranking Altmer (unlike the rest of the province, which has a generous number of non-Altmer dwelling throughout). A few dissidents dwell here as well.

Lilandril - The central city in the northwestern barony. Has no current part in the main quest, or any faction associated with it.

Skywatch - The city on the southern part of the smaller island. It's unavailable until the later phase of the main quest. The city is under martial law due to the occupation of Firsthold, so no boat can approach it (on the surface anyway). The Invisible Hand has a presence in a small inn outside of town.
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matt white
 
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Post » Tue Jan 22, 2013 10:02 pm

Next game should be a small, but full scale area of a province.

Like this: http://i.imgur.com/gESGK.jpg
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Lil'.KiiDD
 
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Post » Wed Jan 23, 2013 3:14 am

So, here are some of my ideas (these are ideas, NOT predictions):

Elder Scrolls VI: Artaeum

  • It would be set on the Summerset Isles. (The name would be reverted back from 'Alinor')
  • I would have the plot centre on the return of the Isle of Artaeum, and the Psijics.
  • A return of the School of Mysticism (given the return of the Psijic Order, which would be a joinable faction)
  • I would have the Thalmor back, although in what form I'm not sure. (as rulers, or just a faction)
  • King Orgnum of the Maormer would be involved to some degree (Main Quest or maybe Side Quest)
  • The Dreaming Cavern would be unsealed. (Central to the plot.)
  • I would have a story that fits, regardless of what Race you play as.
  • Reverance of Auriel, Trinimac, Syrabane, Phynaster, Magnus, and Y'ffre would take prominence over the Eight Divines.
What do you guys think? Would this work in your view? What ideas would you add?

Thanks for reading. :smile:
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Sammygirl500
 
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Post » Wed Jan 23, 2013 12:57 am

Yo Oddish, if you are gonna make gigantic posts like that. Put em in spoiler tags.

There should be a button on the editor or you can simple type
[ spoiler ] -text- [ / spoiler ]
Minus the spaces and just place whatever you like in the same area as the -text- part and between the spoiler tags.
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Strawberry
 
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Post » Tue Jan 22, 2013 4:08 pm

Next game should be a small, but full scale area of a province.

Like this: http://i.imgur.com/gESGK.jpg
That looks [censored] amazing. If they could make games at that world scale I wouldn't mind visiting just a fragment of a province.
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gemma king
 
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Post » Wed Jan 23, 2013 12:16 am

I've been playing a lot of dual wielding lately and something's missing. I agree that block should be out but if a person has the dexterity to wield two weapons simultaneously they should have the finesse to parry and riposte attacks. Make it a perk if you have to, devs.
Something? I can point to what specifically is wrong with dual-wielding in Skyrim - it has the Morrowind mentality. Run up to the target, spam the attack key, and pray that your opponent's Health runs out before yours does. Placed against the canvas of the other melee combat styles it feels like it came from the stone age. It needs blocking and/or other tactical components.

Yeah, I'm not too impressed with dual wielding melee weapons either. My timing must we way off because I get the impression that I'm actually attacking foes at a slower rate.
That is the case until you get the Dual Flurry perk. Then you attack faster.

There are also significantly less spells in Skyrim becuase of the way the perk system works. In past Elder Scrolls games there were like 10 variations of the same spell, with the sole difference being how much damage they did. With Skyrim's perk system they were able to merge all those spells into one spell, and give you perks to upgrade that spell. One spell in Skyrim has the ability to become like 10 different spell based on perks.
Um, except that the perks don't create any variety at all? You have one Firebolt before the Augmented Flames perk and one afterwards?
The real reasons they axed spells is "look and fell" and balancing.

The next game could feature six with the wife, domestic fight, divorce, paid six and starting a brothel.
Never gonna happen. Why? Because marketability. And the modders do a good job, anyway,

With the way the industry always tries to innovate, normal ES games won't be around much longer.

Your logic implies that TES cannot exist without consoles? Oh the ignorance...

