Official: Beyond Skyrim - TES VI #17

Post » Tue Jan 22, 2013 1:25 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."

Yeah, a large citadel/ kingdom surrounded by wilderness and smaller towns would be pretty awesome.
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Alexx Peace
 
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Post » Tue Jan 22, 2013 9:32 pm

ELDER SCROLLS VI - Dominion - Differences from Skyrim

General
* Instead of holds, Summerset is divided into baronies, each of which is centered in a city or town. Each barony tracks crime seperately. Each barony also has a seperate economy, many of which you can influence through various positive and negative actions. The Imperial City is a barony in itself.
* In respect to fervent complaints about Skyrim's Thieves' Guild quest (and others), none of the questlines require that the player commit their life, service, or soul to any of the daedric princes. For those eager to do so, daedric quests and artifacts can make a return.
* Increased maximums in skills exist, based on race. Any skill that is 20 initially tops out at 110 instead of the usual 100. The skill that starts at 25 (Two-handed for Nords, Destruction for Dunmer, etc.) has a maximum value of 120. Level cap is presumably increased to about 85-87.
* There are fewer essential characters, so you can "bust" a lot of non-mandatory quests. However, faction leaders and high-ranking elves are essential (at least, before the game allows you to kill them. As an alternative, attacks on them could result in the player being attacked by guards and dying instantly and unavoidably.
* The player will sink while wearing heavy armor, and can only swim slowly while wearing light armor. However, the player can only swim while in slallow water: coastal areas, rivers, or lakes. They cannot swim between islands, due to the carnivorous eels that live in deep water. Swimming players are warned when they approach deep water, and are instantly and unavoidably devoured when they reach it, regardless of level.
* As an anti-grinding measure, self-healing spells cease to level up Restoration beyond 50. Attacking essential characters does not level up fighting skills (this includes One-Hand, Two-Hand, Archery, and Destruction).
* The player cannot, under normal circumstances, change most aspects of their appearance. They can alter thair hairstyle, shave/restore facial hair (males only), or add/remove face paint, with the assistance of a barber. Each large city has one. Once you have purchased one of the large manors, Miles can provide this service at no charge.

Combat
* Diminished Dual-wielding: Using two weapons simultaneously in combat makes each do only 75% damage, unless you train with Yadbaam. Sword n' Board or Sword n' Spell do normal damage regardless.
* If you train with Yadbaam, Dual-wielding does 100% damage. You also gain the Dual Wield Block power: pressing R2 with that power selected will allow you to use crossed weapons to ward off blows. This power functions like any other Block, though less effectively than a shield or two-handed weapon.
* Powers, not Shouts. You can only unlock one Shout (the ever-popular Fus-ro-dah). However, in addition to it, you start the game with your standard racial power, and can add Beast Transform and Dual-Wield Block. Other powers might become available as well, as part of various questlines.
* Spears, halberds, spiked clubs, and flails can be obtained or crafted. Redguard swords can also be crafted, as can katanas (now two-handed weapons). There are no dragons in the game, but dragon bone and scales can be found, and weapons/armor crafted from them by master smiths.
* Combat perks exist, but are fewer and less powerful. Fighting prowess is much more a function of skill level than perk selection.
* The player cannot save the game while in active combat.

Crafting
* Smithing can only improve weapons so much, in terms of armor quality/value. No matter what ring/amulet/potion you use, degree of smithing improvement is capped at +5 (equivalent to Epic in Skrim) or 183.3% of base value.
* Smithed armor and weapons gradually lose their temper with use, and must be periodically re-smithed to retain their enhanced effectiveness.
* Gifts for certain NPC's (especially family) may be obtained or crafted: bouquets of flowers or jewelry or fine clothing for spouses. Or, child's clothing, dolls (from cloth and sawdust), stuffed toys, or various treats for children. Younger kids can receive wooden swords; only older kids can be given weapons.
* Realistic potion valuation system:
---- Positive and negative effects cancel out. Fortify Two-handed 200 + Reduce Health 100 = Net value of 100
---- Non-related effects go by the greater effect. Fortify Destruction 250 + Fortify Lockpick 150 = Net value of 250
---- Related effects are added together. Fortify Light Armor 200 + Fortify One-handed 250 = Net value of 450.
* Alchemy and Enchanting perks are fewer in number and somewhat less effective.
* Enchanting is less potent. Even with maximum perks, player enchantments top out at about 60% of the maximum power possible, compared to 80% for the best available professionally enchanted items. Only certain unique legendary items have the most powerful enchantments in existence (100%).
* Purchased enchantments are priced cumulatively. If a +5 Fire Damage spell cost 1,000 gold, a +10 might cost 3,000 and a +15 would run 6,000.

Traveling
* Sleeping outdoors and in the wild will not result in death, since Summerset's climate is fairly temperate. It may result in the player being robbed of a small to moderate amount of gold, or attacked in their sleep (they cannot be directly killed thus). Only rented and owned beds are safe.
* Wagons are found outside of all barony capitals. They provide reasonably priced (free under certain circumstances) and 100% safe transport to other major locations.
* Fast traveling without wagons is possible, but it's not safe. The player has a sizable chance (which increases based on distance, time of day, and location) of being attacked en route. Once the threat has been managed via escape or combat, the player can resume the fast travel, or stay to loot the bodies.