Don't be too sure... a lot of things people thought would happen didn't... picture phones, colonies in space, synths replacing instruments, electric cars, laser guns, and personal hovercraft to name a few. Often, tech reaches a plateau. Cars aren't that much faster than they were in the '60's. Guns still use the century old 9mm and .45 ACP and the even older 12 gauge. And you still often see old style C-9 Christmas lights on houses.
Not the least of which is: a lot of people thought the Internet was just a fad in the 80s, something that would be replaced by something else very shortly. Your argument is invalid, Luke Skyrimmer.
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Marquis deVille
 
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Post » Tue Jan 22, 2013 2:08 pm

Please look up the term, "official," then reply again.
And you! Your mistake was talking to Ghartok in the first place. You know he's done when he starts calling people "kid" to try and pretend he has any actual authority or position with which to argue against other people. It's quite amusing from the outside-looking-in perspective, actually.

All this talk of console specifics and whatnot is pointless anyway. It's early enough in the sequence that I feel the best option right now would be to aim high then whittle down as new details emerge. For example, right now we should assume that the game will be released on next-gen hardware, and that it will be a few (at most three) years old when this happens. That means that even though the console may only be as good as a really good PC from today or next year, developers will have had practice at optimizing for the machines.

My suggestion: There should be no more than four dragons, they should all have names and all be hugely difficult optional bosses.
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Glu Glu
 
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Post » Tue Jan 22, 2013 12:51 pm

I can't do it yet (I can only paste in text on a library PC, since my home one isn't on the Net yet), but 'Dominion' features some alterations to the dual wield system, including a way to block.
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Sarah Knight
 
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Post » Wed Jan 23, 2013 4:11 am

Next game should be a small, but full scale area of a province.

Like this: http://i.imgur.com/gESGK.jpg
They tried to do something similar in Dragon Age 2, Turn the game from a large province spanning game, into one city and its surrounding areas, and everyone hated it.

Meshing all of the cities from Skyrim into one, to make one super city, and it's surroundings, only kills the player's ability to see anything more then a highly limited, and thus highly similar, area of a province.

People already complain enough that the cities, and areas in general, are too similar, and now you want to take away what little oppritunity that Bethesda has to make cities different by limiting the total overall area the game takes place in?
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Anna Krzyzanowska
 
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Post » Tue Jan 22, 2013 10:58 pm

They tried to do something similar in Dragon Age 2, Turn the game from a large province spanning game, into one city and its surrounding areas, and everyone hated it.

Meshing all of the cities from Skyrim into one, to make one super city, and it's surroundings, only kills the player's ability to see anything more then a highly limited, and thus highly similar, area of a province.

People already complain enough that the cities, and areas in general, are too similar, and now you want to take away what little oppritunity that Bethesda has to make cities different by limiting the total overall area the game takes place in?

Everyone hated Dragon Age 2 because it was a bad game.

Cities can be varied and interesting. Also there will be surrounding towns and villages. Sorry, but the good outweighs the bad.

No more of this.
"Oh look at our grand capitol city with 10 buildings and 20 citizens."
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Catherine N
 
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Post » Tue Jan 22, 2013 7:01 pm

They need to combine the good things from all three games, ditch the things that don't really add to the experience, and then scour forums for what dedicated fans would like to be added to the franchise.

1. IMO: We need factions like Morrowind, in which joining one and advancing through it will make you enemeis with another. Also, Morrowind has more factions to join. The improvement here would be the obvious technology differences between Morrowind and Skyrim, as in all these factions would be voice acted, more dynamic, etc. There would still be standard factions in the game like Morrowind that you join just to join and do duties for, but I'd like to see some factions that don't make you the leader, you just advance, and still other factions you can become the leader of. Or perhaps it boils down to how the player goes through questlines, and that determines if you can become the leader or not.

2. We need attributes/skills back from previous games. Why did mysticism get trashed? Why are there less skills in general and less spells? Why did spell creation from Morrowind get removed? Why did we go from having a helmet, cuirass, right/left pauldron, leggings, right/left gauntlets, boots, shield, under-clothing, over-clothing (like robes), two rings, amulet, belt, that we could wear ALL AT ONCE, to Skyrim's horrible Cuirass/Boots/Gloves/Helmet system? Collecting armor sets in Morrowind was vastly more satisfying than in Skyrim because it was harder to do, becuase there were more pieces. I could also make my character look cooler, by leaving one arm unarmored while the other side of me was, or whatever.

3. I understand why Bethesda did away with Morrowind's dice rolling combat, because new physics allow you to swing a sword and hit, but some sort of RPG mechanic needs to make a return into combat, whether it be in the form of the Oblivion skills that allow you to unlock abilities when you reach certain levels, or bringing back attributes that have a direct influence on combat. TES is an RPG franchise, but its slowly becoming an FPS with swords and magic.