Choices and Consequences
* Post-Main Quest encounters with disgruntled enemies are possible. If you favored the Dominion, you will be attacked by Invisible Hand operatives. If you defeated the Dominion, Thalmor assassins will go after you.
* If you have a bad reputation from having destroyed the economies of towns or baronies, you will also be attacked by gangs of mercenaries, whether you've completed the Main Quest or not.
* Followers can be enlisted, either by pay or by favor, by a system similar to that of Skyrim. Mercenary followers may require additional coin to be paid to them on a weekly basis (instead of a one-time fee of 500-gold, they might require 250 gold per week).
* Some followers are friendly to or opposed to the Aldmeri, and will abandon you once you commit to the opposite side, others are neutral and will stay with you regardless. Mercenary followers are always neutral.

Lodging and Storage
* You can acquire beds and secure storage in various places. You can purchase rooms or cottages, and marry certain (neutral) NPC's at any time. Rooms or cottages consist of a double bed, storage space, and little else.
* Items left in non-secure storage will disappear in a certain amount of time. Only storage in player-owned spaces (rooms, cottages, and manors) is secure. Storage in rented rooms at inns is secure only for the duration of the rental, then items left there will disappear. Chests in dungeons are secure until the player peeks inside them. Unclaimed items can and will disappear after that. This should relieve save file size issues.
* The two largest homes only become available at the end of the main quest: one is a large, somewhat run-down beach house on the outskirts of Firsthold, overlooking the glorious Summerset seaside. The other is a towering but dilapidated manor in the heart of beautiful Sunhold. Whether you support the Dominion or the Coalition, you can choose either of the two houses as your own (though not both), or defer your choice and continue to live in a room or cottage.
* Unlike most homes, which are furnishable but unstaffed, when you obtain a a big house (you can't purchase one), you are assigned a steward, a male Imperial named Miles. Through him, you can see to repairs around their new estate, by paying or possibly by furnishing necessary materials (cutting wood, mining stone, smithing metal, etc). They can pay for other improvements, too. Miles is an essential character.
* Each house has several "spaces" in addition to its main hall. One large one is automatically purposed as a bedroom for player and spouse. The steward is assigned a small one (and it's furnished already). Other possibilities include a children's room with up to three beds, storage, armory, greenhouse, and most or all of the options presented in Hearthfire, though the spaces are mostly interchangable. Outdoor improvements (forge, stable, etc.) are also available for construction or purchase.
* You can purchase themes for either of the two larger homes, once they have been fully repaired. This will modify both the house's interior and exterior to suit your personality. Once bought/constructed, themes are yours for good: you can revert to an old theme by taking it out of storage.

Domestic Life
* Children of most or all races exist, and at three age levels: young ones (about 7), preteens (11 or so), and teens (about 14). All are essential, regardless of race or gender or age range. Teens might possess the ability to fight (and be hit), but will turn and run when their health is reduced. Preteens and young ones cannot even take damage, and will flee when hit.
* For logistical reasons, biological reproduction remains impossible, but adoption makes a return. There are children in the capital city's (competently run) orphanage who can only be adopted by those who serve the Dominion, and orphans in and around Firsthold who can only be adopted by those who aid the coalition.
* There are also kids on the street who can be taken in by anyone. For them, there may be alternate ways to aid them. One child might have relatives in another hold; you could reunite them. Raising a given city's rating to Prosperous may get another youngster taken in by a merchant suddenly in need of an apprentice. There should never be a child like Sofie, condemned to sleep in a snowbank because the Dragonborn adopted Blaise and Lucia.
* Some marriable NPC's are affiliated with one side or the other. They cannot be married until you are committed to supporting their side, or possibly until the main quest has been resolved.
* Your relationship with spouse and children can be improved or worsened. The former happens with your spouse if you bring gifts, spend time at home, or (if you're at the manor/beach house) make repairs around the place. With your kids, your relationship gets better if you play/train with them or give them a good allowance. Strengthening family relations will grant stronger Lover's Comfort and Parent's Love bonuses.
* Staying away from home or (especially) attacking spouse, children, or pets will cause relationships to deteriorate. Eventually, your spouse will divorce you or your child will run away. You can remarry, but you cannot replace runaway children (they disappear from the game).
* Just as your spouse can divorce you, you can divorce your spouse, and remarriage is possible. It is also possible if your spouse dies. If you murder your spouse (even if you get away with it), you cannot remarry, however: the priestess at the temple will know the truth and refuse to give you another amulet. If your adopted child runs away, word of your incompetence as a parent spreads; you cannot adopt another.

Finance
* There are more uses for money. Instead of investing small amounts of money in local businesses, you can invest large amounts for a share of the profits, and even huge amounts for part ownership, and a more sizable share. You can also make large charitable donations in certain cities.
* Investments in businesses and charitable donations, as well as other helpful actions (eliminating bandit gangs, for instance) will improve the Prosperity rating on the cities you aid/serve: streets will be cleaner, beggars and skeevers will disappear, and you will hear people make positive remarks. Local merchants will give you a discount, and some services will be free.
* Negative consequences for evil acts like theft, assault, and especially murder go beyond bounty and/or imprisonment. Your reputation will suffer, and not only will you be reviled and have to pay higher prices, but the Prosperity rating in the area will decline. Beggars will be more common, skeevers will multiply, and negative remarks will be heard. And as mentioned, mercenaries will come after you.

Shortcuts
* Skipping all Tutorials - Players who want to get into the open world as quickly as possible may want to skip the tutorial sequence. They can choose to do so, but will be denied the opportunity to loot fallen enemies. They will begin on the the outskirts of Firsthold with only the items that Tragil directs the player to acquire in the tutorial, which are listed below.
* When captured by the New Stormcloaks, the player may then decline to aid them. They will remain as a "guest" in the camp until the boatman returns and transports them to the mainland. What they looted from the prison will be returned, but they will have no gold or other loot. If they want to do the main quest, they will have to go back and do the New Stormcloaks' quests anyway.
* Skipping the tutorial and declining to help the New Stormcloaks will give the player quick (&--#60; 5 min.) access to the open world of the Summerset mainland, but with only the following:
&--#62; A few food items, but no gold.
&--#62; One set of Leather Armor.
&--#62; One set of Leather Beacers.
&--#62; One set of Leather Boots.
&--#62; One Long Bow
&--#62; 15 Iron Arrows
&--#62; One Iron Sword
&--#62; One Small Wood Shield
&--#62; Players with racial specialization in Two-hand (like Nords) will have an Iron Greatsword instead of a sword, and no shield.

Real Life Mode
* The following changes can be automatic, or presented as an optional game mode, similar to F: NV's hardcoe Mode:
* The player has to periodically consume food and rest. Drinking is automatic, since the player always has a water skin with him, and drinking as often as you would have to IRL is a hassle. Lack of food drains stamina, then health. Lack of sleep drains magicka (due to the loss of concentration that comes with it). Deprivation of either will cause you to die eventually.
* Riding a wagon will cause the player to automatically eat and sleep (it is presumed that food is included in your transport fee, and that you get some sleep while traveling). Fast travel will not!
* Diseases get worse over time, if left untreated. Ultimately, they cause death or severe debilitation.
* Health does not regenerate, except when sleeping (or using Restoration spells, of course). Magicka and stamina both regenerate over time, whether the player is awake or asleep.

Just a couple more posts to go...
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Aaron Clark
 
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Post » Tue Jan 22, 2013 5:33 pm

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.

No, it's not like chopping off a piece of Skyrim and stretching it out. There will be the same amount of dungeons, diversity, people, and plenty of locations to explore. It's only a smaller area in lore, but the same world size as other games.
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jessica breen
 
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Post » Wed Jan 23, 2013 3:03 am

No, it's not like chopping off a piece of Skyrim and stretching it out. There will be the same amount of dungeons, diversity, people, and plenty of locations to explore. It's only a smaller area in lore, but the same world size as other games.
You cant have the same number, or levels of, dungeons, overall locations, and diversity, it's entierly nonsensical that a hold sized area of Skyrim would have as much diversity, or locations of note, as all of skyrim itself.
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Roddy
 
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Post » Wed Jan 23, 2013 3:39 am

Remember that it's Skyrim itself that's actually been majorly compressed. By my estimates, based on necessary latitude changes, the province is bigger than Texas. So by adding in more detail, YES, a single hold (or a kingdom of Elsweyr, an island of Summerset, etc) could serve as a gameworld. You just compress it to 1/5 or 1/10 normal size, as opposed to 1/30 or 1/50.
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Nicholas
 
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Post » Tue Jan 22, 2013 1:42 pm


You cant have the same number, or levels of, dungeons, overall locations, and diversity, it's entierly nonsensical that a hold sized area of Skyrim would have as much diversity, or locations of note, as all of skyrim itself.
It could however, have BIGGER locations with multiple entrances that have several areas that were collapsed and essentiay work in the same way. It was what they did with Fallout 3 and the DC ruins. It works great and they have experience with it.

Did you even read my last post Altadoon?
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Irmacuba
 
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Post » Tue Jan 22, 2013 9:31 pm

You cant have the same number, or levels of, dungeons, overall locations, and diversity, it's entierly nonsensical that a hold sized area of Skyrim would have as much diversity, or locations of note, as all of skyrim itself.

Not all locations would be ideal. It should be a location in a province that has the most diversity in its environment. In Elsweyr, for example, it would be a location that includes both desert and tropical rainforest, such as Torval. For http://img359.imageshack.us/img359/8840/hammerfellmapcl0.jpg, it could be Taneth or Skaven.
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Beulah Bell
 
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Post » Tue Jan 22, 2013 2:16 pm

I think Anequina, Elsweyr's southern kingdom, could work. The arid sands cover the north part, then savannah, tropics, and beach.

Or, you could do like Assassin Creed II did, with multiple cities and their surrounding areas, and fast travel between them.
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Shannon Marie Jones
 
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Post » Wed Jan 23, 2013 2:00 am

NPCs in Skyrim don't focus on objects. That's why they look dead. Their eyes are always set to an infinite focal point. Basically when you talk to NPCs, their eyes are focused behind you instead of being focused on you.