4. There needs to be a delicate balance of leveled enemies and non-leveled enemies. Some enemies need to be leveled, to keep the challenge level up, but I think that EVERY dungeon/ruin/fort/cave/explorable area should start with non-leveled enemies. At level 1, I shouldn't be able to walk around and smack anything to death that I seem fit. Each dungeon should be hand-crafted to contain monsters/NPCs that are a certain level, meaning that you will have a harder time completing that dungeon if you are below their level. After you reach their level and surpass it, I wouldn't mind if they were leveled to keep up with you to keep the challenge there. One of the greatest and most intriguing things about Morrowind was the fact that I could walk into a cave not but one minute from the starting zone and get instant killed by an Ash Zombie. It makes dungeons more challenging if you aren't the right level, but it makes the reward fell all the more rewarding if you manage to actually use your wits to complete that dungeon even though you are clearly outclassed. On this regard, I think that every dungeon should start with mobs that are a specific level, and they only level to KEEP UP with you, mobs don't level DOWN to your level to make every dungeon completely regardless of where you are in the game world. Add an option to your journal, "I will have to return here when my skills are more savvy" to make this more immersive.

4. Skyrim's combat is fun, but we need more things to come back. Morrowind had way more weapon types. Tantos, Katanas, Crossbows, Throwing Stars, Wakizashis, Staffs that were also blunt weapons, Halberds, Spears, etc. Bring all of these things back while keeping the GOOD from Skyrim, like dual wielding, shield bash mechanics, etc. With new physics technology and what not, more weapon types should be greeted, not dismissed. I'm glad the crossbow got added back with Dawnguard, but really? We had a crossbow way back in Morrowind...

5. Keep Skyrims diverse traps and dungeon puzzles, and add more varieties of each.

6. Allow several game preferences to be toggled before you start a game. Examples:

- Give players the ability to toggle regenerative health/fatigue/magicka. Morrowind was so fun because potions for fatigue and the other attributes were so dang necessary. It upped the challenge. Naturally this type of hardcoe playstyle doesn't fit everyone, so allow players to play with regenerative attributes if they so desire. If its toggled off, the game will never generate enchanted loot that makes things regenerate faster, instead it will generate other types of loot.

- Allow more map toggles before you start a new game. A lot of people liked Morrowind's style of finding quest objectives. NPCs often gave you their best description of a place, or if they knew the exact location they marked it on the map. Keep quest markers and pointers in-game for the people who want it, but add more alternatives. If you toggle it off, your character's position on his map doesn't show (because they don't have GPS in TES, they would have to know where they were already) and have NPCs give wordy descriptions, or hand-written notes, or mark it on your map. No quest markers for the people who don't want it. Instead, if you know you are in White Run (for example) and an NPC marks a northern dungeon on your map, then you have to find it based on where you think you are leaving White Run, etc. Of course this would all be on a toggle. Casual players could choose to just have quest pointers tell them where to go. Build your quests from the ground up with this design in mind. You can make things hard to find if you always give the option to the casuals to use quest markers.

- Allow fast-travel to be a toggle as well. If its on, it works like Skyrim. If its off, you travel like you did in Morrowind, by using the best fast-travel methods (mage guild teleporters, silt striders, boats, etc) and then walked to where you have to go. This both appeases casuals and hardcoes.

- Please beef up the dialogue of NCPs. If its too expensive to find extensive, professional voice acting, involve the community! Invite community members who would be willing to volunteer to do voice work into the fray. Send them the lines you want voiced with detail descriptions of how to voice it, then have them send it back to you. Use the best of the submissions. There are probably hundreds of people who would be willing to sell their voices for free! We need more dialogue in the TES games, we need more NPCs that we can emotionally care about. I found it so hard to care about any of the NPCs in Skyrim.

- Give the playable character more dialogue options as well. Oblivion was perhaps the worse. Only being able to say one word and get the response was horrible! Dawnguard is probably the best example right now. The dialogue choices you have with Serana were fantastic (and I was sad I couldn't marry her). But for the love of god, let my PC say FULL sentences, tell NPCs about MYSELF, and in general have WAY more things to say than just a few words. In this way, the PC can feel more attached to characters as part of quest lines and feel more involved in the questing process itself.