This needs to be fixed in the next game.
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Amanda savory
 
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Post » Tue Jan 22, 2013 10:44 pm

I hope by the next game they manage to give the beast races more unique looks: different skeleton and animations than humans. The tails should also move more realistically, have more weight and hit objects correctly like a true body part.
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Jennifer Munroe
 
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Post » Wed Jan 23, 2013 12:58 am

Magic in general shouldn't be common like potatoes - if I wish to create a character without magic abilities I would be thankful.
And magic is suppose to be something mystic, something dangerous...
Thieves guild & the assassin guild need major improvements in next TES game - they need to be more structured in the next TES game with a lot more influence, and with indepth stories.
And no immortal npc's that can't be killed... (If you accidently kill a quest giver, that's your problem - it's a major flaw in the game design and very little realistic - just an annoying feature.)

Major NPC's need more options like traveling; more advance AI like to decide himself/herself if she/he want to talk, or ignore the protagonist, which should be based on
the main protagonist reputation/background/faction, and race to mention a few details.
The guards are in general annoying; and it's nothing to do with realisme and roleplaying game about the topic: How to create or gather new information/rumors, and events in the Tamriel world.
Guards are like sages and know all things that is going on in-game without using a scrying device - it's an extremely bad game design in my view.
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Bek Rideout
 
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Post » Tue Jan 22, 2013 11:05 pm

I would love to be able to wear armor and robes like in Morrowind and separate left/right pahldrons and gloves. Capes with real physics, more secondary weapons slots that will actually be displayed on the character. Named soul gems. Spells to transform yourself and others into creatures. Mounts for followers or mounts for two.
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Robert
 
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Post » Wed Jan 23, 2013 1:47 am

I would like my npcs to be more lively, yes they follow a routine but do nothing more, they dont talk about world events, they dont comment on anything and they dont do anything, maybe a shop keeper sell a shop after a certain period and goes to a different city, a new vendor opening up after a time, new houses built etc etc I dont know.
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hannah sillery
 
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Post » Tue Jan 22, 2013 8:37 pm

You: Hey I just saved the world from utter destruction!

Guard: Move along, citizen.
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Reven Lord
 
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Post » Tue Jan 22, 2013 3:59 pm

As I may have mentioned, while I don't think it should be possible to "bust" certain major quests by killing the characters, I support an alternative to simple essentiality whenever possible. Maybe if you attack certain people, you are forced into a fight you ultimately can't win (attacked by half a dozen guards who are 15 levels higher than you). It's kind of like my "eels in the water" mechanic: the two things that break immersion the most are invisible walls and an excess of essential characters.

Characters associated with stand-alone quests (like "Lights Out") should NOT be essential. If they die, the quest is failed. I do absolutely believe that children should be essential, though.

Here's the conclusion:

ELDER SCROLLS VI - Dominion - Appendices

Revised Investment System: There are three levels of ownership that you can have in an investable business. Unlike Skyrim, there is no Investor perk: players can invest in any business at will.
Investor (500 gold): Gold bonus: Merchant has 30% more gold than normal.
Shareholder (1500 gold): 2x Gold bonus + Player periodically receives a small share of the profits.
Part-Owner (5000 gold): 3x Gold bonus + Player periodically receives a substantial share of the profits.
* A system should be created that requires active play for profits to be made available (as opposed to just endless use of the Wait key), especially if Real Life Mode is made optional. It could possibly be based on distance travelled, skill levels gained, and/or quests accomplished.
* Gold boosts stack via addition with prosperity bonus. In a Prosperous barony (see below), a store in which the Innkeeper was part owner would have 2.7x the normal amount of gold: an extra 90% for the gold boost and an additional 80% prosperity bonus.


Explanation of Prosperity System: The Prosperity system applies for each city and the surrounding area, and it works something like New Vegas's Reputation system. The city has a score between 0 and 100.
0-14 = Starving. Most merchants will be out of business. General goods merchants will be open, but will sell at 115% normal price and buy at 85%, and have only 60% the normal amount of coin on hand. Children will flee from you. Passers-by will make frequent negative remarks. Beggars and skeevers will be commonplace, streets will be filthy, and buildings will be in poor repair.
15-39 = Impoverished. Merchants will sell goods at 110% normal price, buy at 90%, and have 80% the normal amount of coin. Passers-by will make occasional negative remarks. Beggars will be common, skeevers rare, streets will be dirty, and some buildings will be in poor repair.
40-60 = Average. Prices will be normal, remarks neutral. Beggars will appear in cities from time to time, skeevers will not. Streets will be a bit dirty, and all buildings will be in average repair.
61-85 = Flourishing. Merchants will sell goods at 90% normal price, buy at 110%, and have 1.4x the normal amount of coin. Passers-by will make some positive remarks. Beggars will be rare, streets will be clean, and some buildings will be in excellent repair.
86-100 = Prosperous. Merchants will sell goods at 85% normal price, buy at 115%, and will have 1.8x their normal amount of coin. Barbers and wagons will serve you for free. Passers-by will make frequent positive remarks. There will be no beggars or skeevers anywhere (if there are any beggar NPC's, they will now have jobs). Streets will be pristine, and all buildings will be in excellent repair.

Actions that improve Prosperity
Investing in local businesses. (+1 per investment level, for each business)
Doing bounty quests for the local barons. (+2/quest)
Assisting various citizens. (+1 for easy tasks, +2 for difficult ones)
Charitable donations. (+1/250 gold given. Maximum of +12)

Actions that reduce Prosperity
Crime of any sort, whether you're caught or not. (-1/250 gold stolen. Assaults and murders will depend on the victim)
Certain other actions.

Starting Prosperity Levels
Most cities are negotiable, but should not be higher than 50 to start.
Shimmerene has fallen on hard times, and will have a starting level of 25. As an alternative quest for the Khajiit (or as part of the main quest), you have to get it up to at least 40 (the low end for Average).
Alinor's economy cannot be affected until the main quest is complete. If you support the Coalition, it is devastated by the fighting, and reduced to 10.
Firsthold's economy cannot be affected until the main quest is complete either. If you support the Dominion, the "collaborator" citizens are brutally punished by the Thalmor, reducing its rating to 10.

*~*~*~*


Family Affection: As with Prosperity, your score is a number between 0 and 100. Your starting score (as a newlywed or new parent) is 50.

0 = Miserable. Your spouse will divorce you. Your child will run away.
1-25 = Dissatisfied. Your spouse/child will ignore you when you arrive, and act less than happy when you're present. No Parent's Love or Lover's Comfort bonus.
26-60 = Neutral. Your spouse/child will approach you when you arrive. Remarks will be neutral. Normal Parent's Love or Lover's Comfort bonus.
61-90 = Content. Your spouse will approach and your child will run eagerly up to you when you arrive. Remarks will be positive. 1.5x Parent's Love or Lover's Comfort bonus.
91+ = Overjoyed. Your spouse will hurry to you when you arrive, and your child will run eagerly to you and jump up and down with happiness. Remarks will be positive. 2x Parent's Love or Lover's Comfort bonus.

How to Improve Family Affection (spouse):
Presence: Spend time at home.
Provision: Give your spouse gifts.
Environment: Make improvements to the family home.

How to Improve Family Affection (child):
Provision: Give your child gifts and/or an allowance.
Attention: Play with your younger child, train with your older one.
Kindness: Allow your child to have a pet when he/she asks.

How to Reduce Family Affection:
Absence: Spend more than five consecutive days away from home.
Overwork: Demand that your wife cook more than one homecooked meal, or your child do his/her chores more than once per day.
Abusiveness: Harm/strike your spouse or child, or kill your child's pet.
* Note that abusive acts will reduce affection level with all family members, i.e. beating a child will greatly anger the child, but make your spouse and other kids upset as well.
* Striking an older child during a training session is not considered abuse, as long as you use a wooden training weapon. Some children may prefer magical (spell vs. ward) training; in their case, a Novice-level Destruction spell is likewise acceptable.

Actions With No Effect:
Saying "No" or "No Pets" to your child when he/she brings one home.
Asking your spouse for one home-cooked meal a day.
Asking your child to do his/her chores (once daily), play outside, or go to bed.

*~*~*~*


Real Life Mode Penalties

Consequences of Food Deprivation
0-18 Hours: Nothing
19-68 Hours: Max Stamina decreases by 2% per hour
69-168 Hours: Max Health decreases by 1% per hour
168 Hours (one week): Player collapses from starvation

Consequences of Sleep Deprivation
0-36 Hours: Nothing
37-168 Hours: Max Magicka decreases by 3% every 4 hours
168 Hours: Player keels over from exhaustion

Consequences of Untreated Disease
0-71 Hours: Standard Effect
72-119 Hours: 2x Std. Effect
120-168 Hours: 3x Std. Effect
168 Hours: Death or total debilitation

Revised Powers List
Certain races in Skyrim had powers that were highly effective, other race powers were a joke. Here's how I would equalize it.

List of Once-Daily Powers
Voice of Reason - Imperial racial power. Calms all present for 30s
Adrenaline Rush - Redguard racial power. Unlimited Stamina for 30s
Child of the Forest - Bosmer racial power. Can become invisible and muffled for 90s, as long as they are in a forest area. Standard invisibility rules apply.
Overcharge - Dunmer racial power. Destruction spells are twice as powerful for 60s.
Streak - Khajiit racial power. Can run/sprint at twice normal speed for 60s (fighting prowess is unaffected, but power is good for escape or fast transit).
Battlecry - Nord racial power. Enemies flee for 30s.
Histskin - Argonian racial power. Health regenerates rapidly.
Highborn - Altmer racial power. Magicka regenerates almost instantly for 30s (but only to standard maximum).
Berserker Rage - Orc racial power. Melee attacks do x2 damage, only half damage sustained for 30s.
Dragonskin - Breton racial power. Absorb incoming spells and turn them into magicka for 60s.
Werewolf Transform - Available from Bedrel. Become a large furry killing machine for 120s.
Unrelenting Force Shout - Available from Hodlin. Send people flying.