- Add more dungeons and ruins and explorable areas that aren't tied to quests at all, but must be found through pure exploration or rumors from citizens. If a citizen says he thinks there's an abandoned fort somewhere, it doesn't trigger a quest. You can decide to go looking and reap the treasures for yourself if you find it. But in this, buff up the amount of "clues" you find in these places. Notes from people who met their fateful end in this ruin, etc. Those are nice little lore items to find and are very fun indeed!

- Going along with the above point, all dungeons should have leveled loot containers and non-leveled loot containers. Morrowind was fun if you pulled off a dungeon that was WAY beyond you and ended up with glorifying loot as a reward. I think you should do loot like I suggested you do NPCs. Each dungeon starts with loot for preexisting levels. If you surpass that level, the loot levels up with you, but if you are below the level (and likewise below the level of the creatures defending it) you get rewarded with loot that is really good. Leveling is both a good thing and a curse, for it keeps the challenge, but it also takes away some of the reward/mystery from dungeon running.

This is my wordy 2cents for the next TES game. Agree or disagree, I think the main premise should be to take what worked in ALL THREE GAMES, and expand those features by adding new ones to work in accordance with it. Perks from Skyrim were fine too, btw, now that I remember.

Yes, Yes, and yes. Someone should send this to Todd Howard or Pete Hines.
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Ludivine Poussineau
 
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Joined: Fri Mar 30, 2007 2:49 pm

Post » Tue Jan 22, 2013 5:47 pm


They tried to do something similar in Dragon Age 2, Turn the game from a large province spanning game, into one city and its surrounding areas, and everyone hated it.
Ehhh...that isn't why they hated it. It is because DA2 did a completely [censored] job of making one city and reused countless resources to do so. They also made the city feel restrictive as hell with stupidly imagined fights right in the middle of a bunch of non reactive NPCs. Besides it didn't really have surrounding area. It was like two alternate places that just svcked ass.
Meshing all of the cities from Skyrim into one, to make one super city, and it's surroundings, only kills the player's ability to see anything more then a highly limited, and thus highly similar, area of a province.

Uhmmm...look around your area that you live in. It can be quite varied. It would make sense for certain areas. Poor areas, rich neighborhoods, merchant districts, foreign districts, docks, military barracks/forts, old city, new city, etc etc...then add different architectural periods and different waves of immigrants, building projects, disasters, etc etc... and it can be incredibly varied. The terrain could even vary from cold mountains to temperate forests to hot plains quite easily.
People already complain enough that the cities, and areas in general, are too similar, and now you want to take away what little oppritunity that Bethesda has to make cities different by limiting the total overall area the game takes place in?
Towns can add a huge difference in architectural aesthetics as well. Towns could be the size of cities in Skyrim. Villages the size of towns. Forts could be self-contained and protected towns.

Why are you so determined to find problems instead of solutions? It is mostly common sense. Cities have history and thus have gone through historical change. I bet the Imperial City during Skyrim's time looks quite a bit different than the one we saw during Oblivion. Rebuilt temples around the by-now-holy-Akatosh-as-Martin Statue. Think of how a said city could be constructed and rebuilt/renovated over thousands of years and you get a wide variety of aesthetics.
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luke trodden
 
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Joined: Sun Jun 24, 2007 12:48 am

Post » Tue Jan 22, 2013 5:59 pm

Everyone hated Dragon Age 2 because it was a bad game.

Cities can be varied and interesting. Also there will be surrounding towns and villages. Sorry, but the good outweighs the bad.

No more of this.
"Oh look at our grand capitol city with 10 buildings and 20 citizens."
And part of what made Dragon Age 2 bad was its shift from going to many places, and insted just staying in one.

But its still one city, with one homognious architectural style.

And the good does not outway the bad, the only good we get from it is that cities look more like cities, but we also end up stripping away a large part of the exploration factor, the diverse landscape, people, and different architectural styles, and a good deal of the dungeons. The bad far outweights the good.

We are left with one large city, and maybe one small villige, and a lot of blank land with little in it, as it would be unrealistic for one area around the city to have as many locations as Skyrim does now.

Walking around mostly blank land in a vain attempt to find one of the like 30..... locations wouldn't be fun. Nor would it be fun if an entire game looked like Whiterun hold, or any one hold for that matter, the different landscapes are nessessary in keeping exploration fresh and exciting.
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Rodney C
 
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Joined: Sat Aug 18, 2007 12:54 am

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