List of Unlimited Use Powers
Dual Wielding Block - Available from Yadbaam. Can use R2 button to block attacks while dual-wielding.
Night Eye - Khajiit secondary power. See in the dark. Bosmer and Dunmer might have this as well.
Sixth Sense - Argonian secondary power. Detect life.
Wizard Eye - Altmer secondary power. Detect magic.

Always-active Powers
Imperial Luck - Imperials find more gold, gems, and jewelry.
Heat Resist - Dunmer are 40% heat resistant.
Cold Resist - Nords are 40% cold resistant.
Magic Resist - Bretons are 20% destruction magic resistant.
Animal Friend - Bosmer will not be attacked by animals (unless they attack first).
Reptilian Blood - Argonians are 40% resistant to disease and poison.
Highborn - Altmer have 50 extra magicka points.
Tireless - Orcs have 50 extra stamina points.
Thick-skinned - Redguards are 40% resistant to electricity and energy drain.
Agility - Khajiit move 25% faster than other races.


List of Possible Achievements
Leap of Faith: Jump from the top of the prison complex into the sea.
The World is Yours: Reach the Summerset mainland.
Alliance Forged: Get the NS and the Rangers to ally themselves.
Out of the Depths: Depart Oblivion safely.
Sinking Feeling: Get the Dwemer sub working.
Champion of Liberty: Defeat the Thalmor.
Servant of Tyranny: Defeat the Coalition.

Storm-blade: Complete the New Stormcloak questline.
Tree-hugger: Complete the Ranger questline.
Full Moon: Reveal the truth to the Anaquinian Guild.
Oblivion Dancer: Complete the Mages' questline.
Firestorm: Complete the Dunmer's questline.
Voice for Change: Aid the dissidents.
Master of Misinformation: Complete the IH questline.
Secret Slayer: Complete the Shadowscales questline.
One of Us: Officially sign on with one of the joinable factions.

Hearth and Home: Acquire a room, cottage, or estate.
Reconstruction: Restore your estate to perfect repair, and fully furnish it.
Local Benefactor: Render one barony Prosperous.
Full House: Have a steward, a spouse, three children, a horse, and maximum allowable number of pets.
Happy Family: Have your wife and all children Overjoyed (must be married and have at least one child).

Wanderer: Explore 25% of all Locations.
Explorer: Explore 50% of all Locations.
Pioneer: Explore 90% of all Locations.
Up and Down: Climb to the highest accessible mountaintop, and take the sub to the deepest part of the ocean, in any order.
Four Points: Discover the northermost, easternmost, westernmost, and southernmost Locations in Summerset.
Dungeonmaster: Clear 50 Dungeons.
Treasure Hunter: Obtain 50,000 gold worth of loot from chests.
Master Crafter: Craft 50,000 gold worth of armor, potions, or enchantments.
Business is Booming: Receive 25,000 gold in profits from businesses you invested in.
Salesperson: Transact 100,000 gold worth of purchases/sales at stores.
Bounty Hunter: Collect 30 bounties.
Death Machine: Defeat 500 enemies in battle.

Harbinger: Get a total of 300 in the six Warrior skills.
Archmage: Get a total of 300 in the six Mage skills.
Master Thief: Get a total of 300 in the six Stealth skills.

Determined: Defeat the main quest within 16 hours of starting.
Distracted: Play 16 consecutive hours without doing any of the main questline or faction quest missions.
Invincible: Play 16 consecutive hours without dying.
Undertaker: Dispose of 5 bodies via river, swamp, pit, or fire.
Long Journey: Walk/jog/sprint a total of 200 km.

*~*~*~*

MEMORABLE QUOTES

"The last thing you see will be this room. The last thing you smell will be your own burning flesh. The last thing you hear will be your own screams of agony. That is your fate, prisoner. That is the fate of all who cross the Dominion."

- Aldmeri torturer, to Bedrel.



"What happened to you was horrible, Innkeeper, but nothing new. The Aldmeri Dominion has spent the last century tormenting its subjects, and they've made many bitter enemies in the process. If you can bring them together, get them to combine their skills and talents under a single banner, you may be able to bring this long nightmare to an end. You cannot bring back your father, but maybe you can ensure that his death was not in vain."

- Jo'Dak, Khajiit boatman.



"What you call freedom and equality, we call a recipe for disaster. The Septim Empire was doomed from its inception because they let people do as they pleased, rather than requiring that they work together to serve the greater good. We will not follow in their footsteps."

- Bryn, Thalmor Arch-Justicar

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carley moss
 
Posts: 3331
Joined: Tue Jun 20, 2006 5:05 pm

Post » Wed Jan 23, 2013 1:27 am

You: Hey I just saved the world from utter destruction!

Guard: Move along, citizen.

Some npcs are killable based on their content, Nazeem for e.g.. I guess my gripe is there is almost no npc to npc interactions or plot movement, so some strides on this side would be nice, as we see some development as put long hours into the game.
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casey macmillan
 
Posts: 3474
Joined: Fri Feb 09, 2007 7:37 pm

Post » Tue Jan 22, 2013 2:50 pm

So I've been thinking about the level system and how it's set up and I had an idea for the next game. First I should say that I would like a return of acrobatics and athletics. But anyway here's what I'm thinking.

I think that the higher up your level goes, the more you should be able to actually see your progress. Here's some examples:

Level 1 destruction: flamethrower: a weak flame that doesn't have a lot of range and almost sputters out of your hand.
Level 100 destruction: flamethrower: a giant flame maybe colored blue for awesomeness is just shooting out

Level 1 athletics: running: basically the running from skyrim where it's a light jog.
Level 50 athletics: running: basically it looks like the sprint in skyrim with much increased speed
Level 100 athletics:running: your character is in a full sprint but it looks effortless like a ninja.

So basically there's 1-49 weak 50-89 medium 90-100 master. So you actually feel a difference and see your character change the way he does things because its so easy to him. Lol I could sound like a total idiot for this so if I do, call me on it
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Russell Davies
 
Posts: 3429
Joined: Wed Nov 07, 2007 5:01 am

Post » Tue Jan 22, 2013 8:36 pm

I am a big fan of TES but i really think they need a massive overhaul. After playing games like Assassins creed 3, Red Dead Redemption, Mass Effect etc. Skyrim, which is only a year old already seems so clunky and outdated.. the graphics are great but the game play hasn't really changed since Morrowind.
Things like combat, magic, character movement, interacting with NPC's, interacting with the environment etc. lacks any sense of realism and immerson.. and considering how indepth some elements can be and the time some of us put into the game feeling more a part of the adventure would be awesome.
And seriously could they test the game properly before they release it for a change, TES are the only games i have ever played with more than just a couple minor glitches.

Enough with the 1/3rd size DLC's (especially a location that has been done before). How bout bringing out a new TES game every two to three years instead so the Bethesda team could maybe get a bit more trial and error time in to perfect the game instead of waiting 5 years so that by the time the next game is out it is already outdated and outclassed by everything else on the market.

I have spent around 900hrs on Skyrim to date and at this point i am rather over it and am not entirely sure that i am going to bother with the Dragonborn DLC as i can't imagine they would have improved the above mentioned stuff in any way. Just give me a new improved TES so i can experience a whole new adventure.
A solid point - I've exactly the same feelings.
And interactions with NPC's is essential - just not with you as the protagonist, but AI improvements in general so they've more options as a npc.
Todd H. also mention this in an interview - there're a lot of room for AI improvements (None player characters NPC and interactions), and in a TES game it's essential.
Tamriel cities also feel too small in scale as someone mentioned already.
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Shianne Donato
 
Posts: 3422
Joined: Sat Aug 11, 2007 5:55 am

Post » Wed Jan 23, 2013 2:45 am

You cant have the same number, or levels of, dungeons, overall locations, and diversity, it's entierly nonsensical that a hold sized area of Skyrim would have as much diversity, or locations of note, as all of skyrim itself.
To be honest, I kinda hated how many dungeons Skyrim had... :/ I mean, most of them just boiled down to fancy, decorated hallway. With like, ONE branch off, if you were lucky. Could you imagine if a ruined Dwemer city, or a Falmer colony ACTUALLY looked like a city? As in, an actual abandoned underground town, where you could walk into abandoned houses, see where everyone would've lived, worked, etc.

Like, imagine if Beth took a "Legend of Zelda" approach. With 4-8 Dungeons that are all HUGE and with alot of work put into them. I personally think that'd be rad as heck. :3 Each one would feel important, tough, and take a LONG time to complete.
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Krystal Wilson
 
Posts: 3450
Joined: Wed Jan 17, 2007 9:40 am

Post » Wed Jan 23, 2013 2:34 am

Like, imagine if Beth took a "Legend of Zelda" approach. With 4-8 Dungeons that are all HUGE and with alot of work put into them. I personally think that'd be rad as heck. :3 Each one would feel important, tough, and take a LONG time to complete.
That would be very boring IMO.

Zelda dungeons are some of the worst examples of "long becuase of padding" in gaming.
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Vera Maslar
 
Posts: 3468
Joined: Wed Sep 27, 2006 2:32 pm

Post » Tue Jan 22, 2013 6:34 pm

I would like the classic TES attributes implemented back in the game. Who's with me?
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Krystal Wilson
 
Posts: 3450
Joined: Wed Jan 17, 2007 9:40 am

Post » Tue Jan 22, 2013 3:37 pm

I would like the classic TES attributes implemented back in the game. Who's with me?
Signed.

I want back:
  • attributes
  • acrobatics (merged with athletics)
  • spells like open, lock, feather...
  • armor slots
  • factions reputation
  • npc diposition
  • horses in first person
  • detailed narrative journal
  • quest directions from npcs
  • the real radiant a.i. (oblivion e3 demo)
  • birthsigns
  • spellsmaking
  • content under the water
  • language skill
  • spears (+ full perk tree)
  • bizare high fantasy creatures
  • lockpicks of different quality
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Genocidal Cry
 
Posts: 3357
Joined: Fri Jun 22, 2007 10:02 pm

Post » Tue Jan 22, 2013 9:44 pm

OK, one more. I'm pretty sure this is the last of it. While I do not promise not to make other games, they will likely share similar mechnics with Dominion, so I will only need to quote plot summaries.

ELDER SCROLLS VI: Dominion - Possible DLC Ideas

DLC 1 - Retribution

Location: Coastal regions of Hammerfell.
Prerequisite: Must be in contact with New Stormcloaks.

Premise: Eruki, Nord heroine and friend of the Innkeeper, reveals an oversight of sorts in the New Stormcloak attack. In addition to the army they had amassed, they had originally intended to also enlist the aid of the Retribution, a fast and deadly warship manned by a ferocious crew of merchants turned pirates, mostly Redguards. They had failed because they could not contact the group in time. They had once been legitimate merchantmen, but that was before the Thalmor butchered the town where their families lived in retaliation for some minor or imagined crime. Now, they seek both revenge and fortune, and have been plaguing Aldmeri shipping all down the coast for years.

Regardless of whose side you're really on, enlisting them is seen as a positive: the New Stormcloaks need the help, and hoped to enlist them to their cause. The Thalmor want to lure them to their doom. Rumor has it that thcrew of the Retribution lost some people in a recent battle and are seeking new recruits. The Innkeeper can travel to one of Hammerfell's port towns with Eruki and some Redguards, and sign on with the pirates. Raiding a couple of Thalmor targets, they gain the leader's confidence. Ultimately, it's revealed that the Thalmor have planted an inside man on the ship, and intend to lure it to destruction. Once you prove this and kill the Thalmor agent in single combat, the pirates are your friends.

At this point, you can then either hire them (if you have a huge amount of gold that you don't want) or aid them in one last raid on a major Dominion port, one that will put huge amounts of gold in their coffers. Either way, the ultimate goal is to add the pirates to the Coalition. Once you have done so, you sail back to Summerset aboard the Retribution, and can enlist some of the pirates as followers.


DLC 2 - Anequina

Location: Anequina, southern kingdom of Elsweyr.

Premise: Zahraji, the Innkeeper's Khajiit ally, explains that she is being recalled to Elsweyr by her father. It seens that the guild is having severe financial difficulty due to multiple and obviously coordinated attacks on the caravans it sends out. If the attacks don't stop, there could be a financial crisis throughout much of Tamriel, bad news whether you're pro-Dominion or serving the coalition. She notes that you're a good person to have around in a pinch and offers to let you tag along.

Arriving in Elsweyr, you are introduced to Zaraji's father, a highly placed factor in the Anequinian Merchant's Guild. He expresses concern that the guild will have to cease operations soon if the attacks don't stop. You must first accompany one of the caravans headed for Cyrodiil and Skyrim. It is indeed attacked, and you repulse most of the raiders. A prisoner is taken, but he explains that the raiders are merely hirelings. You must go to their actual recruiting area, where you have to establish your credentials as a thief through certain actions (stealing, forging kledgers, other skullduggery; probably not unlike the Thieves' Guild in Skyrim). Once you have done so, an operative for the raiders will recruit you.

Soon after, you are introduced to their leader, who reveals that he knows who you really are from one of his sources: you are a victim of Thalmor atrocities, just like him and countless others. He is an Invisible Hand agent, and he's trying to create economic instability in the Dominion to make it easier to bring down. You can explain to him (through Persuasion) that he's going about this the wrong way and you have a better plan, or simply fight him and wipe him and his people off the map. If you are in good with the Invisible Hand (have completed their questline), he will desist willingly and join his fellow Hand members in Skywatch. The attacks on the caravans will stop.

Afterward, Zahraji's father reveals (unless you've done the MQ already) that he's aware of your interaction with Bryn, but does not care: the Guild has survived since its inception in the Third Era by knowing how to follow where the wind blows: no matter what side you choose, you have his support.
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rebecca moody
 
Posts: 3430
Joined: Mon Mar 05, 2007 3:01 pm

Post » Tue Jan 22, 2013 3:48 pm

So I've been thinking about the level system and how it's set up and I had an idea for the next game. First I should say that I would like a return of acrobatics and athletics. But anyway here's what I'm thinking.

I think that the higher up your level goes, the more you should be able to actually see your progress. Here's some examples:

Level 1 destruction: flamethrower: a weak flame that doesn't have a lot of range and almost sputters out of your hand.
Level 100 destruction: flamethrower: a giant flame maybe colored blue for awesomeness is just shooting out

Level 1 athletics: running: basically the running from skyrim where it's a light jog.
Level 50 athletics: running: basically it looks like the sprint in skyrim with much increased speed
Level 100 athletics:running: your character is in a full sprint but it looks effortless like a ninja.

So basically there's 1-49 weak 50-89 medium 90-100 master. So you actually feel a difference and see your character change the way he does things because its so easy to him. Lol I could sound like a total idiot for this so if I do, call me on it
Actually not a bad idea. However spells could be handled with spellmaking.
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sam westover
 
Posts: 3420
Joined: Sun Jun 10, 2007 2:00 pm

Post » Tue Jan 22, 2013 4:31 pm

Please Bethesda make kill-cams toggleable on/off and all the activities like alchemy or horse riding possible in first person.
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Max Van Morrison
 
Posts: 3503
Joined: Sat Jul 07, 2007 4:48 pm

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